Item reports:
Name:           Axe
Weight:         2
Capacity:       -
Raw material:   4 wood + 3 iron
Required skill: weaponsmith 2
Day to produce: 30
Abbreviation:   AXE
Description:    A man with an axe has a +3 bonus to combat. One needs COMBAT skill level 3 to
  use an AXE. Only one weapon per man can be used.

Name:           Balista
Weight:         50
Capacity:       -
Raw material:   30 wood + 5 iron + 5 furs
Required skill: carpenter 4
Day to produce: 24
Abbreviation:   -
Description:    A Balista is a kind of heavy bow on wheels. If you want to move the balista,
  you need at least 1 horse to pull it, otherwise you have to carry the
  balista. Balista can fire once every third round and does 5 damage to a
  single target againt an effective skill of combat 0. One needs CROSSBOW skill
  level 1 to use a BALISTA.

Name:           Cart
Weight:         20
Capacity:       40
Raw material:   12 wood
Required skill: carpenter 1
Day to produce: 24
Abbreviation:   CART
Description:    Cart can be used to move some things. If you want to move cart you need 2 men
  or a horse to pull it.

Name:           Catapult
Weight:         200
Capacity:       -
Raw material:   100 wood + 20 iron + 10 furs
Required skill: carpenter 5
Day to produce: 24
Abbreviation:   -
Description:    A catapult lobs stone across the battlefield to your ennemies. If you want to
  move the catapult, you need at least a mumak or two horses to pull it,
  otherwise you have to carry the catapult. Catapult can fire once every third
  round and does 3 damage to 5-10 targets againt an effective skill of combat.
  One needs three people to operate a CATAPULT. The catapult uses one unit of
  stone per shot.

Name:           Chain Armor
Weight:         1
Capacity:       -
Raw material:   6 iron
Required skill: armorer 1
Day to produce: 24
Abbreviation:   CHA
Description:    Chain armor gives a 1/3 chance of surviving a hit. Only one armor per man can
  be used.

Name:           Chariot
Weight:         40
Capacity:       50
Raw material:   18 wood + 4 iron
Required skill: carpenter 3
Day to produce: 48
Abbreviation:   CRT
Description:    Chariot can be used to move some things or to carry troops. If you want to
  move the chariot you need at least 1 horse to pull it, otherwise you have to
  carry the chariot and you cannot load it. Chariot gives to each man inside a
  bonus +2 to combat, unless attacking units in a structure.

Name:           Cloak Of Shadow
Weight:         1
Capacity:       -
Raw material:   iron
Day to produce: ?
Abbreviation:   -
Description:    A unit equipped with a Cloak of Shadow will get bonus +1 to its Stealth skill
  in case it has at least as much cloaks as people.

Name:           Clowns Hat
Weight:         1
Capacity:       -
Raw material:   fur
Required skill: 
Day to produce: ?
Abbreviation:   -
Description:    A unit equipped with a Clowns Hat will get entertain as if it had one more
  man. Unit cannot use more hats than it has men.

Name:           Conjuring Stick
Weight:         1
Capacity:       -
Raw material:   wood
Required skill: 
Day to produce: ?
Abbreviation:   -
Description:    A person holding a Conjuring Stick has an entertainment level of 5 higher
  than its normal skill level, but can use only on Conjuring Stick at a time.

Name:           Crossbow
Weight:         1
Capacity:       -
Raw material:   5 wood + 1 iron
Required skill: weaponsmith 2
Day to produce: 18
Abbreviation:   XBO
Description:    A man with a crossbow makes his attack against a defense of one third of the
  combat level, rounded down. One needs CROSSBOW skill level 1 to use a
  CROSSBOW. Hits inflicted by a crossbow cannot be deflected by any common
  armor - the target is automatically killed regardless of armor. A crossbow
  can only fire every other round (the first, third, fifth, ...). Only one
  weapon per man can be used.

Name:           Crystal
Weight:         1
Capacity:       -
Raw material:   -
Required skill: quarrying 5
Day to produce: 8
Abbreviation:   -
Description:    Crystals are strange things made from magical substance. Crystals are the key
  part of most high level spells.

Name:           Double Bow
Weight:         1
Capacity:       -
Raw material:   5 yew
Required skill: weaponsmith 5
Day to produce: 24
Abbreviation:   -
Description:    A man with a double bow makes two attacks per turn against a defense of 0,
  plus one third of the combat level, rounded down. One need LONGBOW or
  CROSSBOW skill level 1 to use a DOUBLE BOW. Hits inflicted by a longbow
  cannot be deflected by any nonmagical armor - the target is automatically
  killed. Only one weapon per man can be used.

Name:           Fire Ring
Capacity:       -
Raw material:   1 iron
Required skill: Ring Craft 1
Day to produce: 12
Abbreviation:   -
Description:    Fire ring gives to men who wears it protection from fire. It is also required
  to cast some high level fire spells.

Name:           Fish
Weight:         2
Capacity:       -
Raw material:   -
Required skill: fishing 1
Day to produce: 12
Abbreviation:   FIS
Description:    Fishes can be found mostly near lake and ocean. Fish can be used instead of
  upkeep fee using order CONSUME. Fish can be also sold in region what demands
  it.

Name:           Flaming Sword
Weight:         1
Capacity:       -
Raw material:   sword
Required skill: 
Day to produce: ?
Abbreviation:   -
Description:    Man with flaming sword has +3 bonus to combat. Hit by flaming sword cannot be
  deflected by leather armor. Flaming sword does 3 points of fire damage to
  target. Only one flaming sword per man can be used.

Name:           Floater Hide
Weight:         1
Capacity:       -
Raw material:   -
Required skill: hunting 3
Day to produce: 12
Abbreviation:   -
Description:    Floater_hide is produced from floaters, a rare and skittish denizen of the
  swamps of Lorenai. Floaters actually weigh less than air, since much of their
  body is made up of gaseous sacs. Floater hide is prized by high level
  Shipbuilders of Lorenai, who can use the thin hide to build hot air balloons.

Name:           Food
Weight:         1
Capacity:       -
Raw material:   grain, livestock, fish, horse, pony, warg or mumak
Required skill: cooking 1
Day to produce: 24
Abbreviation:   -
Description:    Food is more advanced food produced of raw feeding resources. This process is
  used to multiply feeding effect of these resources.

Name:           Fur
Weight:         1
Capacity:       -
Raw material:   - 
Required skill: hunting 1
Day to produce: 8
Abbreviation:   FUR
Description:    Furs can be found mostly in forests. Units with the ARMORER skill can craft a
  leather armor from furs. Furs are also a luxury item which can be sold on
  some markets.

Name:           Gem
Weight:         1
Capacity:       -
Raw material:   -
Required skill: quarrying 4
Day to produce: 8
Abbreviation:   -
Description:    Gems are rare and beautyful stones found deep within Lorenai. Gems can be
  sold on markets and some of them are also needed as resource of high level
  spells.

Name:           Giant Bat
Weight:         30
Capacity:       15
Raw material:   -
Required skill: training 5
Day to produce: 24
Abbreviation:   -
Description:    Giant bats can usually be found in plains surrounded by=20 hills or
  mountains. If total weight of the unit, excluding= =20 the giant bats
  themselves, doesn't exceed the capacity=20 of the giant bats, then the unit
  is flying. It means that= =20 unit can move three times as fast as walking
  unit. You need riding skill at least 3 to be able ride giant bats. Unit
  flying on giant bats has a combat bonus equal to its=20 riding skill, unless
  attacking people in structure. NOTE

Name:           Gloves Of Strength
Weight:         1
Capacity:       -
Raw material:   fur, iron
Required skill: 
Day to produce: ?
Abbreviation:   -
Description:    A man with gloves of strength will get 4 more attacks per round and also +1
  bonus to the combat skill.

Name:           Gold
Weight:         1
Capacity:       -
Raw material:   -
Required skill: mining 4
Day to produce: 12
Abbreviation:   -
Description:    Gold can be found mostly in mountains and plains. A Gold mine is a good way
  to make some quick cash at the nearest city.

Name:           Grain
Weight:         5
Capacity:       -
Raw material:   -
Required skill: farming 1
Day to produce: 12
Abbreviation:   GRA
Description:    Grain can be found mostly in plains or hills. Grain can be used instead of
  upkeep fee using order CONSUME.

Name:           Great Hammer
Weight:         2
Capacity:       -
Raw material:   2 wood + 5 iron
Required skill: weaponsmith 2
Day to produce: 24
Abbreviation:   -
Description:    A man with a great hammer has a +1 bonus to combat, but additional bonus +3
  in attack. Great hammer also does 2 points of damage. One needs COMBAT skill
  level 2 to use a great hammer. Only one weapon per man can be used.

Name:           Halberd
Weight:         2
Capacity:       -
Raw material:   6 wood + 3 iron
Required skill: weaponsmith 4
Day to produce: 16
Abbreviation:   -
Description:    A man with a halberd has a +3 bonus to combat when attacking and +5 bonus
  when defending. One needs COMBAT skill level 3 to use HALBERD. Only one
  weapon per man can be used.

Name:           Helm Of Might
Weight:         1
Capacity:       -
Raw material:   iron
Required skill: 
Day to produce: ?
Abbreviation:   -
Description:    A man with helm of might will be able to take 4 more hits before he dies.
  Also he has additional 20% chance of resist any attack.

Name:           Helm Of Observation
Weight:         1
Capacity:       -
Raw material:   iron
Day to produce: ?
Abbreviation:   -
Description:    A unit equipped with a Helm of Observation will get bonus +2 to its
  observation skill.

Name:           Herb
Capacity:       -
Raw material:   - 
Required skill: herb lore 1
Day to produce: 24
Abbreviation:   HER
Description:    Herbs can be found mostly in jungle or swamps. Herbs are needed for healing.
  You need one unit of herbs for one healing attempt. Herbs are also a luxury
  item which can be sold on some markets.

Name:           Horse
Weight:         50
Capacity:       20
Raw material:   -
Required skill: training 1
Day to produce: 24
Abbreviation:   HOR
Description:    Horses can usually be found in plains. If total weight of the unit, excluding
  the horses themselves, doesn't exceed the capacity of the horses, then the
  unit is riding. It means that unit can move twice as fast as walking unit. A
  riding unit with the RIDING skill has a combat bonus equal to its riding
  skill, up to +2, unless attacking people in structure. NOTE

Name:           Iron
Weight:         2
Capacity:       -
Raw material:   -
Required skill: mining 1
Day to produce: 6
Abbreviation:   IRO
Description:    Iron can be found mostly in wasteland and hills. From iron you can make
  armors, some weapons and you will need it for wagon and chariot.

Name:           Ironwood
Weight:         5
Capacity:       -
Raw material:   -
Required skill: lumberjack 3
Day to produce: 6
Abbreviation:   -
Description:    Ironwood is the strongest wood known to Lorenai, and may be used by high
  level Shipbuilders to build armored ships. One unit of ironwood weighs 5
  weight units.

Name:           Leather Armor
Weight:         1
Capacity:       -
Raw material:   3 furs
Required skill: armorer 1
Day to produce: 12
Abbreviation:   LEA
Description:    Leather armor gives a 1/10 chance of surviving a hit. Only one armor per man
  can be used.

Name:           Livestock
Weight:         30
Raw material:   -
Required skill: ranching 1
Day to produce: 12
Abbreviation:   LIV
Description:    Livestock can be found mostly in plains or hills. Livestock can be used
  instead of upkeep fee using order CONSUME.

Name:           Longbow
Weight:         1
Capacity:       -
Raw material:   6 wood
Required skill: weaponsmith 1
Day to produce: 24
Abbreviation:   LBO
Description:    A man with a longbow makes his attack against a defense of 2, plus one third
  of the combat level, rounded down. One needs LONGBOW skill level 1 to use a
  LONGBOW. Hits inflicted by a longbow cannot be deflected by a LEATHER ARMOR.
  Only one weapon per man can be used.

Name:           Magic Axe
Weight:         2
Capacity:       -
Raw material:   axe
Day to produce: ?
Abbreviation:   -
Description:    Man with magic axe has +5 bonus to combat. One need skill COMBAT of level 3
  to use AXE. Hit by magic axe cannot be deflected by common armor. Only one
  weapon per man can be used.

Name:           Magic Bow
Weight:         1
Capacity:       -
Raw material:   longbow or crossbow
Required skill: 
Day to produce: ?
Abbreviation:   -
Description:    To use magic bow you need level at least one in CROSSBOW or LONGBOW skill. A
  magic bow can shoot 3 times per round against effective combat 0. Target get
  +1 bonus for each 3 levels of combat skill. Hits inflicted by a magic bow
  cannot be deflected by common armor. Only one magic bow per man can be used.

Name:           Magic Cart
Weight:         20
Capacity:       40
Raw material:   cart
Day to produce: ?
Abbreviation:   -
Description:    Magic cart can be used to move some things. A magic cart moves at riding
  speed, and does not require two men to tow it.

Name:           Magic Sword
Weight:         1
Capacity:       -
Raw material:   sword
Required skill: 
Day to produce: ?
Abbreviation:   -
Description:    Man with magic sword has +4 bonus to combat. Hit by magic= =20 sword cannot
  be deflected by common armor. Only one weapon per man can be used.

Name:           Magic Wagon
Weight:         25
Capacity:       100
Raw material:   wagon
Required skill: 
Day to produce: ?
Abbreviation:   -
Description:    Magic wagon can be used to move some things. A magic wagon moves at riding
  speed, and does not require a horse to tow it.

Name:           Mithril
Weight:         1
Capacity:       -
Raw material:   -
Required skill: mining 3
Day to produce: 6
Abbreviation:   -
Description:    Mithril can be found mostly in mountains and hills. From mithril you can make
  better weapons and armors.

Name:           Mithril Armor
Weight:         1
Capacity:       -
Raw material:   6 mithril
Required skill: armorer 5
Day to produce: 24
Abbreviation:   -
Description:    A mithril armor gives you 9/10 chance of surviving a common hit, and 2/3 to
  survive a crossbow attack. Only one armor per man can be used.

Name:           Mithril Sword
Weight:         1
Capacity:       -
Raw material:   4 mithril
Required skill: weaponsmith 3
Day to produce: 36
Abbreviation:   -
Description:    A man with a mithril sword has a +4 bonus to combat. Only one weapon per man
  can be used.

Name:           Mumak
Weight:         500
Capacity:       50
Raw material:   -
Required skill: training 2
Day to produce: 36
Abbreviation:   MUM
Description:    Mumaks can usually be found in wastelands and tundras. = If=20 total weight
  of the unit, excluding the mumaks = themselves,=20 doesn't exceed the
  capacity of the mumaks, then the unit =

Name:           Pick Of Mining
Weight:         1
Capacity:       -
Raw material:   iron
Day to produce: ?
Abbreviation:   -
Description:    Each miner with a Pick of Mining will produce twice more stone, iron, gold,
  silver, mithril or rootstone.

Name:           Plate Armor
Weight:         3
Capacity:       -
Raw material:   12 iron
Required skill: armorer 3
Day to produce: 40
Abbreviation:   PLT
Description:    Plate armor gives a 2/3 chance of surviving a hit. Only one armor per man can
  be used.

Name:           Pony
Weight:         40
Capacity:       18
Raw material:   -
Required skill: training 1
Day to produce: 24
Abbreviation:   -
Description:    Ponies can usually be found in plains and hills. If total weight of the unit,
  excluding the ponies themselves, doesn't exceed the capacity of the ponies,
  then the unit is riding. It means that unit can move twice as fast as walking
  unit. A riding unit with the RIDING skill has a combat bonus equal to its
  riding skill, up to +2, unless attacking people in structure. NOTE

Name:           Portal
Weight:         1
Capacity:       -
Raw material:   stone
Day to produce: ?
Abbreviation:   -
Description:    Portal is magical item that is used as target for other spells to transport
  units over long distances.

Name:           Potion Of Curing
Weight:         1
Capacity:       -
Raw material:   herbs
Day to produce: ?
Abbreviation:   -
Description:    A unit equiped with potion of curing will automaticaly whenever it is damaged
  in battle. Potion of curing will heal one point of damage done to unit. If
  the unit got more than one point of damage it will die though.

Name:           Rootstone
Weight:         10
Capacity:       -
Raw material:   -
Required skill: quarrying 3
Day to produce: 8
Abbreviation:   -
Description:    Rootstone is a rare stone found deep within Lorenai mountains and hills. From
  rootstone you can build magical towers and fortresses.

Name:           Round Shield
Weight:         1
Capacity:       -
Raw material:   3 wood, 2 furs 
Required skill: armorer 2
Day to produce: 12
Abbreviation:   -
Description:    Round shield gives a +1 bonus to combat skill in defence. Only one shield per
  man can be used.

Name:           Shield Of Arcane Power
Weight:         1
Capacity:       -
Raw material:   iron, wood, fur
Required skill: 
Day to produce: ?
Abbreviation:   -
Description:    A man with shield of arcane power has additional 50% of resisting any attack.
  Also the shield gives +2 bonus to combat and protection from fire and cold.

Name:           Silver
Weight:         1
Capacity:       -
Raw material:   -
Required skill: mining 2
Day to produce: 8
Abbreviation:   -
Description:    Silver can be found mostly in mountains and hills. From silver you can make
  some weapons or sell it at a market for profit.

Name:           Stone
Weight:         5
Capacity:       -
Raw material:   -
Required skill: quarrying 1
Day to produce: 4
Abbreviation:   STO
Description:    Stone can be found mostly in hills. From stone you can build road or
  building.

Name:           Sword
Weight:         1
Capacity:       -
Raw material:   4 iron
Required skill: weaponsmith 1
Day to produce: 24
Abbreviation:   SWO
Description:    A man with a sword has a +2 bonus to combat. Only one weapon per man can be
  used.

Name:           Tower Shield
Weight:         2
Capacity:       -
Raw material:   4 wood, 4 iron
Required skill: armorer 4
Day to produce: 12
Abbreviation:   -
Description:    Tower shield gives a +2 bonus to combat skill in defence. Only one shield per
  man can be used.

Name:           Trident
Weight:         2
Capacity:       -
Raw material:   8 iron
Required skill: weaponsmith 3
Day to produce: 24
Abbreviation:   -
Description:    A man with a trident has a +2 bonus to combat when attacking and +4 bonus
  when defending. One needs COMBAT skill level 2 to use TRIDENT. Only one
  weapon per man can be used.

Name:           Wagon
Weight:         25
Capacity:       100
Raw material:   15 wood + 2 iron
Required skill: carpenter 2
Day to produce: 36
Abbreviation:   WAG
Description:    Wagon can be used to move some things. If you want to move wagon you need
  min. 1 horse to pull it. Without horse you have to carry wagon and you cannot
  load it.

Name:           Wand Of Fear
Weight:         1
Capacity:       -
Raw material:   wood
Day to produce: ?
Abbreviation:   -
Description:    A unit equiped with a Wand of Fear will automaticaly cast the Cause Fear
  spell in combat as if a mage was present. Cause Fear spell strikes fear into
  hearts of 10-20 common men (not leaders). Fearing troops fight with -2
  penalty on their combat. There is 10% chance that wand explodes and hurts
  it's owner.

Name:           Wand Of Fire
Weight:         1
Capacity:       -
Raw material:   wood
Required skill: 
Day to produce: ?
Abbreviation:   -
Description:    A unit equipped with a Wand of Fire will automaticaly cast the Fireflash
  spell in combat as if a mage was present. Fireflash spell creates a bright
  flash of fire which dazzles 2 to 50 enemies. Dazzled troops attack with a -2
  penalty on their attack. There is 10% chance that wand explodes and hurts its
  owner.

Name:           Warg
Weight:         30
Capacity:       15
Raw material:   -
Required skill: training 1
Day to produce: 24
Abbreviation:   -
Description:    Warg can usually be found in wastelands, hills and forests. If total weight
  of the unit, excluding the wargs themselves, doesn't exceed the capacity of
  the wargs, then the unit is riding. It means that unit can move twice as fast
  as walking unit. A riding unit with the RIDING skill has a combat bonus equal
  to its riding skill, up to +2, unless attacking people in structure. NOTE

Name:           War Horse
Weight:         75
Capacity:       15
Raw material:   3 horses
Required skill: training 3
Day to produce: 24
Abbreviation:   -
Description:    A unit can ride war horses in the same manner as horses, with the same riding
  bonuses as horses, but war horses give an immediate +1 bonus to combat
  levels. NOTE

Name:           Winged Horse
Weight:         50
Capacity:       20
Raw material:   -
Required skill: training 5
Day to produce: 24
Abbreviation:   -
Description:    Winged horses can usually be found in plains surrounded by= =20 hills or
  mountains. If total weight of the unit, excluding= =20 the winged horses
  themselves, doesn't exceed the capacity= =20 of the winged horses, then the
  unit is flying. It means tha= t=20 unit can move three times as fast as
  walking unit. You need riding skill at least 3 to be able ride winged horses.
  Unit flying on winged horses has a combat bonus equal to its=20 riding skill,
  unless attacking people in structure. NOTE

Name:           Wood
Weight:         2
Capacity:       -
Raw material:   -
Required skill: lumberjack 1
Day to produce: 4
Abbreviation:   WOO
Description:    Wood can be found mostly in forest or jungle. From wood you can make ships,
  cart, some weapons, building.

Name:           Yew
Weight:         1
Capacity:       -
Raw material:   -
Required skill: lumberjack 5
Day to produce: 12
Abbreviation:   -
Description:    Yew is the lightest, most pliable wood known; high level=20 Weaponsmithes may
  use yew to produce powerful bows. One=20 unit of yew weighs 1 weight units.


Skill reports:
No skill report for adventuring 1.

No skill report for adventuring 2.

No skill report for adventuring 3.

No skill report for adventuring 4.

No skill report for adventuring 5.

Armorer 1: A unit with this skill may use the PRODUCE order to produce chain
  armor from iron or leather armor from furs.
Knowledge: Leather Armor, Chain Armor

Armorer 2: A unit with this skill may use the PRODUCE order to produce round
  shield from wood and furs.
Knowledge: Round Shield

Armorer 3: A unit with this skill may use the PRODUCE order to produce plate
  armor from twelve units of iron. Plate armor provides a 2/3 chance of
  surviving a successful attack in battle. Production of one armor takes about
  40 days regardless of level.
Knowledge: Plate Armor

Armorer 4: A unit with this skill may use the PRODUCE order to produce tower
  shield from iron.
Knowledge: Tower Shield

Armorer 5: A unit with this skill may use the PRODUCE order to produce
  mithril armor from mithril.
Knowledge: Mithril Armor

No skill report for astral 1.

No skill report for astral 2.

No skill report for astral 3.

No skill report for astral 4.

No skill report for astral 5.

No skill report for body 1.

No skill report for body 2.

No skill report for body 3.

No skill report for body 4.

No skill report for body 5.

Building 1: A unit with this skill may use the BUILD order to construct
  buildings from stone or wood. Unit can also build roads as if it had paving
  skill of 1.
Knowledge: Market, Tower, Fort, Bakery, Butchery, Fishery, Shanty, Loghouse,
  Mine, Sawmill, Quarry, Tannery, Pond, Garden, Farm, Ranch, Fence, Kennel

Building 2: A unit with this skill may use the BUILD order to construct
  advanced buildings from stone or wood.
Knowledge: Castle, Citadel, Homestead

Building 3: A unit with this skill may use the BUILD order to construct
  magical towers and magical fortresses from rootstone. A magical fortress is
  the same size as a castle, requires the same amount of material (160 units of
  rootstone), and has the same defense value (it protects 250 men). However,
  magical fortresses may be used as the target of powerful magical spells, and
  are not harmed by magical Earthquakes. Man with building skill level 3 can
  also build roads as if he had paving skill level 2.
Knowledge: Magic Tower, Magic Fortress

No skill report for building 4.

Building 5: A unit with this skill may use the BUILD order to construct ....
  NOT FINISHED .... Man with building skill level 5 can also build roads as if
  he had paving skill level 3.

Carpenter 1: A unit with this skill may PRODUCE carts from wood. A cart, used
  with a horse, can carry up to 40 units of weight.
Knowledge: Cart

Carpenter 2: A unit with this skill may PRODUCE wagons from wood and iron. A
  wagon, used with a horse, can carry up to 100 units of weight.
Knowledge: Wagon

Carpenter 3: A unit with this skill may PRODUCE chariots from wood and iron.
  A chariot, used with a horse, can carry up to 50 units of weight. Each men on
  chariot in battle get +2 to combat.
Knowledge: Chariot

Carpenter 4: A unit with this skill may PRODUCE balista out of wood and iron.
Knowledge: Balista

Carpenter 5: A unit with this skill may PRODUCE catapults out of ironwood.
Knowledge: Catapult

Combat 1: This skill gives the unit a bonus in hand to hand combat. Also, a
  unit with this skill may TAX or PILLAGE.

No skill report for combat 2.

No skill report for combat 3.

No skill report for combat 4.

No skill report for combat 5.

Cooking 1: A unit with this skill may use the PRODUCE order to produce food
  from grain, livestock or fishes in designated structures. Unit will produce
  one unit of food plus three per each level of cooking. Food be used instead
  of upkeep fee using order CONSUME.
Knowledge: Grain, Livestock, Fish, Food

No skill report for cooking 2.

No skill report for Cooking 3.

No skill report for cooking 4.

No skill report for cooking 5.

Crossbow 1: A unit with this skill may use a crossbow, either in battle, or
  to TAX or PILLAGE a region.
Knowledge: Crossbow

No skill report for crossbow 2.

No skill report for Crossbow 3.

No skill report for crossbow 4.

No skill report for crossbow 5.

Dodge 1: A unit with this skill has a chance 10% per skill level to avoid
  being hit in battle. Only leaders with skill combat of level 5 and more can
  study this skill.

No skill report for elements 1.

No skill report for elements 2.

No skill report for elements 3.

No skill report for elements 4.

No skill report for elements 5.

No skill report for energy 1.

No skill report for energy 2.

No skill report for energy 3.

No skill report for energy 4.

No skill report for energy 5.

Entertainment 1: A unit with this skill may use the ENTERTAIN order to
  generate funds. The amount of tolars gained will be $2 per man per day, times
  the level of the entertainers. This amount is limited by the region that the
  unit is in.

No skill report for entertainment 2.

No skill report for entertainment 3.

No skill report for entertainment 4.

No skill report for entertainment 5.

Farming 1: A unit with this skill may use the PRODUCE order to produce grain
  in designated regions. Grain can be found in different regions, but mostly in
  plains or hills. Grain can be used instead of upkeep fee using order CONSUME.
Knowledge: Grain

No skill report for farming 2.

No skill report for farming 3.

No skill report for farming 4.

Fishing 1: A unit with this skill may use the PRODUCE order to produce=20
  fish in designated regions. Fish are mostly available in ocean regions. FISH
  can be used instead of upkeep fee using order CONSUME.
Knowledge: Fish

No skill report for fishing 2.

No skill report for Fishing 3.

No skill report for fishing 4.

Healing 1: A unit with this skill can use herbs to heal units after a battle
  has been won.
Knowledge: Herbs

No skill report for healing 2.

No skill report for Healing 3.

No skill report for healing 4.

No skill report for healing 5.

Herb Lore 1: A unit with this skill may use the PRODUCE order to produce
  herbs in designated regions. Herbs are found in many types of regions, but
  most frequently in jungles. Herbs may be used by units with the Healing
  skill, to heal units killed in battle.
Knowledge: Herbs

No skill report for Herb Lore 2.

No skill report for Herb Lore 3.

No skill report for herb lore 4.

Hunting 1: A unit with this skill may use the PRODUCE order to produce furs
  in designated regions. Furs may be produced in many types of regions,
  generally in small quantities.
Knowledge: Fur

No skill report for hunting 2.

Hunting 3: A unit with this skill may use the PRODUCE order to hunt floaters,
  a rare and skittish denizen of the swamps of Lorenai. Use he order PRODUCE
  Floater_Hide to produce floater hide (note that Hunting 3 is required to
  determine if floater hide can be found in a swamp). Floaters actually weight
  less than air, since much of their body is made up of gaseous sacs. Floater
  hide is prized by high level Shipbuilders of Lorenai, who can use the thin
  hide to build hot air balloons.
Knowledge: Floater_Hide

No skill report for hunting 4.

No skill report for illusion 1.

No skill report for illusion 2.

No skill report for illusion 3.

No skill report for illusion 4.

No skill report for illusion 5.

Longbow 1: A unit with this skill may use a longbow, either in battle, or to
  TAX or PILLAGE a region.
Knowledge: Longbow

No skill report for longbow 2.

No skill report for longbow 3.

No skill report for longbow 4.

No skill report for longbow 5.

Lumberjack 1: A unit with this skill may use the PRODUCE order to produce
  wood in designated regions. Wood can be found in different regions, but
  mostly in forests or jungles. Wood is used for building different structures
  or making bows with appropriate skill.
Knowledge: Wood

No skill report for lumberjack 2.

Lumberjack 3: A unit with this skill may use the PRODUCE order to produce
  ironwood in designated regions (Note that Lumberjack skill of 3 is required
  to even determine that ironwood may be produced). Ironwood is the strongest
  wood known to Lorenai, and may be used by high level Shipbuilders to build
  armored ships. One unit of ironwood weighs 10 weight units.
Knowledge: Ironwood

No skill report for lumberjack 4.

Lumberjack 5: A unit with this skill may use the PRODUCE order to produce=
  =20 yew in designated regions (Note that Lumberjack skill of 5 is required=20
  to even determine that yew may be produced). Yew is the lightest, most=20
  pliable wood known; high level Weaponsmithes may use yew to produce=20
  powerful bows. One unit of yew weighs 10 weight units.
Knowledge: Yew

No skill report for matter 1.

No skill report for matter 2.

No skill report for matter 3.

No skill report for matter 4.

No skill report for matter 5.

No skill report for mind 1.

No skill report for mind 2.

No skill report for mind 3.

No skill report for mind 4.

No skill report for mind 5.

Mining 1: A unit with this skill may use the PRODUCE order to produce iron in
  designated regions. Iron can be found in different regions, but mostly in
  hills or wasteland. Iron is used to produce weapons and armor with
  appropriate skills.
Knowledge: Iron

Mining 2: A unit with this skill may use the PRODUCE order to produce silver
  in the designated regions. Silver is usually found in hills and plains.
Knowledge: Silver

Mining 3: A unit with this skill may use the PRODUCE order to produce mithril
  in designated regions (Note that Mining skill of 3 is required to even
  determine that mithril may be produced). Mithril is the strongest metal
  known, and high level Weaponsmithes and Armorers may use mithril to forge
  weapons and armor. One unit of mithril weighs 1 weight units.
Knowledge: Mithril

Mining 4: A unit with this skill may use the PRODUCE order to produce gold in
  the designated regions. Gold is usually found in hills and plains.
Knowledge: Gold

No skill report for mining 5.

Observation 1: A unit with this skill can see stealthy units whose stealth
  rating is less than or equal to the observing unit's Observation level. The
  unit can also determine the faction owning a unit, provided its Observation
  level is higher than the other unit's Stealth level.

No skill report for observation 2.

No skill report for observation 3.

No skill report for observation 4.

No skill report for observation 5.

Parry 1: A unit with this skill has a chance 10% per skill level to parry
  attack directed on you with your weapon. Only leaders with skill combat of
  level 3 and more can study this skill.

Paving 1: A unit with this skill may use the BUILD ROAD order to pave roads
  using stone.

No skill report for paving 2.

No skill report for paving 3.

No skill report for paving 4.

No skill report for paving 5.

No skill report for protection 1.

No skill report for protection 2.

No skill report for protection 3.

No skill report for protection 4.

No skill report for protection 5.

Quarrying 1: A unit with this skill may use the PRODUCE order to produce
  stone in designated regions. Stone can be found in different regions, but
  mostly in hills or mountains. Stone is used for building different structures
  with appropriate skill.
Knowledge: Stone

No skill report for quarrying 2.

Quarrying 3: A unit with this skill may use the PRODUCE order to produce
  rootstone, a rare stone found deep within Lorenai. Skill level 3 is required
  to determine which regions rootstone may be produced in. High level builders
  may use rootstone to build magical towers and fortresses. A unit of rootstone
  weighs 10 weight units.
Knowledge: Rootstone

Quarrying 4: A unit with this skill may use the PRODUCE order to produce
  gems, a rare and beautyful stones found deep within Lorenai. Skill level 4 is
  required to determine which regions gem may be produced in. Gems can be sold
  on markets and some of them are also needed as resource of high level spells.
Knowledge: Gem

Quarrying 5: A unit with this skill may use the PRODUCE order to produce=20
  crystals. Crystals are strange things made from magical substance. Skill= =20
  level 4 is required to determine which regions crystals may be produced i=
  n.=20 Crystals are the key part of most high level spells.
Knowledge: Crystal

Ranching 1: A unit with this skill may use the PRODUCE order to produce
  livestock in designated regions. Livestock can be found in different regions,
  but mostly in plains, hills or forests. Livestock can be used instead of
  upkeep fee using order CONSUME.
Knowledge: Livestock

No skill report for ranching 2.

No skill report for ranching 3.

No skill report for ranching 4.

Riding 1: A unit with this skill, if possessing a horse, gains a bonus in
  combat if the battle is in a plain, desert, wasteland, tundra, city, or town.
  This bonus is equal to the skill level, up to a maximum of 2.

Riding 2: A unit with a Riding skill level 2 can ride a Mumak instead of
  horses. Mumak-riding units gain a combat bonus of 4 if fighting in plain,
  desert, wasteland or tundra hexes. Mumak do not allow riding and will have to
  be transported outside of those areas. A Mumak weights 500 units.

Riding 3: A unit with Riding 3 or above, if possessing a winged horse, gains
  a bonus in combat, equal to the unit's skill level.

No skill report for riding 4.

Riding 5: A unit with Riding 5, if possessing a tamed good dragon,=20 can
  ride this dragon in battle. Unit attacks as if it had effective combat 10 and
  there is 9/10 chance that hit will take a dragon.=20 Dragon can take 20 hits
  in battle before he dies.
Knowledge: Tamed dragon

Ring Craft 1: A unit with this skill may use the PRODUCE order to produce
  Fire rings from iron. You need one unit of iron for one ring. Production of
  one ring takes about 12 days at this level. Fire ring gives to men who wears
  it protection from fire. It is also required to cast some high level fire
  spells.

Ring Craft 2: A mage with this skill may use the PRODUCE order to produce
  Rings of Enchantment from iron. You need one unit of iron for one ring.
  Production of one ring takes about 12 days at this level. Ring of Enchantment
  make that you never fail enchantments. It give to men who wear it protection
  from magic weapons. It is also required to cast some high level enchantment
  spells.

Ring Craft 3: A mage with this skill may use the PRODUCE order to produce
  Rings of Binding from iron. You need one unit of iron for one ring.
  Production of one ring takes about 24 days at this level. Ring of Binding
  make that all your summoned creatures will obey. Your orders and belong to
  your faction. It is also required to cast some high level summon spells.

Sailing 1: A unit with this skill may use the SAIL order to sail ships.
Knowledge: Longboat, Clipper, Galleon, Fishing boat

No skill report for sailing 2.

Sailing 3: A unit with this skill may use the SAIL order to sail advanced
  ships like Armored Galleon.
Knowledge: Armored Galleon

No skill report for sailing 4.

Shipbuilding 1: A unit with this skill may use the BUILD order to construct
  ships from wood.
Knowledge: Longboat, Clipper, Galleon, Fishing Boat

No skill report for shipbuilding 2.

Shipbuilding 3: A unit with this skill may use the BUILD order to construct
  armored galleons from 300 units of ironwood. An armored galleon has the same
  properties as a normal galleon, but also provides protection (in the same
  manner as a building) to the first 250 men within.
Knowledge: Armored Galleon

No skill report for shipbuilding 4.

Shipbuilding 5: A unit with this skill may use the BUILD order to construct
  air balloons from floater hides.
Knowledge: Floater Hide, Air Balloon

No skill report for space 1.

No skill report for space 2.

No skill report for space 3.

No skill report for space 4.

No skill report for space 5.

Stealth 1: A unit with this skill is concealed from being seen, except by
  units with an Observation skill greater than or equal to the stealthy unit's
  Stealth level. This skill also allows unit to order STEAL and KILL commands.

No skill report for stealth 2.

No skill report for stealth 3.

No skill report for stealth 4.

No skill report for stealth 5.

Tactics 1: Tactics allows the unit, and all allies, to gain a free round of
  attacks during battle. The army with the highest level tactician in a battle
  will receive this free round; if the highest levels are equal, no free round
  is awarded.

No skill report for tactics 2.

No skill report for tactics 3.

No skill report for tactics 4.

No skill report for tactics 5.

Thievery 1: A unit with this skill can steal directly from regions instead
  from units. Use STEAL REGION  form of STEAL order.

No skill report for thievery 2.

No skill report for thievery 3.

No skill report for thievery 4.

No skill report for thievery 5.

No skill report for time 1.

No skill report for time 2.

No skill report for time 3.

No skill report for time 4.

No skill report for time 5.

Trading 1: Only a unit with this skill may enter the market. Each tradesman
  automatically promotes owning of market to the best tradesmen present inside
  market. It's only peaceful way to retake control over existing market and
  gain all advantages bound with owning of market.
Knowledge: Market

No skill report for trading 2.

No skill report for trading 3.

No skill report for trading 4.

No skill report for trading 5.

Training 1: A unit with this skill may use the PRODUCE order to produce
  horses or other tow animals in designated regions. Horses are found in few
  types of regions, but most frequently in plains. Horses may be used to
  increase your move speed at riding. One horse can carry 20 weight units.
Knowledge: Horse, Pony, Warg

Training 2: A unit with this skill level may PRODUCE MUMAKS in the regions
  with Mumaks. Mumaks are mostly found in a few wasteland and tundra areas. A
  Mumak weighs 500 units and will carry 50 weight units, providing a high
  riding speed, and a +4 combat bonus to riders with Riding level 2 if the
  battle occurs in plain, desert, wastelands and tundra. The Mumak will not
  move out of these types of regions and will have to be carried.
Knowledge: Mumak

Training 3: A unit with this skill may PRODUCE war horses out of normal
  horses. War horses will carry only 15 units of weight, but provide a bonus of
  one combat level to each man riding one, in addition to any riding skill. Due
  to the grueling process of training, three horses are needed to train one war
  horse.
Knowledge: War Horse

No skill report for training 4.

Training 5: A unit with this skill may use the PRODUCE order to produce=20
  winged horses. Horse Training level 5 is required to even determine=20
  whether winged horses exist in a region. Winged horses weigh 50 weight=20
  units, and can carry 20 weight units in flight.
Knowledge: Winged Horse, Giant Bat

Weaponsmith 1: A unit with this skill may use the PRODUCE order to produce
  swords from iron. You can also use that skill to produce longbows from wood.
Knowledge: Sword, Longbow

Weaponsmith 2: A unit with this skill may use the PRODUCE order to produce
  axes and crossbows from iron and wood. You can also produce normal weapons
  faster.
Knowledge: Axe, Crossbow, Great Hammer

Weaponsmith 3: A unit with this skill may use the PRODUCE order to produce
  mithril swords from mithril. Mithril swords give units a +4 bonus in combat,
  rather than the usual +2.
Knowledge: Mithril Sword, Trident

Weaponsmith 4: A unit with this skill may use the PRODUCE order to produce
  halberds from iron and wood. Halberds give units a +3 bonus in combat, and
  additional +2 bonus to defence.
Knowledge: Halberd

Weaponsmith 5: A unit with this skill may use the PRODUCE order to produce
  double bows, the ultimate non-magical bringer of death on a battlefield.
  Double bows may be used by units skilled in either Crossbow or Longbow. A
  double bow fires as if the target has a defensive skill of 0, and fires a
  number of shots, per round, equal to the skill level of the wielder. It takes
  5 units of yew to produce a double bow, which weighs one unit. Hits from a
  double bow cannot be deflected by a non-magic armor.
Knowledge: Double bow

No skill report for  .

No skill report for  .

No skill report for  .

No skill report for  .

No skill report for  .

No skill report for  .

No skill report for  .

No skill report for  .

No skill report for  .

No skill report for  .


Spell reports:
Name:           Aim Unit
Area:           Portal 4
Flags:          Casted 
Type:           Casted
Casting time:   12 days
Casting chance: 95%
Casting cost:   100 tolars, 3 crystals, 1 active portal
Duration:       one use
Products:       connection to unit
Side effects:   none
Accidents:      none
Required Foundations: Astral 2, Elements 2, Space 2, Mater 2, Body 2,

Name:           Anarchy
Area:           Suggestion 3
Flags:          Combat 
Type:           Combat 
Casting time:   1 round 
Casting chance: 80% 
Casting cost:   100 tolars 
Duration:       1 round 
Products:       confused men 
Side effects:   none 
Accidents:      confusion (100%) 
Required Foundations: Mind 3, Illusion 3. 
Description:    This combat spell generates anarchy on the battlefield. Each normal man has
  50% chance to get confused and forget to attack this turn.
Example:        COMBAT "Anarchy" 

Name:           Animate Corpse
Area:           Necromancy 2
Flags:          Casted
Type:           Casted
Casting time:   24 days
Casting chance: 60%
Casting cost:   100 tolars, all corpses
Duration:       Permanent
Products:       1 undead
Side effects:   none
Accidents:      Death (10%)
Required Foundations: Body 4, Time 4.
Description:    Mage casting this spell will gather all corpses in his possession and will
  try to build one undead from them. The power of undead will depend on the
  amount of corpses used for the spell.
Example:        1-24 CAST "Animate Corpse"

Name:           Arrow Shield
Area:           Guard 1
Flags:          Combat Fast Implemented 
Type:           Combat
Casting time:   1 round
Casting chance: 95%
Casting cost:   1 tolar
Duration:       1 round
Products:       none
Side effects:   none
Accidents:      none
Required Foundations: Protection 1.
Description:    This spell protects mage with magical shield. Shield has 99% chance to stop
  any arrow going on mage. In case the shield fails it disappear. Mage can
  fight as normal and normal hits can get through.
Example:        COMBAT "Arrow shield"

Name:           Aura Of Protection
Area:           Defence 4
Flags:          Autocast Implemented 
Type:           Autocast
Casting time:   none
Casting chance: none
Casting cost:   none
Duration:       none
Products:       Protection from Lightning, Cold and Fire
Side effects:   none
Accidents:      none
Required Foundations: Protection 4, Energy 4.
Description:    This spell gives to the mage protection from lightning, cold and fire. All
  these effects are negated, and any damage from lightnings, cold or fire will
  not take place.
Example:        none

Name:           Bear Strength
Area:           Might 1
Flags:          Combat Implemented 
Type:           Combat
Casting time:   1 round
Casting chance: 80%
Casting cost:   10 tolars
Duration:       until end of battle
Products:       none
Side effects:   mage cannot use items
Accidents:      Death (10%)
Required Foundations: Body 1.
Description:    This spell allows the mage to fight with the strength of a bear. The mage
  will attack three times per round with an effective Combat skill of 3. Also,
  the mage can take three hits in battle before dying.
Example:        COMBAT "Bear Strength"

Name:           Blaze
Area:           Disaster 1
Flags:          Casted 
Type:           Casted
Casting time:   24 days
Casting chance: 90%
Casting cost:   50 tolars
Duration:       Instant
Products:       none
Side effects:   none
Accidents:      Death (20%)
Required Foundations: Elements 1, Energy 1.
Description:    The mage attempts to raise a magical blaze in given region. All structures in
  the region have some chance to be damaged by the blaze. Each man in region
  has a 5% to fall in the blaze. Due to the complexity of this spell, the
  mage's casting will be noticed unless he has a stealth higher than the
  observing unit. A unit on guard will try to prevent the casting of this
  spell.
Example:        1-24 CAST "Blaze" 

Name:           Brainstorming
Area:           Mind Control 3
Flags:          Combat Implemented Slow 
Type:           Combat
Casting time:   1 round
Casting chance: 90%
Casting cost:   10 tolars
Duration:       1 round
Products:       mind attack
Side effects:   none
Accidents:      death (25%)
Required Foundations: Mind 3, Energy 3.
Description:    Brainstorming is a powerful mind control spell. The mage sends a powerful
  mental command to stop thinking at 10-100 enemies. Each target has a 50%
  chance to resist this attack or die. This attack cannot be stopped by any
  kind of physical armor.
Example:        COMBAT "Brainstorming"

Name:           Burning Hands
Area:           Transformation 1
Flags:          Combat Implemented 
Type:           Combat
Casting time:   1 round
Casting chance: 80%
Casting cost:   10 tolars
Duration:       until end of battle
Products:       none
Side effects:   mage cannot use items
Accidents:      Death (10%)
Required Foundations: Body 1, Energy 1.
Description:    This spell allows the mage to fight with burning hands. The mage will attack
  five times per round with an effective Combat skill of 4, doing fire damage
  to his foes. There is only 10% chance that an opponent can attack the mage
  through the burning hands.
Example:        COMBAT "Burning Hands"

Name:           Call Lightning
Area:           Lightning 2
Flags:          Combat Slow 
Type:           Combat
Casting time:   1 round
Casting chance: 85%
Casting cost:   33 tolars
Duration:       1 round
Products:       lightning attack
Side effects:   dazzling effect (30%)
Accidents:      death (25%)
Required Foundations: Illusion 2, Energy 2.
Description:    Mages summons lightnings from the sky directly into enemy lines. Lightnings
  hit 1-6 enemies per mage's level of Illusion. The hit counts as a longbow
  attack with a strength equal to the mage's Energy level plus three. Lightning
  bolt does lightning damage. Iron armor pieces bind lightnings thus man with
  iron armor has greater chance of dying from lightning.
Example:        COMBAT "Call Lightning"

Name:           Carry Over
Area:           Transport 1
Flags:          Casted Implemented 
Type:           Casted
Casting time:   3 days
Casting chance: 90%
Casting cost:   20 tolars
Duration:       12 days.
Products:       Carry over effect worth 200 units
Side effects:   none
Accidents:      Freeze (20%)
Required Foundations: Space 1.
Description:    Casting this spell alters the fundamental laws of physics for the mage. While
  the spell lasts, the mage can carry 200 units of weight instead of the normal
  weight. In case of failure, extra weight may freeze the mage in place.
Example:        CAST "Carry over"

Name:           Cause Fear
Area:           Mind Control 1
Flags:          Combat Implemented 
Type:           Combat
Casting time:   1 round
Casting chance: 95%
Casting cost:   30 tolars
Duration:       1 round
Products:       fear effect
Side effects:   none
Accidents:      death (10%)
Required Foundations: Mind 1,Energy 1.
Description:    This combat spell demonstrates mages might. Terror of this spell causes fear
  in hearts of common men. Mage can cause fear in hearts of 10-20 common men
  (not leaders) per level of his skill in Mind. Fearing troops fight with -2
  penalty on their combat.
Example:        COMBAT "Cause Fear"

Name:           Chain Lightning
Area:           Lightning 3
Flags:          Combat Slow 
Type:           Combat
Casting time:   1 round
Casting chance: 90%
Casting cost:   200 tolars
Duration:       1 round
Products:       lightning attack
Side effects:   dazzling effect (50%)
Accidents:      death (20%)
Required Foundations: Illusion 3, Energy 3.
Description:    Mages summons lightnings from the sky directly into enemy lines. Lightnings
  hit 1-4 enemies per mage's level of Illusion. The hit counts as a longbow
  attack with a strength equal to the mage's Energy level plus eight. If
  lightning did any damage it will strike again with one less power until its
  will fail to hit. Chain lightning does lightning damage. Iron armor pieces
  bind lightnings thus man with iron armor has greater chance of dying from
  lightning.
Example:        COMBAT "Chain Lightning"

Name:           Chill Touch
Area:           Transformation 2
Flags:          Combat 
Type:           Combat
Casting time:   1 round
Casting chance: 90%
Casting cost:   20 tolars
Duration:       until end of battle
Products:       none
Side effects:   mage cannot use items
Accidents:      Death (10%)
Required Foundations: Body 2, Energy 2.
Description:    This spell allows the mage to fight with chill touch. The mage will attack
  eight times per round with an effective Combat skill of 4, doing 2 points of
  cold damage to his foes. There is only 20% chance that an opponent can attack
  the mage with chill touch.
Example:        COMBAT "Chill Touch"

Name:           Cold Cloud
Area:           Cold 2
Flags:          Combat 
Type:           Combat
Casting time:   2 rounds
Casting chance: 90%
Casting cost:   10 tolars
Duration:       1 round
Products:       Cold Cloud
Side effects:   none
Accidents:      Freeze (50%)
Required Foundations: Space 2, Energy 2.
Description:    When the mage finishes to cast the spell, a great and cold cloud will settle
  down on the battlefield. This turn, all men have to check their resistance
  against cold, or be unable to attack. Each man has a base 50% chance to
  resist cold.
Example:        COMBAT "Cold Cloud"

Name:           Confusion
Area:           Suggestion 1
Flags:          Combat Implemented 
Type:           Combat
Casting time:   1 round
Casting chance: 90%
Casting cost:   5 tolars
Duration:       1 round
Products:       confused men
Side effects:   none
Accidents:      confusion (100%)
Required Foundations: Mind 1, Illusion 1.
Description:    This combat spell confuses 2 to 12 enemies. Confused men will not attack this
  combat round.
Example:        COMBAT "Confusion"

Name:           Counter Spell
Area:           Dispel 5
Flags:          Autocast 
Type:           Autocast 
Casting time:   none 
Casting chance: 10% + 1% per level of mind, illusion and energy 
Casting cost:   none 
Duration:       instant 
Products:       counter effect of oposite mage's spell 
Side effects:   none 
Accidents:      Death (10%) 
Required Foundations: Astral 5,Protection 5. 
Description:    This spell is casted automatically whenever the oposite mage is trying to
  cast a spell in combat. If the spell succeed the oposite mage will not
  succeed casting his spell.
Example:        COMBAT "Counter spell" 

Name:           Create Amulet Of Protection Cold
Area:           Gadget 11
Flags:          Casted Implemented 
Type:           Casted
Casting time:   12 days
Casting chance: 90%
Casting cost:   50 tolars, 1 iron, 1 fur
Duration:       Permanent
Products:       Amulet of Protection Cold
Side effects:   none
Accidents:      none
Required Foundations: Matter 2, Energy 2, Protection 2.
Description:    A mage using this spell can create Amulet of protection cold from one unit of
  iron and one unit of fur. A man with Amulet of protection cold will be
  protected against cold damage.
Example:        1-12 CAST "Create Amulet of Protection Cold"

Name:           Create Amulet Of Protection Fire
Area:           Gadget 10
Flags:          Casted Implemented 
Type:           Casted
Casting time:   12 days
Casting chance: 90%
Casting cost:   50 tolars, 1 iron, 1 fur
Duration:       Permanent
Products:       Amulet of Protection Fire
Side effects:   none
Accidents:      none
Required Foundations: Matter 1, Energy 1, Protection 1.
Description:    A mage using this spell can create amulet of protection fire from one unit of
  iron and one unit of fur. A man with amulet of protection fire will be
  protected against fire damage.
Example:        1-12 CAST "Create Amulet of Protection Fire"

Name:           Create Amulet Of Protection Lightning
Area:           Gadget 12
Flags:          Casted Implemented 
Type:           Casted
Casting time:   12 days
Casting chance: 90%
Casting cost:   50 tolars, 1 iron, 1 fur
Duration:       Permanent
Products:       Amulet of Protection Lightning
Side effects:   none
Accidents:      none
Required Foundations: Matter 3, Energy 3, Protection 3.
Description:    A mage using this spell can create Amulet of protection lightning from one
  unit of iron and one unit of fur. A man with Amulet of protection lightning
  will be protected against lightning damage.
Example:        1-12 CAST "Create Amulet of Protection Lightning"

Name:           Create Amulet Of Protection Mind
Area:           Gadget 13
Flags:          Casted Implemented 
Type:           Casted
Casting time:   12 days
Casting chance: 90%
Casting cost:   50 tolars, 1 iron, 1 fur
Duration:       Permanent
Products:       Amulet of Protection Mind
Side effects:   none
Accidents:      none
Required Foundations: Matter 1, Mind 1, Protection 1.
Description:    A mage using this spell can create Amulet of protection mind from one unit of
  iron and one unit of fur. A man with Amulet of protection mind will be
  protected against mind damage.
Example:        1-12 CAST "Create Amulet of Protection Mind"

Name:           Create Cloak Of Shadow
Area:           Gadget 19
Flags:          Casted Implemented 
Type:           Casted
Casting time:   12 days
Casting chance: 90%
Casting cost:   250 tolars, 2 furs, 1 mithril
Duration:       Permanent
Products:       Cloak of Shadow
Side effects:   none
Accidents:      none
Required Foundations: Mind 3, Matter 3.
Description:    A mage can create a Cloak of Shadow from two units of fur and one unit of
  mithril. A unit equipped with a Cloak of Shadow will get bonus 1 to its
  Stealth skill in case it has at least as much cloaks as people.
Example:        @1-24 CAST "Create Cloak of Shadow"

Name:           Create Clowns Hat
Area:           Gadget 5
Flags:          Casted Implemented 
Type:           Casted
Casting time:   24 days
Casting chance: 90%
Casting cost:   20 tolars, 1 fur
Duration:       Permanent
Products:       5 Clowns Hats
Side effects:   none
Accidents:      none
Required Foundations: Illusion 1, Matter 1.
Description:    A mage using this spell can create a Clown Hat from fur. Each entertainer
  with a Clown Hat will perform as if an additional man was present. The
  entertaining unit cannot use more hats than it has men.
Example:        1-24 CAST "Create Clowns Hat"

Name:           Create Conjuring Stick
Area:           Gadget 6
Flags:          Casted Implemented 
Type:           Casted
Casting time:   12 days
Casting chance: 90%
Casting cost:   20 tolars, 1 wood
Duration:       Permanent
Products:       1 Conjuring stick
Side effects:   none
Accidents:      none
Required Foundations: Illusion 2, Matter 2.
Description:    A mage can enchant a wooden stick, creating a Conjuring Stick. A person
  holding a Conjuring Stick has an entertainment level of 5 higher than its
  normal skill level, but can use only one Conjuring Stick at a time.
Example:        1-12 CAST "Create Conjuring Stick"

Name:           Create Crystal Ball
Area:           Gadget 4
Flags:          Casted 
Type:           Casted
Casting time:   24 days
Casting chance: 75%
Casting cost:   500 tolars, 5 stone
Duration:       Permanent
Products:       Crystal Ball
Side effects:   none
Accidents:      none
Required Foundations: Astral 2, Matter 2.
Description:    A mage can sift through stones to find enough crystal to fuse it into a
  Crystal Ball. A unit holding a Crystal Ball will have an 80% chance per turn
  of getting the description of a random region. The Crystal Ball has a 25%
  chance per turn of burning out and shattering
Example:        CAST "Create Crystal Ball"

Name:           Create Explosives
Area:           Explosion 1
Flags:          Casted Implemented 
Type:           Casted
Casting time:   8 days
Casting chance: 90%
Casting cost:   30 tolars, unit of iron
Duration:       Permanent
Products:       Explosives
Side effects:   none
Accidents:      Detonation (50%)
Required Foundations: Energy 2, Matter 2.
Description:    A mage using this spell can create unit of explosives from units of iron. A
  man with explosives will automatically throw them during combat at the
  opponent, doing fire damage to 1 to 5 men. Explosives do 3 hits of damage to
  its target. In 10% of the cases, the explosives may explode before they are
  thrown, damaging the attacker instead of the opponent.
Example:        1-8 CAST "Create Explosives"

Name:           Create Glasses Of Wisdom
Area:           Gadget 20
Flags:          Casted Implemented 
Type:           Casted
Casting time:   24 days
Casting chance: 90%
Casting cost:   500 tolars, 1 iron, 2 crystals
Duration:       Permanent
Products:       Glasses of Wisdom
Side effects:   none
Accidents:      none
Required Foundations: Mind 4, Matter 4.
Description:    A mage can create a Glasses of Wisdom from two crystals and one unit of iron.
  A unit equipped with Glasses of Wisdom will get 20% more skill points from
  any course per each men with glasses.
Example:        1-24 CAST "Create Glasses of Wisdom"

Name:           Create Gloves Of Strength
Area:           Gadget 16
Flags:          Casted Implemented 
Type:           Casted
Casting time:   12 days
Casting chance: 90%
Casting cost:   50 tolars, 1 iron, 1 fur
Duration:       Permanent
Products:       gloves of strength
Side effects:   none
Accidents:      none
Required Foundations: Body 1, Energy 1, Matter 1.
Description:    A mage using this spell can create gloves of strength from one unit of iron
  and one unit of fur. A man with gloves of strength will get 4 more attacks
  per round and also +1 bonus to the combat skill.
Example:        1-12 CAST "Create Gloves of Strength"

Name:           Create Grenade
Area:           Explosion 2
Flags:          Casted Implemented
Type:           Casted
Casting time:   24 days
Casting chance: 90%
Casting cost:   50 tolars, 5 iron
Duration:       Permanent
Products:       5 Grenades
Side effects:   none
Accidents:      Detonation (30%)
Required Foundations: Energy 3, Matter 3.
Description:    A mage using this spell can create five grenades from five units of iron. A
  unit with grenades will automatically throw them during combat at the
  opponent, doing fire damage to 2 to 8 men. A grenade does 5 hits to its
  target. In 10% of the cases, the grenade may explode before it is thrown,
  damaging the attacker instead of the opponent.
Example:        1-24 CAST "Create Grenade"

Name:           Create Helm Of Might
Area:           Gadget 17
Flags:          Casted Implemented 
Type:           Casted
Casting time:   12 days
Casting chance: 90%
Casting cost:   200 tolars, 3 iron
Duration:       Permanent
Products:       helm of might
Side effects:   none
Accidents:      none
Required Foundations: Body 2, Energy 2, Matter 2.
Description:    A mage using this spell can create helm of might from three units of iron. A
  man with helm of might will be able to take 4 more hits before he dies. Also
  he has additional 20% chance of resist any attack.
Example:        1-12 CAST "Create Helm of Might"

Name:           Create Helm Of Observation
Area:           Gadget 2
Flags:          Casted Implemented 
Type:           Casted
Casting time:   24 days
Casting chance: 90%
Casting cost:   50 tolars, 1 iron
Duration:       Permanent
Products:       Helm of Observation
Side effects:   none
Accidents:      none
Required Foundations: Mind 1, Matter 1.
Description:    A mage can create a Helm of Observation from simple iron using this spell. A
  unit equipped with a Helm of Observation will get bonus 2 to its Observation
  skill.
Example:        CAST "Create Helm of Observation"

Name:           Create Magic Gate
Area:           Portal 8
Flags:          Casted Implemented 
Type:           Casted
Casting time:   6 days
Casting chance: 30%
Casting cost:   1000 tolars, 100 stone, 10 crystals, 1 active portal
Duration:       Permanent
Products:       1 Magic_Gate
Side effects:   none
Accidents:      Detonation (20%)
Required Foundations: Astral 1, Elements 1, Time 1, Space 1, Mater 1, Body 1, Mind 1.
Description:    With this spell, the mage can create a Magic Gate, a magical item of great
  weight that is main and basic part of teleport construction. The process of
  construction is extremely hard and only rarely successful.
Example:        CAST "Create Magic Gate"

Name:           Create Magic Tools
Area:           Gadget 15
Flags:          Casted Implemented 
Type:           Casted
Casting time:   6 days
Casting chance: 90%
Casting cost:   20 tolars, 2 iron, 1 wood
Duration:       Permanent
Products:       Magic Tools
Side effects:   none
Accidents:      none
Required Foundations: Space 1, Matter 1.
Description:    A mage using this spell can create a Magic Tools from iron and wood. Each
  carpenter, shipbuilder or builder with magic tools will produce or build
  twice faster.
Example:        1-6 CAST "Create Magic Tools"

Name:           Create Pick Of Mining
Area:           Gadget 14
Flags:          Casted Implemented 
Type:           Casted
Casting time:   4 days
Casting chance: 90%
Casting cost:   20 tolars, 1 iron
Duration:       Permanent
Products:       Pick of Mining
Side effects:   none
Accidents:      none
Required Foundations: Elements 1, Matter 1.
Description:    A mage using this spell can create a Pick of Mining from iron. Each miner
  with a Pick of Mining will produce twice more stone, iron, gold silver,
  mithril or rootstone.
Example:        1-4 CAST "Create Pick of Mining"

Name:           Create Portal
Area:           Portal 1
Flags:          Casted Implemented 
Type:           Casted
Casting time:   24 days
Casting chance: 90%
Casting cost:   100 tolars, 20 stone
Duration:       Permanent
Products:       Portal
Side effects:   none
Accidents:      Detonation (10%)
Required Foundations: Astral 1, Matter 1.
Description:    With this spell, the mage can create a Portal, a magical item that is used
  for other spells to transport units over long distances. Further research in
  Portal is necessary to learn the spells needed to use a Portal.
Example:        CAST "Create Portal"

Name:           Create Potions Of Curing
Area:           Gadget 7
Flags:          Casted Implemented 
Type:           Casted
Casting time:   24 days
Casting chance: 90%
Casting cost:   100 tolars, 10 herbs
Duration:       Permanent
Products:       10 potions of curing 
Side effects:   none
Accidents:      none
Required Foundations: Time 1, Matter 1.
Description:    A mage can brew from herbs potions of curing. When any unit that is damaged
  in battle has potion of curing it will use it and heal one point of damage.
  If the unit got more than one point of damage it will die though.
Example:        CAST "Create Potions of Curing"

Name:           Create Potions Of Healing
Area:           Gadget 8
Flags:          Casted Implemented
Type:           Casted
Casting time:   24 days
Casting chance: 80%
Casting cost:   200 tolars, 10 herbs
Duration:       Permanent
Products:       10 potions of healing
Side effects:   none
Accidents:      none
Required Foundations: Time 2, Matter 2.
Description:    A mage can brew from herbs potions of healing. When any unit that is damaged
  in battle has potion of healing it will use it and heal all damage from this
  blow.
Example:        CAST "Create Potions of Healing"

Name:           Create Shield Of Arcane Power
Area:           Gadget 18
Flags:          Casted Implemented
Type:           Casted
Casting time:   12 days
Casting chance: 90%
Casting cost:   500 tolars, 4 iron, 2 wood, 1 fur
Duration:       Permanent
Products:       shield of arcane power
Side effects:   none
Accidents:      none
Required Foundations: Body 3, Energy 3, Matter 3.
Description:    A mage using this spell can create shield of arcane power from four units of
  iron, two units of wood and one unit of fur. A man with shield of arcane
  power has additional 50% of resisting any attack. Also the shield gives +2
  bonus to combat and protection from fire and cold.
Example:        1-12 CAST "Create Shield of Arcane Power"

Name:           Create Wand Of Fear
Area:           Gadget 3
Flags:          Casted Implemented 
Type:           Casted
Casting time:   24 days
Casting chance: 90%
Casting cost:   100 tolars, 1 wood
Duration:       Permanent
Products:       Wand of Fear
Side effects:   none
Accidents:      Detonation (20%)
Required Foundations: Mind 2, Matter 2.
Description:    A mage can create a Wand of Fear from simple wood using this spell. A unit
  equipped with a Wand of Fear will automaticaly cast the Cause Fear spell in
  combat as if a mage was present.
Example:        CAST "Create Wand of Fear"

Name:           Create Wand Of Fire
Area:           Gadget 1
Flags:          Casted Implemented 
Type:           Casted
Casting time:   24 days
Casting chance: 90%
Casting cost:   50 tolars, 1 wood
Duration:       Permanent
Products:       Wand of Fire
Side effects:   none
Accidents:      Detonation (20%)
Required Foundations: Energy 1, Matter 1.
Description:    A mage can create a Wand of Fire from simple wood using this spell. A unit
  equipped with a Wand of Fire will automatically cast the Fireflash spell in
  combat as if a mage was present.
Example:        CAST "Create Wand of Fire"

Name:           Curing
Area:           Healing 1
Flags:          Autocast 
Type:           Autocasted
Casting time:   none
Casting chance: 50% per men
Casting cost:   none
Duration:       instant
Products:       up to 10 cured men
Side effects:   none
Accidents:      Death (5%)
Required Foundations: Body 1, Time 1.
Description:    This spell grants the mage minor powers of healing. He can heal up to 10 men,
  with a 50 percent chance of success. This spell is used automatically when
  the mage is involved in combat; no order is needed to use it.
Example:        none

Name:           Detect Faction
Area:           Mind Reading 1
Flags:          Autocast Implemented 
Type:           AutoCasted
Casting time:   none
Casting chance: none
Casting cost:   none
Duration:       none
Products:       Faction numbers
Side effects:   none
Accidents:      none
Required Foundations: Mind 1
Description:    A mage who know how to Detect Faction always know the faction for any unit
  he's able to see, regardless of the intents of the unit. No spell needs to be
  cast; the effect is permanent.
Example:        none

Name:           Detect Hidden
Area:           Mind Reading 5
Flags:          Autocast Implemented 
Type:           AutoCasted
Casting time:   none
Casting chance: none
Casting cost:   none
Duration:       none
Products:       Hidden units
Side effects:   none
Accidents:      none
Required Foundations: Mind 5
Description:    A mage who know how to Detect Hidden is able to discover stealthy units up to
  his level of mind. No spell needs to be cast; the effect is permanent.
Example:        none

Name:           Detect Mages
Area:           Mind Reading 4
Flags:          Autocast Implemented 
Type:           AutoCasted
Casting time:   none
Casting chance: none
Casting cost:   none
Duration:       none
Products:       Mage status
Side effects:   none
Accidents:      none
Required Foundations: Mind 4
Description:    A mage who know how to Detect Mages always know whether the unit is mage or
  not for any unit he's able to see, regardless of the intents of the unit. No
  spell needs to be cast; the effect is permanent.
Example:        none

Name:           Discover Wealth
Area:           Mind Reading 2
Flags:          Autocast Implemented 
Type:           AutoCasted
Casting time:   none
Casting chance: none
Casting cost:   none
Duration:       none
Products:       Amount of tolars in possesion
Side effects:   none
Accidents:      none
Required Foundations: Mind 2
Description:    This ability allows the mage to read the mind of any units he can see, and
  determine which amount of tolars that unit currently holds. The ability is
  used automatically; no order is needed to use it.
Example:        none

Name:           Disguise
Area:           Charming 1
Flags:          Autocast 
Type:           AutoCasted
Casting time:   none
Casting chance: none
Casting cost:   none
Duration:       none
Products:       disguised mage
Side effects:   none
Accidents:      none
Required Foundations: Illusion 1, Mind 1, Body 1.
Description:    A mage who know the Disguise spell will have much lower chance to get
  attacked by wandering monsters.
Example:        none

Name:           Dismay
Area:           Suggestion 4
Flags:          Casted 
Type:           Casted
Casting time:   12 days
Casting chance: 90%
Casting cost:   100 tolars
Duration:       instant
Products:       dismayed unit
Side effects:   none
Accidents:      confusion (80%)
Required Foundations: Mind 4, Illusion 4.
Description:    This spell dismay one unit without leaders. This unit will start to move at
  random direction with some chance. This chance is 100% minus 1% per each men
  in unit.
Example:        1-12 CAST "Dismay" 2043

Name:           Disorder
Area:           Suggestion 2
Flags:          Combat Implemented 
Type:           Combat
Casting time:   1 round
Casting chance: 90%
Casting cost:   10 tolars
Duration:       instant
Products:       confused men
Side effects:   none
Accidents:      confusion (100%)
Required Foundations: Mind 2, Illusion 2.
Description:    This combat spell throws disorder in enemy lines. Each normal unit (ie not
  lead or leader) has 50% chance of changing its behind flag.
Example:        COMBAT "Confusion"

Name:           Dispel Magic
Area:           Dispel 2
Flags:          Casted 
Type:           Combat
Casting time:   1 round
Casting chance: 90%
Casting cost:   50 tolars
Duration:       permanent
Products:       dispelled item
Side effects:   none
Accidents:      Stone Fingers (20%)
Required Foundations: Astral 2,Protection 2.
Description:    Mage cast dispel magic in combat at one random magic item in possession of
  some unit at opposite side of battlefield. This item will lose its magic
  abilities and becomes normal.
Example:        COMBAT "Dispel Magic"

Name:           Distant Teaching
Area:           Divination 1
Flags:          Casted 
Type:           Casted
Casting time:   1 day
Casting chance: 80%
Casting cost:   5 tolars
Duration:       Instant
Products:       Teaching of unit far away
Side effects:   none
Accidents:      none
Required Foundations: Astral 1, Space 1, Mind 1.
Description:    By casting this spell, the mage tries to transfer his knowledge to another
  unit. This unit must not be in same region as mage. In case the target unit
  studies some skill and mage is at least one level higher above this unit, the
  studying is 3 times faster. The spell will fail if the unit is already taught
  or study special courses because it hears its local teacher rather.
Example:        1-12 CAST "Distant Teaching" 12424

Name:           Dragon Strength
Area:           Might 5
Flags:          Combat Implemented
Type:           Combat
Casting time:   1 round
Casting chance: 95%
Casting cost:   100 tolars
Duration:       until end of battle
Products:       none
Side effects:   none
Accidents:      Death (10%)
Required Foundations: Body 5.
Description:    This spell allows the mage to fight with the strength of a dragon. The mage
  will attack twenty times per round, with a combat bonus of 6. Each hit will
  do 5 damage. In this state, the mage takes thirty hits in a battle before
  dying. The mage can also wield weapons while using Dragon Strength.
Example:        COMBAT "Dragon Strength"

Name:           Earthquake
Area:           Disaster 4
Type:           Casted
Casting time:   24 days
Casting chance: 90%
Casting cost:   500 tolars
Duration:       Instant
Products:       none
Side effects:   none
Accidents:      Death (50%)
Required Foundations: Elements 4, Energy 4.
Description:    The mage attempts to raise a magical earthquake in given region. All
  structures in the region have 50% chance to be damaged by the earthquake.
  Each man in region has a 10% to be killed by hurricane. Natural resources of
  the region are lowered and the economy of the region is strongly damaged.
  There is 10% chance that earthquake will take effect in some of surrounding
  regions. Due to the complexity of this spell, the mage's casting will be
  noticed unless he has a stealth higher than the observing unit. A unit on
  guard will try to prevent the casting of this spell.
Example:        1-24 CAST "Earthquake"

Name:           Enchant Armor
Area:           Enchantment 4
Flags:          Casted Implemented Params 
Type:           Casted
Casting time:   24 days
Casting chance: 95%
Casting cost:   100 tolars, 1 Armor
Duration:       Permanent
Products:       1 Magic Armor
Side effects:   none
Accidents:      Armor broken (10%)
Required Foundations: Matter 4.
Description:    This spell allows the mage to transform a normal armor into a magic armor. A
  magic armor gives you a 90% chance of surviving a normal blow and 50% chance
  of surviving an attack by a magical weapon. A Magic armor deflects 90% of the
  missile weapon hits. If the spell fails, the armor being enchanted might be
  destroyed.
Example:        1-24 cast "enchant armor" chain_armor

Name:           Enchant Bow
Area:           Enchantment 2
Flags:          Casted Implemented Params 
Type:           Casted
Casting time:   16 days
Casting chance: 95%
Casting cost:   50 tolars, 1 Longbow/Crossbow
Duration:       Permanent
Products:       1 Magic Bow
Side effects:   none
Accidents:      Bow broken (10%)
Required Foundations: Matter 2.
Description:    This spell allows the mage to transform a normal bow into a magic bow. A
  magic bow can shoot 3 times per round against effective combat of 0. Hits
  inflicted by magic bow cannot be deflected by mithril armor. If the spell
  fails, there is a chance that the mage loses the normal bow.
Example:        1-16 cast "enchant bow" longbow

Name:           Enchant Portal
Area:           Enchantment 5
Flags:          Casted Implemented 
Type:           Casted
Casting time:   24 days
Casting chance: 90%
Casting cost:   200 tolars, 1 Portal
Duration:       Permanent
Products:       1 Active Portal
Side effects:   none
Accidents:      Portal broken (50%)
Required Foundations: Matter 5.
Description:    This spell allows the mage to transform a normal Portal into an active
  portal. An active portal is used in high level transporting spells but mainly
  for the creation of teleport structures. Further research is needed to learn
  the spells using an Active Portal.
Example:        1-24 cast "enchant portal"

Name:           Enchant Ship
Area:           Enchantment 6
Flags:          Casted
Type:           Casted
Casting time:   48 days
Casting chance: 90%
Casting cost:   2000 tolars, 200 iron, 100 wood
Duration:       Permanent
Products:       Enchanted Ship
Side effects:   none
Accidents:      none
Required Foundations: Space 2, Matter 2.
Description:    A mage will perform very long task casting this spell to improve the ship.
  Enchanted ship has 50% greater speed than common.
Example:        1 CAST "Enchant Ship" 134

Name:           Enchant Wagon
Area:           Enchantment 1
Flags:          Casted Implemented Params 
Type:           Casted
Casting time:   20 days
Casting chance: 95%
Casting cost:   50 tolars, 1 Wagon/Cart
Duration:       Permanent
Products:       1 Magic Wagon/Cart
Side effects:   none
Accidents:      Wagon/Cart broken (10%)
Required Foundations: Matter 1.
Description:    This spell allows the mage to transform a normal wagon into a magic wagon or
  a normal cart into a magic cart. A magic wagon or cart moves at riding speed,
  and does not require a horse to tow it. If the spell fails, there is a chance
  that the mage loses the normal wagon or cart.
Example:        5-24 cast "enchant wagon" wagon 

Name:           Enchant Weapon
Area:           Enchantment 3
Flags:          Casted Implemented Params 
Type:           Casted
Casting time:   12 days
Casting chance: 95%
Casting cost:   50 tolars, 1 Sword/Axe
Duration:       Permanent
Products:       1 Magic Sword/Axe
Side effects:   none
Accidents:      Sword/Axe broken (10%)
Required Foundations: Matter 3.
Description:    This spell allows the mage to transform a normal weapon into a magic weapon.
  A magic weapon provides a bonus of 2 combat levels over a normal one, and
  hits by a magic weapon cannot be deflected by standard armors. If the spell
  fails, the weapon being enchanted might be destroyed.
Example:        1-12 cast "enchant weapon" sword

Name:           Escape
Area:           Transport 4
Flags:          Combat Fast Implemented 
Type:           Combat 
Casting time:   1 round 
Casting chance: 90% 
Casting cost:   10 tolars 
Duration:       Instant 
Products:       escape from battle 
Side effects:   none 
Accidents:      death (20%) 
Required Foundations: Space 4. 
Description:    The mage attempts to escape from the battlefield. If successful, the mage
  will be removed from the battle, which will proceed as if he had never been
  involved in the battle.
Example:        COMBAT "Escape" 

Name:           Far Sight
Area:           Ethereal 2
Flags:          Casted Implemented
Type:           Casted
Casting time:   15 days
Casting chance: 90%
Casting cost:   30 tolars
Duration:       Instant
Products:       Region description
Side effects:   none
Accidents:      none
Required Foundations: Astral 2.
Description:    By casting this spell, the mage tries to gain information using the Astral
  planes. He can direct his attention to a specific location. Then, during his
  dreams, the mage receives some visions and description of the selected
  region, but not of its inhabitants.
Example:        CAST "Far Sight" 50 50

Name:           Fast Motions
Area:           Movement 4
Flags:          Casted Implemented 
Type:           Casted
Casting time:   8 days
Casting chance: 80%
Casting cost:   100 tolar
Duration:       16 days 
Products:       Fast motions effect
Side effects:   none.
Accidents:      Death(10%)
Required Foundations: Time 4.
Description:    The Mage casting this spell starts to move very quickly. He cannot do
  anything else except move or fight. He gets triple number of movement points
  per day and also has 4 additional attacks per round when involved in a
  battle.
Example:        1-8 CAST "Fast motions"

Name:           Fear
Area:           Mind Control 2
Flags:          Casted Implemented 
Type:           Casted
Casting time:   12 days
Casting chance: 80%
Casting cost:   50 tolars
Duration:       12 days
Products:       fear effect 12 days
Side effects:   none
Accidents:      death (10%)
Required Foundations: Mind 2,Energy 2.
Description:    This combat spell demonstrates the mages might. He can demoralize one unit
  without leaders so it will shuffle and won't proceed orders for duration of
  spell.
Example:        1-12 CAST "Fear" 5342

Name:           Feathery Load
Area:           Transport 3
Flags:          Casted Implemented 
Type:           Casted
Casting time:   3 days
Casting chance: 90%
Casting cost:   20 tolars
Duration:       12 days.
Products:       Carry over effect 
Side effects:   none
Accidents:      Freeze (20%)
Required Foundations: Space 3
Description:    The mage casting this spell creates an anomaly in space around the target
  unit. For the duration of the spell, the unit can carry any weight. If the
  spell fails, there is a chance of the mage being frozen in place for a while.
Example:        CAST "Feathery load" 178

Name:           Fireball
Area:           Fire 5
Flags:          Combat Implemented Slow 
Type:           Combat
Casting time:   1 round
Casting chance: 95%
Casting cost:   50 tolars, 1 wood
Duration:       1 round
Products:       fire attack
Side effects:   dazzling effect (50%)
Accidents:      death (25%)
Required Foundations: Energy 5.
Description:    Fireball is the most powerful of the fire spells. The mage hurls a huge ball
  of fire at 10-50 ennemies. Fireball automatically does three points of fire
  damage to each opponent, and is not deflected by any type of armor.
Example:        COMBAT "Fireball"

Name:           Fireblast
Area:           Fire 4
Flags:          Combat Implemented Slow 
Type:           Combat
Casting time:   1 round
Casting chance: 90%
Casting cost:   10 tolars
Duration:       1 round
Products:       fire attack
Side effects:   dazzling effect (30%)
Accidents:      death (20%)
Required Foundations: Energy 4.
Description:    This combat spell throws a blast of Fire large enough to hit 10 to 20
  enemies. The blast is considered a crossbow attack with a combat strength
  equal to a base amount of three plus the mage's Energy skill. Fireblast does
  two points of fire damage to each target, which can only be prevented by
  magical armor.
Example:        COMBAT "Fireblast"

Name:           Firebolt
Area:           Fire 2
Flags:          Combat Implemented Slow 
Type:           Combat
Casting time:   1 round
Casting chance: 80%
Casting cost:   10 tolars
Duration:       1 round
Products:       fire attack
Side effects:   dazzling effect (30%)
Accidents:      death (20%)
Required Foundations: Energy 2.
Description:    This combat spell creates a bolt of fire, which hits 5 to 10 enemies. The hit
  counts as a longbow attack with a strength equal to the mage's Energy level
  plus one. Firebolt does fire damage. Only a magic armor can prevent damage
  from a firebolt.
Example:        COMBAT "Firebolt"

Name:           Fireflash
Area:           Fire 1
Flags:          Combat Implemented 
Type:           Combat
Casting time:   1 round
Casting chance: 90%
Casting cost:   10 tolars
Duration:       1 round
Products:       dazzling effect
Side effects:   none
Accidents:      dazzling effect (50%)
Required Foundations: Energy 1.
Description:    This combat spell creates a bright flash of fire, which dazzles 10 to 30
  enemies. Dazzled troops attack with a -2 penalty on their attack. Dazzled
  mage cannot cast any spells.
Example:        COMBAT "Fireflash"

Name:           Firewall
Area:           Fire 3
Flags:          Combat 
Type:           Combat
Casting time:   2 round
Casting chance: 90%
Casting cost:   10 tolars
Duration:       2 rounds
Products:       firewall
Side effects:   dazzling effect (20%)
Accidents:      death (10%)
Required Foundations: Energy 3.
Description:    This combat spell creates a wall of fire in front of the mage's army. Each
  man from the opposite army that makes an attack has a chance of 10% minus his
  effective combat level to get hit by a fire attack.
Example:        COMBAT "Firewall"

Name:           Fireworks
Area:           Entertainment 3
Flags:          Casted Implemented 
Type:           Casted
Casting time:   1 days
Casting chance: 95%
Casting cost:   1 tolar
Duration:       Instant
Products:       some entertainment
Side effects:   none
Accidents:      none
Required Foundations: Illusion 3.
Description:    Casting this spell causes the mage to spend the day producing fireworks
  displays to entertain the local peasants. This causes the mage to earn an
  amount of money as if he was a level 20 entertainer.
Example:        1-24 cast "fireworks"

Name:           Fire Rain
Area:           Fire 8
Flags:          Combat Slow 
Type:           Combat 
Casting time:   2 rounds 
Casting chance: 80% 
Casting cost:   100 tolars 
Duration:       1 round 
Products:       Fire Cloud 
Side effects:   none 
Accidents:      Death (50%) 
Required Foundations: Space 3, Energy 3. 
Description:    When the mage finishes to cast the spell, a great and dark cloud will arrive
  above the battlefield. Fire starts to fall from the sky and each men has 20%
  chance this round to be hit by fire attack. This attack counts as longbow
  attack with strength of mage's level of Energy plus five.
Example:        COMBAT "Fire Rain" 

Name:           Flood
Area:           Disaster 2
Flags:          Casted
Type:           Casted
Casting time:   24 days
Casting chance: 90%
Casting cost:   200 tolars
Duration:       Instant
Products:       none
Side effects:   none
Accidents:      Death (20%)
Required Foundations: Elements 2, Energy 2.
Description:    The mage attempts to create a large flood in the region. All structures in
  the region have a chance to suffer some damage during the flood and each man
  in the region has a 5% chance to drown in the water. All grain and food owned
  by units present will go bad. A flood cannot happen in hills, mountains and
  jungle regions. Due to the complexity of the spell, the mage's casting will
  be noticed unless he has a stealth higher than the observing unit. A unit on
  guard will try to prevent the casting of this spell.
Example:        1-24 CAST "Flood"

Name:           Freak
Area:           Entertainment 1
Flags:          Casted Implemented 
Type:           Casted
Casting time:   1 days
Casting chance: 95%
Casting cost:   1 tolar
Duration:       1 day
Products:       some entertainment
Side effects:   none
Accidents:      none
Required Foundations: Illusion 1.
Description:    Casting this spell causes the mage to spend the day producing lesser
  illusions to entertain the local peasants. The mage is considered a level 5
  entertainer performing his trade.
Example:        1-24 CAST "freak"

Name:           Frost Touch
Area:           Cold 5
Flags:          Combat Slow
Type:           Combat
Casting time:   1 round
Casting chance: 90%
Casting cost:   10 tolars
Duration:       1 round
Products:       cold attack
Side effects:   none
Accidents:      none
Required Foundations: Energy 2, Space 2, Elements 2.
Description:    This combat spell magically hits from a distance 10 enemies per level of
  space. The hit counts as a normal attack with power five plus level of energy
  and does 2 points of cold damage. Only a magic armor can prevent damage from
  a Frost Touch.
Example:        COMBAT "Frost Touch"

Name:           Funny Troop
Area:           Entertainment 2
Flags:          Casted Implemented 
Type:           Casted
Casting time:   8 days
Casting chance: 90%
Casting cost:   40 tolars
Duration:       16 days
Products:       funny effect
Side effects:   none
Accidents:      none
Required Foundations: Illusion 2.
Description:    The mage casting this spell makes the target unit sounds funnier than normal.
  A funny unit has its effective entertainment skill doubled and thus earns
  twice the money as normal if entertaining. This spell is targeted to a single
  unit by number.
Example:        cast "funny troop" 189

Name:           Gauzy Figure
Area:           Shape Shifting 1
Flags:          Casted 
Type:           Casted
Casting time:   4 days
Casting chance: 90%
Casting cost:   30 tolar
Duration:       20 days
Products:       Gauzy Figure Effect
Side effects:   none
Accidents:      Death (10%)
Required Foundations: Astral 1, Body 1
Description:    This spell allows the mage to change his essence into that of a fog-like
  entity, adding effective 3 levels to the stealth. While gauzy, the mage
  cannot interact with others, and is unable to manipulate items, give,
  receive, steal or kill.
Example:        1-4 CAST "Gauzy Figure"

Name:           Giant Strength
Area:           Might 3
Flags:          Combat Implemented 
Type:           Combat
Casting time:   1 round
Casting chance: 90%
Casting cost:   30 tolars
Duration:       until end of battle
Products:       none
Side effects:   none
Accidents:      Death (10%)
Required Foundations: Body 3.
Description:    This spell allows the mage to fight with the strength of a giant. The mage
  will attack ten times per round with an effective Combat skill of 3. Mage
  will do damage 3 with successful attack. Also, the mage can take twelve hits
  in battle before dying. Mage can also use weapons while casting this spell.
Example:        COMBAT "Giant Strength"

Name:           Gold All Over
Area:           Transmutation 4
Flags:          Casted Implemented 
Type:           Casted 
Casting time:   4 days 
Casting chance: 90% 
Casting cost:   10 tolars, unit of material (not living) 
Duration:       Instant 
Products:       unit of gold 
Side effects:   none 
Accidents:      Stone Fingers (20%), Material disintegrated (20%) 
Required Foundations: Elements 4. 
Description:    This advanced transmutation spell allows the mage to extract the essence of
  matter in any material changing it into gold. If the spell fails, the mage
  can get Stone Fingers for some time. While his fingers are petrified, the
  mage cannot perform the magical gestures required to cast any spell.
Example:        CAST "Gold all over" IRON 

Name:           Heal
Area:           Healing 2
Type:           Autocasted
Casting time:   none
Casting chance: 70% per men
Casting cost:   none
Duration:       instant
Products:       up to 25 cured men
Side effects:   none
Accidents:      Death (5%)
Required Foundations: Body 2, Time 2.
Description:    This spell grants the mage minor powers of healing. He can heal up to 25 men,
  with a 70 percent chance of success. This spell is used automatically when
  the mage is involved in combat; no order is needed to use it.
Example:        none

Name:           Hurricane
Area:           Disaster 3
Type:           Casted
Casting time:   24 days
Casting chance: 90%
Casting cost:   200 tolars
Duration:       Instant
Products:       none
Side effects:   none
Accidents:      Death (20%)
Required Foundations: Elements 3, Energy 3.
Description:    The mage attempts to raise a magical hurricane in given region. All
  structures in the region have great chance to be damaged by the hurricane.
  Each man in region has a 10% to be killed by hurricane. This spell cannot be
  casted in forests and jungle regions. Due to the complexity of this spell,
  the mage's casting will be noticed unless he has a stealth higher than the
  observing unit. A unit on guard will try to prevent the casting of this
  spell.
Example:        1-24 CAST "Hurricane"

Name:           Hyperspace
Area:           Transfer 3
Type:           Casted
Casting time:   24 days
Casting chance: 85%
Casting cost:   100 tolars
Duration:       Instant
Products:       none
Side effects:   none
Accidents:      Death (66%)
Required Foundations: Body 3, Space 3.
Description:    The mage attempts to open a connection between a Portal item he has in its
  possession and the Portal that an immobile target unit holds. Once the
  connection is opened, the mage will drop the Portal and walk thru, destroying
  it during the move. The connection will collapse if the spell fails, if the
  target unit does not hold a Portal, or if it tries to move the Portal. If the
  connection collapses, the mage and all its possessions will be lost in
  Hyperspace. Each unit of weight carried adds 2% to the chance of spell
  failure.
Example:        CAST "Hyperspace" 1112

Name:           Ice Fist
Area:           Cold 4
Flags:          Combat Slow
Type:           Combat
Casting time:   1 round
Casting chance: 95%
Casting cost:   5 tolars
Duration:       1 round
Products:       cold attack
Side effects:   none
Accidents:      none
Required Foundations: Energy 1, Space 1, Elements 1.
Description:    This combat spell magically hits from a distance 10 enemies per level of
  space. The hit counts as a normal attack with power one plus level of energy
  and does one point of cold damage. Only a magic armor can prevent damage from
  a Ice Fist.
Example:        COMBAT "Frost Touch"

Name:           Ignition
Area:           Transformation 3
Flags:          Combat Slow
Type:           Combat
Casting time:   1 round
Casting chance: 90%
Casting cost:   50 tolars
Duration:       instant
Products:       none
Side effects:   none
Accidents:      Death (10%)
Required Foundations: Body 3, Energy 3.
Description:    This spell will ignite 1-3 enemies per level of body of mage. The spell will
  cause fire damage equal to level of body of this mage. Each men hit by this
  spell has 30% chance to ignite other men at same side.
Example:        COMBAT "Ignition"

Name:           Immolation
Area:           Transformation 4
Flags:          Combat Slow
Type:           Combat
Casting time:   1 round
Casting chance: 95%
Casting cost:   100 tolars
Duration:       until end of battle
Products:       immolated effect
Side effects:   none
Accidents:      Death (10%)
Required Foundations: Body 4, Energy 4.
Description:    Mage will cast immolation at random at 5-10 men per level of energy from both
  sides. These men will get 3 points of fire damage and bonus +3 to combat.
Example:        COMBAT "Immolation"

Name:           Inflame Weapon
Area:           Fire 6
Flags:          Casted Implemented Params 
Type:           Casted
Casting time:   12 days
Casting chance: 95%
Casting cost:   20 tolars, 1 Sword/Axe
Duration:       Permanent
Products:       1 Flaming Sword/Axe
Side effects:   none
Accidents:      Sword/Axe broken (10%)
Required Foundations: Time 1, Energy 1.
Description:    This spell allows the mage to transform a normal weapon into a flaming
  weapon. A flaming weapon provides a bonus of 1 combat levels over a normal
  one, and hits by a flaming weapon cannot be deflected by leather armor.
  Flaming weapon does 3 points of fire damage to target. If the spell fails,
  the weapon being enchanted might be destroyed.
Example:        1-12 cast "inflame weapon" axe

Name:           Inquiry
Area:           Ethereal 5
Flags:          Casted Implemented 
Type:           Casted
Casting time:   24 days
Casting chance: 90%
Casting cost:   200 tolars, 1 crystal
Duration:       Instant
Products:       Complete info about one unit
Side effects:   none
Accidents:      Death (5%)
Required Foundations: Astral 5.
Description:    Using this spell, the mage tries to get thru the astral sphere all the
  information about a unit, including status, skills and spells. The mage must
  see the unit in the region to be able to perform the Inquiry.
Example:        CAST "Inquiry" 2203

Name:           Invulnerability
Area:           Guard 4
Flags:          Combat Implemented 
Type:           Combat 
Casting time:   1 round 
Casting chance: 95% 
Casting cost:   10 tolars 
Duration:       one round 
Products:       none 
Side effects:   none 
Accidents:      Death(20%) 
Required Foundations: Protection 4 
Description:    This spell encloses the mage with a Sphere of Might for the duration of
  battle. The Sphere blocks any common damage inflicted on the mage, but not
  fire, cold or damage of another type. Every attack has sphere 1% chance it
  will break and let the attack go through. This one-way Sphere does not
  prevent the mage from attacking, nor does it modify its attack strength.
Example:        COMBAT "Invulnerability" 

Name:           Iron To Mithril
Area:           Transmutation 3
Flags:          Casted Implemented 
Type:           Casted
Casting time:   3 days
Casting chance: 95%
Casting cost:   10 tolars, unit of iron
Duration:       Instant
Products:       unit of mithril
Side effects:   none
Accidents:      Stone Fingers (10%), Iron disintegrated (20%)
Required Foundations: Elements 3.
Description:    This intermediate transmutation spell allows the mage to extract the rare
  parts of mithril from base metal, making a unit of mithril from a unit of
  standard iron. If the spell fails, the mage can get Stone Fingers for some
  time. While his fingers are petrified, the mage cannot perform the magical
  gestures required to cast any spell.
Example:        CAST "Iron to Mithril"

Name:           Jump
Area:           Transfer 2
Flags:          Casted
Type:           Casted
Casting time:   24 days
Casting chance: 75%
Casting cost:   100 tolars
Duration:       Instant
Products:       none
Side effects:   none
Accidents:      Death (100%)
Required Foundations: Body 2, Space 2.
Description:    The mage attempts to jump magically in the chosen direction, bringing all its
  possessions with him. If the spell fails, the mage will smash on the ground
  on landing and die, destroyed along with his possessions. If the target is an
  ocean or lake, the mage will also probably sink in the water and drown. The
  maximum range of the jump is one hex per Space level of the mage. No
  information on the final destination nor any receiving unit is necessary, but
  the mage must have no possession.
Example:        CAST "Jump" 2 North

Name:           Levitation
Area:           Transport 2
Flags:          Casted Implemented 
Type:           Casted
Casting time:   1 days
Casting chance: 90%
Casting cost:   20 tolars
Duration:       20 days
Products:       levitation effect
Side effects:   none
Accidents:      Freeze (10%)
Required Foundations: Space 2.
Description:    Mage casting this spell starts levitating. A levitating mage can move in any
  terrain as if in a city. This spell does not allow the mage to move through
  regions that are otherwise impassable to it. There is only a 50% chance to
  hit a levitating unit in battle.
Example:        CAST "Levitation"

Name:           Lightning Bolt
Area:           Lightning 1
Flags:          Combat Implemented Slow 
Type:           Combat
Casting time:   1 round
Casting chance: 80%
Casting cost:   10 tolars
Duration:       1 round
Products:       lightning attack
Side effects:   dazzling effect (30%)
Accidents:      death (20%)
Required Foundations: Illusion 1, Energy 1.
Description:    This combat spell creates a lightning bolt, which hits 5 to 10 enemies. The
  hit counts as a longbow attack with a strength equal to the mage's Energy
  level plus one. Lightning bolt does lightning damage. Iron armor pieces bind
  lightnings thus man with iron armor has greater chance of dying from
  lightning.
Example:        COMBAT "Lightning Bolt"

Name:           Lion Heart
Area:           Healing 7
Type:           Autocasted
Casting time:   none
Casting chance: 50% per men
Casting cost:   none
Duration:       instant
Products:       removed fear effect
Side effects:   none
Accidents:      none
Required Foundations: Time 2, Mind 2.
Description:    Mage tries to raise morale of their men each time when hey are affected by
  fear. There is 50% chance of success for each men. This spell is used
  automatically when the mage is involved in combat; no order is needed to use
  it.
Example:        none

Name:           Locate Item
Area:           Divination 5
Flags:          Casted 
Type:           Casted
Casting time:   6 days
Casting chance: 50%
Casting cost:   100 tolars, 1 active portal
Duration:       Instant
Products:       unit number
Side effects:   none
Accidents:      none
Required Foundations: Astral 1, Space 1, Matter 1, Elements 1.
Description:    Mage tries to locate some unit that possess specified item. Mage will get
  number of the unit, but will not know where the unit is located at. There is
  no cause to think that the unit will be the nearest unit that owns the item.
Example:        CAST "Locate item" "Shield of Arcane Power"

Name:           Locate Material
Area:           Detection 1
Flags:          Casted Implemented 
Type:           Casted
Casting time:   12 days
Casting chance: 80%
Casting cost:   20 tolars
Duration:       Instant
Products:       Coordinates of nearest region with detected material.
Side effects:   none
Accidents:      none
Required Foundations: Elements 1, Space 1.
Description:    In casting this spell, the mage tries to detect material. Mage tries to
  detect coordinates of the nearest region where he can find that material.
  Mage gets only information about coordinates, but not about amount of
  material in region. The distance is limited by mage's level of Space.
Example:        13-24 CAST "Locate Material" Wood

Name:           Locate Resources
Area:           Detection 2
Flags:          Casted Implemented
Type:           Casted
Casting time:   12 days
Casting chance: 80%
Casting cost:   50 tolars
Duration:       Instant
Products:       Coordinates of nearest region with detected resources
Side effects:   none
Accidents:      none
Required Foundations: Elements 2, Space 2.
Description:    In casting this spell, the mage tries to detect resources. Mage tries to
  detect coordinates of the nearest region where he can find these resources.
  Mage gets only information about coordinates, but not about amount of
  resources in region. This spell can be used to locate advanced types of
  resources, but the mage has to know appropriate skill to see them. The
  distance is limited by mage's level of Space.
Example:        13-24 CAST "Locate Resources" Mithril

Name:           Locate Unit
Area:           Detection 4
Flags:          Casted 
Type:           Casted
Casting time:   12 days
Casting chance: 80%
Casting cost:   20 tolars
Duration:       Instant
Products:       Coordinates of the unit
Side effects:   none
Accidents:      none
Required Foundations: Mind 1, Space 1.
Description:    In casting this spell, the mage tries to detect target unit. Mage tries to
  detect coordinates of region where the unit is located in. The longer is the
  distance between mage and unit the greater is chance that the mage even if
  succeed casting of spell gets the coordinates wrong. This spell also cannot
  locate unit with stealth skill even if the observation level of caster would
  be high enough to see that unit.
Example:        13-24 CAST "Locate Unit" 3456

Name:           Magic Armor
Area:           Guard 2
Flags:          Combat Implemented 
Type:           Combat
Casting time:   1 round
Casting chance: 90%
Casting cost:   10 tolars
Duration:       until end of battle
Products:       none
Side effects:   none
Accidents:      none
Required Foundations: Protection 2.
Description:    This spell protects the mage with a Magical Armor during a battle. The
  Magical Armor reduces the chance to hit to 1/5 only, and require five hits
  before the mage dies. The mage can attack his oponents normaly.
Example:        COMBAT "Magic Armor"

Name:           Magic Shield
Area:           Dispel 1
Flags:          Combat Fast 
Type:           Combat
Casting time:   1 round
Casting chance: 90%
Casting cost:   33 tolars
Duration:       until end of battle
Products:       none
Side effects:   none
Accidents:      none
Required Foundations: Astral 1,Protection 1.
Description:    This spell protects the mage with a Magical Shield during a battle. The
  Magical Shield blocks all target spells casted on mage. The mage can attack
  his opponents normally and also get hits from weapons. This spell doesn't
  prevent from magic weapons or other spells that doesn't have mage as theirs
  target.
Example:        COMBAT "Magic Shield"

Name:           Mind Storm
Area:           Mind Control 5
Flags:          Combat Implemented Slow
Type:           Combat
Casting time:   1 round
Casting chance: 95%
Casting cost:   100 tolars, 1 crystal
Duration:       1 round
Products:       mind attack
Side effects:   none
Accidents:      death (10%)
Required Foundations: Mind 5, Energy 5.
Description:    Mind storm is the most powerful mind control spell. The mage summons a storm
  from the mental sphere that tumble down anything alive. This spell will
  affect 100-300 people that have 10% chance to resist attack or get 3 hits of
  mental damage. This attack cannot be prevented by any kind of physical armor.
Example:        COMBAT "Mind Storm"

Name:           Miracle
Area:           Entertainment 5
Flags:          Casted Implemented
Type:           Casted
Casting time:   4 days
Casting chance: 95%
Casting cost:   50 tolar
Duration:       Instant
Products:       some entertainment
Side effects:   none
Accidents:      Death (5%)
Required Foundations: Illusion 5.
Description:    The mage casting this spell demonstrate a big feat of magic, creating awe for
  the local population. This allows the mage to collect all the remaining
  entertainment money of the area, and all surrounding regions.
Example:        1-4 cast "miracle"

Name:           Mirror Of Death
Area:           Guard 5
Flags:          Combat Implemented 
Type:           Combat 
Casting time:   1 round 
Casting chance: 95% 
Casting cost:   100 tolars 
Duration:       one round 
Products:       none 
Side effects:   none 
Accidents:      Death(50%) 
Required Foundations: Protection 5. 
Description:    This spells creates a magical sphere of power around the mage. That mirror
  will catch with 90% of chance any attack affecting the mage and redirect it
  back on the attacker. Regardless of the original type of damage the reflected
  damage is of the common kind.
Example:        COMBAT "Mirror of Death" 

Name:           Ogre Strength
Area:           Might 2
Flags:          Combat Implemented 
Type:           Combat
Casting time:   1 round
Casting chance: 85%
Casting cost:   20 tolars
Duration:       until end of battle
Products:       none
Side effects:   mage cannot use items
Accidents:      Death (10%)
Required Foundations: Body 2.
Description:    This spell allows the mage to fight with the strength of an ogre. The mage
  will attack five times per round with an effective Combat skill of 4. Mage
  will do 2 damage with successful attack. Also, the mage can take five hits in
  battle before dying.
Example:        COMBAT "Ogre Strength"

Name:           Open Astral Door
Area:           Portal 3
Flags:          Casted 
Type:           Casted
Casting time:   12 days
Casting chance: 90%
Casting cost:   100 tolars, 5 crystals, 1 active portal
Duration:       one use
Products:       1 Astral Door
Side effects:   none
Accidents:      none
Required Foundations: Astral 1, Elements 1, Space 1, Mater 1, Body 1, Mind 1.
Description:    With this spell, the mage can open an Astral door between place where he is
  and another place where is located another unit with active portal that is
  target of the spell. One mage can have only one Astral Door opened at a time.
  Some teleportation spells automatically fail if mage doesn't have Astral Door
  opened.
Example:        CAST "Open Astral Door" 12345

Name:           Power Leak
Area:           Dispel 4
Flags:          Casted Fast 
Type:           Combat 
Casting time:   1 round 
Casting chance: 80% 
Casting cost:   100 tolars 
Duration:       instant 
Products:       power leak effect for oposite mage 
Side effects:   none 
Accidents:      Death (10%) 
Required Foundations: Astral 4,Protection 4. 
Description:    This spell is casted only if there are some mages on the oposite side in
  combat. Random mage at oposite side will get power leak effect. Mage with
  this effect has each turn 25% chance of getting rid of this effect. Until he
  has the effect, he cannot casting.
Example:        COMBAT "Power leak" 

Name:           Power Sink
Area:           Dispel 3
Flags:          Casted Fast 
Type:           Combat
Casting time:   1 round
Casting chance: 80%
Casting cost:   50 tolars
Duration:       instant
Products:       mage not casting
Side effects:   none
Accidents:      Death (20%)
Required Foundations: Astral 3,Protection 3.
Description:    This spell is casted only if there are some mages on the opposite side in
  combat. Random mage at oposite side will not cast his spell this turn.
Example:        COMBAT "Power sink"

Name:           Protection From Cold
Area:           Defence 2
Flags:          Autocast Implemented 
Type:           Autocast
Casting time:   none
Casting chance: none
Casting cost:   none
Duration:       none
Products:       Protection from Cold
Side effects:   none
Accidents:      none
Required Foundations: Protection 2, Energy 2.
Description:    This spell gives to the mage protection from cold. All cold effects are
  negated, and almost no damage from cold will take place.
Example:        none

Name:           Protection From Fire
Area:           Defence 1
Flags:          Autocast Implemented 
Type:           Autocast
Casting time:   none
Casting chance: none
Casting cost:   none
Duration:       none
Products:       Protection from Fire
Side effects:   none
Accidents:      none
Required Foundations: Protection 1, Energy 1.
Description:    This spell gives to the mage protection from fire. All fire effects are
  negated, and almost no damage from fire will take place.
Example:        none

Name:           Protection From Lightning
Area:           Defence 3
Flags:          Autocast Implemented
Type:           Autocast
Casting time:   none
Casting chance: none
Casting cost:   none
Duration:       none
Products:       Protection from Lightning
Side effects:   none
Accidents:      none
Required Foundations: Protection 3, Energy 3.
Description:    This spell gives to the mage protection from lightning. All lightning effects
  are negated, and almost no damage from lightnings will take place.
Example:        none

Name:           Protection From Mind
Area:           Defence 10
Flags:          Autocast Implemented 
Type:           Autocast
Casting time:   none
Casting chance: none
Casting cost:   none
Duration:       none
Products:       Protection from Mind
Side effects:   none
Accidents:      none
Required Foundations: Protection 1, Mind 1.
Description:    This spell gives to the mage protection from mind. All mind effects are
  negated, and almost no damage from mind will take place.
Example:        none

Name:           Prove Connection
Area:           Transport 10
Flags:          Casted 
Type:           Casted
Casting time:   4 days
Casting chance: 100%
Casting cost:   50 tolars, 1 crystals, 1 active portal
Duration:       Instant
Products:       prove
Side effects:   none
Accidents:      none
Required Foundations: Astral 1, Space 1, Body 1, Mind 1.
Description:    With this spell, the mage will try if the connection to target unit can be
  opened. The spell will fail when the target unit doesn't possess active
  portal, but nothing fatal happens and portals don't disappear. Once this
  spell suceed, most of other spells will succeed too.
Example:        CAST "Prove Connection" 12345

Name:           Quickness
Area:           Movement 2
Flags:          Combat Fast Implemented 
Type:           Combat
Casting time:   1 round
Casting chance: 90%
Casting cost:   1 tolar
Duration:       1 round
Products:       10 attacks per round.
Side effects:   none.
Accidents:      none.
Required Foundations: Time 2.
Description:    The Mage casting this spell starts to move very quickly across the
  battlefield. He will be able to attack 10 times during the next attack round.
Example:        COMBAT "Quickness"

Name:           Quintessence
Area:           Transmutation 5
Flags:          Casted Implemented 
Type:           Casted 
Casting time:   6 days 
Casting chance: 90% 
Casting cost:   10 tolars, unit of metarial (not living) 
Duration:       Instant 
Products:       unit of material (not living) 
Side effects:   none 
Accidents:      Stone Fingers (50%), Material disintegrated (50%) 
Required Foundations: Elements 5. 
Description:    This most advanced transmutation spell allows the mage to look on common
  parts of matter transmuting any kind of material into any other one. If the
  spell fails, the mage can get Stone Fingers for some time. While his fingers
  are petrified, the mage cannot perform the magical gestures required to cast
  any spell.
Example:        CAST "Quintessence" IRON WOOD 

Name:           Raise Storm
Area:           Weather 1
Flags:          Casted 
Type:           Casted
Casting time:   12
Casting chance: 90%
Casting cost:   50 tolars
Duration:       36 days
Products:       storm in region
Side effects:   none
Accidents:      Death (10%)
Required Foundations: Space 1, Time 1.
Description:    Casting this spell mage raises a storm in a region. Storm itself has no
  effect on region or people living there, but it is necessary for casting of
  some high level spells.
Example:        CAST "Raise Storm"

Name:           Read Tactician
Area:           Mind Reading 3
Flags:          Autocast Implemented 
Type:           AutoCasted
Casting time:   none
Casting chance: none
Casting cost:   none
Duration:       none
Side effects:   none
Accidents:      none
Required Foundations: Mind 3
Description:    A mage with the Read Tactician ability helps the tactician on his side. If
  the opposite tactician has a higher level, the mage might be able to discover
  some of the opponent's plans and increase the effective tactics level by two
  maximum for one battle.
Example:        none

Name:           Refreshment
Area:           Healing 4
Flags:          Autocast 
Type:           Autocasted
Casting time:   none
Casting chance: 90% per unit
Casting cost:   10 tolars per unit
Duration:       instant
Products:       refreshed unit
Side effects:   none
Accidents:      none
Required Foundations: Time 1, Mind 1.
Description:    Mage tries to give to men new powers after the battle. Mage will remove
  effects of battle and refresh unit removing its recovering effect. This spell
  is used automatically when the mage is involved in combat; no order is needed
  to use it.
Example:        none

Name:           Reincarnation
Area:           Healing 3
Flags:          Autocast
Type:           Autocasted
Casting time:   none
Casting chance: 80%
Casting cost:   none
Duration:       instant
Side effects:   none
Accidents:      none
Required Foundations: Body 5, Time 5.
Description:    Knowing this spell allows mage to survive his own death. The mage might be
  granted by gods another life. Although mage will lose 1-30 points in every
  magic foundation and he will forget all spells.
Example:        none

Name:           Relocate
Area:           Transfer 1
Flags:          Casted 
Type:           Casted
Casting time:   20 days
Casting chance: 90%
Casting cost:   20 tolars
Duration:       Instant
Products:       none
Side effects:   none
Accidents:      Death (20%)
Required Foundations: Body 1, Space 1.
Description:    The mage attempts to move magically to the location of the designated unit
  from his own faction. That unit must remain stationary for the duration of
  the spell. The number of hexes separating the mage and the target unit cannot
  exceed the Space level of the mage. Thus, at first level, the mage can only
  move to an adjacent region. All the possession of the unit is lost!
Example:        CAST "Relocate" 974

Name:           Run
Area:           Movement 3
Flags:          Casted Implemented Params 
Type:           Casted
Casting time:   8 days
Casting chance: 90%
Casting cost:   20 tolars per each men in unit
Duration:       16 days
Products:       Speedwalk effect
Side effects:   Unit can do only MOVE command.
Accidents:      Slowwalk effect (20%)
Required Foundations: Time 3.
Description:    By casting this spell, the mages tries to increase target unit's speed by a
  factor of three. A speeded up unit cannot do anything except MOVE. If the
  spell fails, the backlash may slow down the target by a factor of two
  instead. While slowed down, the unit will be able only to MOVE.
Example:        CAST "Run" 1434

Name:           Shield Of Protection Cold
Area:           Defence 7
Flags:          Combat Fast Implemented
Type:           Combat
Casting time:   1 round
Casting chance: 95%
Casting cost:   50 tolars
Duration:       one round
Products:       Protection from Cold
Side effects:   none
Accidents:      none
Required Foundations: Protection 2, Energy 2, Space 2.
Description:    This spell gives protection from cold to some units of mages army. Mage can
  protect 10-20 men per level of space. All cold damage done to these men has
  no effect.
Example:        COMBAT "Shield of Protection Cold"

Name:           Shield Of Protection Fire
Area:           Defence 6
Flags:          Combat Fast Implemented 
Type:           Combat
Casting time:   1 round
Casting chance: 95%
Casting cost:   50 tolars
Duration:       one round
Products:       Protection from Fire 
Side effects:   none
Accidents:      none
Required Foundations: Protection 1, Energy 1, Space 1.
Description:    This spell gives protection from fire to some units of mages army. Mage can
  protect 10-20 men per level of space. All fire damage done to these men has
  no effect.
Example:        COMBAT "Shield of Protection Fire"

Name:           Shield Of Protection Mind
Area:           Defence 9
Flags:          Combat Fast Implemented 
Type:           Combat
Casting time:   1 round
Casting chance: 95%
Casting cost:   50 tolars
Duration:       one round
Products:       Protection from Mind
Side effects:   none
Accidents:      none
Required Foundations: Protection 1, Mind 1, Space 1.
Description:    This spell gives protection from mind to some units of mages army. Mage can
  protect 10-20 men per level of space. All mind damage done to these men has
  no effect.
Example:        COMBAT "Shield of Protection Mind"

Name:           Snowfall
Area:           Cold 1
Flags:          Combat 
Type:           Combat
Casting time:   2 round
Casting chance: 90%
Casting cost:   10 tolars
Duration:       until end of battle
Products:       Snowfall
Side effects:   none
Accidents:      Freeze (10%)
Required Foundations: Space 1, Energy 1.
Description:    When the mage has finished casting that spell, snow starts falling all over
  the battlefield in large quantities. During snowfall, all bowmen experience
  low visibility, cannot aim properly, and all targets of bow attacks get a +2
  combat bonus when checking their defense.
Example:        COMBAT "Snowfall"

Name:           Speedwalk
Area:           Movement 1
Flags:          Casted Implemented 
Type:           Casted
Casting time:   4 days
Casting chance: 90%
Casting cost:   20 tolars
Duration:       8 days
Products:       Speedwalk effect
Side effects:   Mage can do only MOVE command.
Accidents:      Slowwalk effect (20%)
Required Foundations: Time 1.
Description:    By casting this spell, the mages tries to increase his movements by a factor
  of three. As a side effect, the mage is so speeded up that he cannot do
  anything else but MOVE commands while under the effect. If the spell fails,
  there is a risk that the mage is slowed by a factor of two instead. A slowed
  down mage cannot do anything but MOVE either.
Example:        CAST "Speedwalk"

Name:           Sphere
Area:           Guard 3
Flags:          Combat Implemented 
Type:           Combat
Casting time:   1 round
Casting chance: 95%
Casting cost:   10 tolars
Duration:       one round
Products:       none
Side effects:   none
Accidents:      none
Required Foundations: Protection 3.
Description:    This spell encloses the mage with a Sphere of Protection during a battle. The
  Sphere reduces the damage sustained by the mage by two points, enabling him
  to survive any hits of less than 3 damage. The one-way Sphere does not
  prevent or modify the attacks by the Mage.
Example:        COMBAT "Sphere"

Name:           Stone To Iron
Area:           Transmutation 2
Flags:          Casted Implemented
Type:           Casted
Casting time:   3 days
Casting chance: 95%
Casting cost:   5 tolars, unit of stone
Duration:       Instant
Products:       unit of iron
Side effects:   none
Accidents:      Stone Fingers (15%), Stone disintegrated (20%)
Required Foundations: Elements 2.
Description:    This basic transmutation spell allows the mage to extract the essence of
  metal from any unit of stone, creating a unit of iron from it. If the spell
  fails, the mage can get Stone Fingers for some time. While his fingers are
  petrified, the mage cannot perform the magical gestures required to cast any
  spell.
Example:        CAST "Stone to iron"

Name:           Subdue Tree Men
Area:           Summon 11
Flags:          Casted 
Type:           Casted
Casting time:   24 days
Casting chance: 90%
Casting cost:   100 tolars, 1 crystal
Duration:       Permanent
Products:       5 tree men
Side effects:   none
Accidents:      Death (10%)
Required Foundations: Mind 1, Illusion 1, Body 1, Matter 1.
Description:    The mage casting this spell invokes the great powers of Nature and attempts
  to summon tree men into our world. If the spells succeeds, a unit of 5 tree
  men will appear in the same region as the mage, loyal to his faction. This
  spell must be cast in forest or jungle regions. Tree men have combat 3 and
  attack 2 times per round. They can also take 2 hits before they die. Tree men
  also have a lumberjack skill of level 2.
Example:        1 cast "subdue tree men"

Name:           Subdue Water Elemental
Area:           Summon 16
Flags:          Casted 
Type:           Casted
Casting time:   24 days
Casting chance: 90%
Casting cost:   100 tolars, 1 crystal
Duration:       Permanent
Products:       1-5 water elementals
Side effects:   none
Accidents:      Death (10%)
Required Foundations: Mind 1, Illusion 1, Elements 1, Body 1.
Description:    The mage casting this spell invokes the great powers of Nature and attempts
  to summon Water Elementals into our world. If the spells succeeds, a unit of
  1-5 Water elementals will appear in the same region as the mage, loyal to his
  faction. This spell must be cast adjacent to an ocean or lake region. Water
  elemental has combat 3 and attacks 3 times per round. It can also take 3 hits
  before it dies.
Example:        1 cast "subdue water elemental"

Name:           Summon Earth Elemental
Area:           Summon 3
Flags:          Casted=20
Type:           =09=09Casted
Casting chance: 90%
Casting cost:   =09100 tolars
Duration:       =09Permanent
Products:       =091-4 water elemental
Side effects:   =09none
Accidents:      =09Death (20%)
Required Foundations: Elements 3, Body 3.
Description:    The mage casting this spell invokes the great powers of Nat= ure and attempts
  to summon Earth Elementals into our world. If the spells succeeds, a unit of
  1-4 earth elementals will appear in the same region a= s=20 the mage. This
  spell must be cast in hills or mountains. Earth elemental= =20 has combat 5
  and attacks 3 times per round. He can also take 20 hits befo= re=20 he dies.
  Earth elemental is immune to missile weapons.
Example:        =091 cast "summon earth elemental"

Name:           Summon Golden Golem
Area:           Summon 10
Flags:          Casted
Type:           Casted
Casting time:   24 days
Casting chance: 90%
Casting cost:   2000 tolars, 30 gold
Duration:       Permanent
Products:       3 golden golems
Side effects:   none
Accidents:      Death (20%)
Required Foundations: Body 5, Matter 5.
Description:    The mage casting this spell invokes the great powers of fire element and
  attempts to summon golden golems into our world. If the spells succeeds, a
  unit of 3 golden golems will appear in the same region as the mage. Golden
  golems have combat 7 and attack 10 times per round. They can also take 15
  hits before they die. Golden golems also have a mining skill of level 5.
Example:        1 cast "summon golden golems"

Name:           Summon Iron Golem
Area:           Summon 8
Flags:          Casted 
Type:           Casted
Casting time:   24 days
Casting chance: 90%
Casting cost:   400 tolars, 20 iron
Duration:       Permanent
Products:       5 iron golems
Side effects:   none
Accidents:      Death (10%)
Required Foundations: Body 3, Matter 3.
Description:    The mage casting this spell invokes the great powers of fire element and
  attempts to summon iron golems into our world. If the spells succeeds, a unit
  of 5 iron golems will appear in the same region as the mage. Iron golems have
  combat 4 and attack 5 times per round. They can also take 5 hits before they
  die. Iron golems also have a mining skill of level 2.
Example:        1 cast "summon iron golems"

Name:           Summon Silver Golem
Area:           Summon 9
Flags:          Casted 
Type:           Casted
Casting time:   24 days
Casting chance: 80%
Casting cost:   1000 tolars, 30 silver
Duration:       Permanent
Products:       3 silver golems
Side effects:   none
Accidents:      Death (20%)
Required Foundations: Body 4, Matter 4.
Description:    The mage casting this spell invokes the great powers of fire element and
  attempts to summon silver golems into our world. If the spells succeeds, a
  unit of 3 silver golems will appear in the same region as the mage. Silver
  golems have combat 5 and attack 8 times per round. They can also take 10 hits
  before they die. Silver golems also have a mining skill of level 3.
Example:        1 cast "summon silver golems"

Name:           Summon Stone Golem
Area:           Summon 7
Flags:          Casted 
Type:           Casted
Casting time:   24 days
Casting chance: 90%
Casting cost:   100 tolars, 10 stone
Duration:       Permanent
Products:       5 stone golems
Side effects:   none
Accidents:      Death (10%)
Required Foundations: Body 2, Matter 2.
Description:    The mage casting this spell invokes the great powers of earth and attempts to
  summon stone golems into our world. If the spells succeeds, a unit of 5 stone
  golems will appear in the same region as the mage. This spell must be cast in
  hills or mountain regions. Stone golems have combat 3 and attack 3 times per
  round. They can also take 3 hits before they die. Stone golems also have a
  quarrying skill of level 2.
Example:        1 cast "summon stone golems"

Name:           Summon Tornado
Area:           Summon 2
Flags:          Casted
Type:           Casted
Casting time:   24 days
Casting chance: 90%
Casting cost:   200 tolars
Duration:       Permanent
Products:       2-3 tornados
Side effects:   none
Accidents:      Death (20%)
Required Foundations: Elements 2, Body 2.
Description:    The mage casting this spell invokes the great powers of Nature and attempts
  to summon Tornados into our world. If the spells succeeds, a unit of 2-3
  tornados will appear in the same region as the mage. This spell must be cast
  in open region such as hills or plains. Tornado has combat 3 and attacks 5
  times per round. He can also take 5 hits before he dies. It is immune to
  common weapons.
Example:        1 cast "summon tornado"

Name:           Summon Tree Men
Area:           Summon 6
Flags:          Casted 
Type:           Casted
Casting time:   24 days
Casting chance: 90%
Casting cost:   100 tolars
Duration:       Permanent
Products:       5 tree men
Side effects:   none
Accidents:      Death (10%)
Required Foundations: Body 1, Matter 1.
Description:    The mage casting this spell invokes the great powers of Nature and attempts
  to summon tree men into our world. If the spells succeeds, a unit of 5 tree
  men will appear in the same region as the mage. This spell must be cast in
  forest or jungle regions. Tree men have combat 3 and attack 2 times per
  round. They can also take 2 hits before they die. Tree men also have a
  lumberjack skill of level 2.
Example:        1 cast "summon tree men"

Name:           Summon Water Elemental
Area:           Summon 1
Flags:          Casted 
Type:           Casted
Casting time:   24 days
Casting chance: 90%
Casting cost:   100 tolars
Duration:       Permanent
Products:       1-5 water elementals
Side effects:   none
Accidents:      Death (10%)
Required Foundations: Elements 1, Body 1.
Description:    The mage casting this spell invokes the great powers of Nature and attempts
  to summon Water Elementals into our world. If the spells succeeds, a unit of
  1-5 Water elementals will appear in the same region as the mage. This spell
  must be cast adjacent to an ocean or lake region. Water elemental has combat
  3 and attacks 3 times per round. It can also take 3 hits before it dies.
Example:        1 cast "summon water elemental"

Name:           Telekinesis
Area:           Transport 5
Flags:          Casted Implemented 
Type:           Casted 
Casting time:   12 days 
Casting chance: 90% 
Casting cost:   100 tolars 
Duration:       12 days. 
Side effects:   none 
Accidents:      Freeze (90%) 
Required Foundations: Space 5. 
Description:    Casting this spell alters the fundamental laws of physics for the mage. The
  designated items in his possession levitate in the air and move toward a unit
  in an adjacent region. The mage can transport up to 200 units of weight this
  way. In case of failure, extra weight may freeze the mage in place. The spell
  needs to specify the target unit, amount and kind of material moved.
Example:        1-12 CAST "Telekinesis" 2033 10 IRON 

Name:           Terror
Area:           Mind Control 4
Flags:          Combat Implemented Slow 
Type:           Combat
Casting time:   1 round
Casting chance: 95%
Casting cost:   20 tolars, 1 silver
Duration:       1 round
Products:       mind attack
Side effects:   none
Accidents:      death (20%)
Required Foundations: Mind 4, Energy 4.
Description:    Terror is a very powerful mind control spell. A great wave of tought radiate
  from the mage into the enemy's direction. This wave affects 10-30 men per
  mage's level in Mind. Each man has 20% to resist this attack or he gets 2
  points of mental damage.n This attack cannot be prevented by any kind of
  physical armor.
Example:        COMBAT "Terror"

Name:           Thunderball
Area:           Lightning 4
Flags:          Combat Implemented Slow
Type:           Combat
Casting time:   1 round
Casting chance: 90%
Casting cost:   50 tolars, 1 gold
Duration:       1 round
Products:       lightning attack
Side effects:   dazzling effect (20%)
Accidents:      death (10%)
Required Foundations: Illusion 4, Energy 4.
Description:    Mages summons great lightning bolt from the sky directly into enemy lines.
  This bolt will strike 10-20 enemies per level of illusion. This bolt
  automatically strikes and does 3 points of lightning damage. Iron armor
  pieces bind lightnings thus man with iron armor has greater chance of dying
  from lightning.
Example:        COMBAT "Thunderball"

Name:           Time Wrap
Area:           Movement 5
Flags:          Casted 
Type:           Casted
Casting time:   8 days
Casting chance: 90%
Casting cost:   100 tolar
Duration:       40 days 
Products:       Time wrap effect.
Side effects:   none.
Accidents:      Death(10%)
Required Foundations: Time 5.
Description:    The Mage casting this spell will wrap time around his body. A Mage affected
  by this spell cannot interact in any manner with units in his region and they
  cannot interact with him. Although the mage will see all units in region as
  normal, they will be unable to see him. A Mage under the effect of this spell
  cannot be involved in battle.
Example:        1-8 CAST "Time wrap"

Name:           Titan Strength
Area:           Might 4
Flags:          Combat Implemented
Type:           Combat
Casting time:   1 round
Casting chance: 95%
Casting cost:   50 tolars
Duration:       until end of battle
Products:       none
Side effects:   none
Accidents:      Death (20%)
Required Foundations: Body 4.
Description:    This spell allows the mage to fight with the strength of a titan. The mage
  will attack fifteen times per round with an effective Combat skill of 5. Mage
  will do damage 4 with successful attack. Also, the mage can take twenty hits
  in battle before dying. Mage can also use weapons while casting this spell.
Example:        COMBAT "Titan Strength"

Name:           Transfer Item
Area:           Transport 6
Flags:          Casted 
Type:           Casted
Casting time:   12 days
Casting chance: 95%
Casting cost:   100 tolars, 1 active portal
Duration:       Instant
Products:       transfered item
Side effects:   none
Accidents:      none
Required Foundations: Astral 2, Space 2, Matter 2, Elements 2.
Description:    With this spell, the mage will try to transfer one item to unit in another
  region. Mage will target unit from same faction with active portal and send
  the item through astral space to possession of this unit. First is listed
  target unit second is transfered item name. The item is lost if the spell
  fails!
Example:        CAST "Transfer item" 12345 "Magic Armor"

Name:           True Sight
Area:           Ethereal 4
Flags:          Casted 
Type:           Casted
Casting time:   8 days
Casting chance: 80%
Casting cost:   50 tolars
Duration:       16 days
Products:       True sight effect
Side effects:   none
Accidents:      none
Required Foundations: Astral 4.
Description:    By casting this spell, the mage attempts to use astral planes to increase his
  natural sight. His effective observation skill will be increased by 3 for the
  duration of the effect.
Example:        CAST "True Sight"

Name:           Turn Into Shadow
Area:           Shape Shifting 2
Flags:          Casted 
Type:           Casted
Casting time:   8 days
Casting chance: 90%
Casting cost:   30 tolar
Duration:       40 days
Products:       Shadow Effect
Side effects:   none
Accidents:      Death (20%)
Required Foundations: Astral 2, Body 2
Description:    This spell allows the mage to shift his physical body into the astral plane,
  leaving only his shadow. That shadow has an effective stealth level of 5, but
  cannot interact with others, nor manipulate items, steal, kill or attack. If
  the mage is involved in a battle, he cannot be hit by nonmagical weapons and
  his attacks will drain some amount of skill points to his targets instead of
  a normal hit.
Example:        1-8 CAST "Turn into shadow" 

Name:           View Of Surrounding
Area:           Ethereal 3
Flags:          Casted Implemented 
Type:           Casted
Casting time:   12 days
Casting chance: 90%
Casting cost:   100 tolars
Duration:       Instant
Products:       Region description
Side effects:   none
Accidents:      none
Required Foundations: Astral 3.
Description:    By casting this spell, the mage tries to gain information using the Astral
  planes. He will see information about all the surrounding hexes together with
  units as if the mage was present in region. The Mage will see all at his
  observation level, but cannot prevent assassination or theft in other
  regions.
Example:        CAST "View of Surrounding"

Name:           Visions
Area:           Ethereal 1
Flags:          Casted Implemented 
Type:           Casted
Casting time:   8 days
Casting chance: 80%
Casting cost:   30 tolars
Duration:       Instant
Products:       Random region description.
Side effects:   none
Accidents:      none
Required Foundations: Astral 1.
Description:    By casting this spell, the mage tries to get some information from Astral
  planes, but he doesn't know how to specify what he wants to learn there. Then
  during his dreams the mage gets some visions and can see one region at
  random, but not any of the inhabitants.
Example:        CAST "Visions"

Name:           Wall Of Fire
Area:           Fire 7
Flags:          Casted 
Type:           Casted
Casting time:   24 days
Casting chance: 90%
Casting cost:   1000 tolars, 20 wood, 10 gem
Duration:       Permanent
Products:       Flaming Building
Side effects:   none
Accidents:      Death (20%)
Required Foundations: Time 2, Energy 2.
Description:    Mage casting this spell on any building in region will try to make its walls
  burning with fire. Building with wall of fire will provide additional +2
  bonus in defence for people inside building.
Example:        1-12 cast "Wall of Fire" 106

Name:           Wind Control
Area:           Weather 2
Flags:          Casted Implemented 
Type:           Casted 
Casting time:   1 
Casting chance: 90% 
Casting cost:   10 tolars 
Duration:       1 day 
Products:       twice speed 
Side effects:   none 
Accidents:      none 
Required Foundations: Space 2, Time 2. 
Description:    While casting this spell, the mage puts the wind around the ship he's in
  under complete control, increasing the ship's speed by a factor of two. One
  mage is enough to control the winds, a second one will not add to the effect.
Example:        CAST "Wind control" 

Name:           Wind Riding
Area:           Movement 6
Flags:          Casted 
Type:           Casted 
Casting time:   12 
Casting chance: 90% 
Casting cost:   100 tolars 
Duration:       12 days 
Products:       fly effect 
Side effects:   none 
Accidents:      none 
Required Foundations: Space 3, Time 3. 
Description:    The Mage casting this spell starts to fly. Mage with flying effect can fly in
  case he can carry all his possessions (is able to walk).
Example:        1-12 CAST "Wind Riding" 

Name:           Wonder
Area:           Entertainment 4
Flags:          Casted Implemented 
Type:           Casted
Casting time:   8 days
Casting chance: 95%
Casting cost:   20 tolar
Duration:       Instant
Products:       some entertainment
Side effects:   none
Accidents:      none
Required Foundations: Illusion 4.
Description:    This spell creates wonders to entertain the local peasants. The mage spends 8
  days preparing the show, and earns half of the remaining entertainment money
  on the day of the show.
Example:        1-8 cast "wonder"

Name:           Wood To Stone
Area:           Transmutation 1
Flags:          Casted Implemented 
Type:           Casted
Casting time:   5 days
Casting chance: 90%
Casting cost:   5 tolars, unit of wood
Duration:       Instant
Products:       unit of stone
Side effects:   none
Accidents:      Stone Fingers (20%), Wood disintegrated (20%)
Required Foundations: Elements 1.
Description:    The elementary transmutation spell allows the mage to petrify one unit of
  wood, creating a unit of stone from it. If the spell fails, the mage can get
  Stone Fingers for some time. While his fingers are petrified, the mage cannot
  perform the magical gestures required to cast any spell.
Example:        CAST "Wood to stone"


Regions:
Zahori (16,38), town, population 1636 halflings, $7198.
----------------------------------------------------------------------
  Wages: $20
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 146 halflings at $120, 14 halfling leaders at $605.

Exits:
  North     : Shire (16,37), hills.
  Northeast : Southern Quarter (17,38), hills.
  Southeast : Southern Quarter (17,39), hills.
  South     : Hillocks (16,39), hills.
  Southwest : Hillocks (15,39), hills.
  Southeast : Western Quarter (15,38), forest.

Hobbiton (20,35), city, population 4224 halflings, $22154.
----------------------------------------------------------------------
  Wages: $31
  Taxes: 2%
  Upkeep: $12
  Entertainment available: $227
  For sale: 3 crossbows at $1045, 211 halflings at $112, 42 halfling leaders at $545, 15 herbs at $235.

Exits:
  North     : Shire (20,34), hills.
  Northeast : Shire (21,35), plain.
  Southeast : Shire (21,36), hills.
  South     : Shire (20,36), plain.
  Southwest : Shire (19,36), plain.
  Southeast : Shire (19,35), hills.

Aglarond (20,65), city, population 4335 high men, $21078.
----------------------------------------------------------------------
  Wages: $33
  Taxes: 4%
  Upkeep: $12
  Entertainment available: $227
  For sale: 6 longbows at $800, 8 chain armors at $1014, 216 high men at $101, 42 high man leaders at $515, 4313 food at $16.

Exits:
  North     : Eagle hills (20,64), hills.
  Northeast : Sorrow plains (21,65), plain.
  Southeast : Sorrow plains (21,66), plain.
  South     : Sorrow plains (20,66), plain.
  Southwest : Sorrow plains (19,66), plain.
  Southeast : Sorrow plains (19,65), plain.

Severov (21,32), city, population 4084 halflings, $17152.
----------------------------------------------------------------------
  Wages: $26
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 408 halflings at $86, 40 halfling leaders at $432.

Exits:
  North     : Northern Quarter (21,31), plain.
  Northeast : Northern Quarter (22,31), plain.
  Southeast : Northern Quarter (22,32), plain.
  South     : Shire (21,33), forest.
  Southwest : Northern Quarter (20,32), hills.
  Southeast : Northern Quarter (20,31), forest.

Sorrow plains (21,64), plain, population 622 high men, $1569.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 1%
  Upkeep: $12
  Entertainment available: $227
  For sale: 46 high men at $120, 4 high man leaders at $606.
  Resources: 
Exits:
  North     : Rain forest (21,63), forest.
  Northeast : Dole mountains (22,63), hills.
  Southeast : Sorrow plains (22,64), plain.
  South     : Sorrow plains (21,65), plain.
  Southwest : Eagle hills (20,64), hills.
  Southeast : Eagle hills (20,63), hills.

Sorrow plains (21,65), plain, population 591 high men, $1668.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 11%
  Upkeep: $12
  Entertainment available: $227
  For sale: 44 high men at $142, 4 high man leaders at $714.
  Resources: 
Exits:
  North     : Sorrow plains (21,64), plain.
  Northeast : Sorrow plains (22,64), plain.
  Southeast : Dreary forest (22,65), forest.
  South     : Sorrow plains (21,66), plain.
  Southwest : Aglarond (20,65), city.
  Southeast : Eagle hills (20,64), hills.

Sorrow plains (21,66), plain, population 502 plainsmen, $1413.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 6%
  Upkeep: $12
  Entertainment available: $227
  For sale: 36 plainsmen at $138, 2 plainsman leaders at $690.
  Resources: 
Exits:
  North     : Sorrow plains (21,65), plain.
  Northeast : Dreary forest (22,65), forest.
  Southeast : Sorrow plains (22,66), plain.
  South     : Bergland (21,67), hills.
  Southwest : Sorrow plains (20,66), plain.
  Southeast : Aglarond (20,65), city.

Bergland (21,67), hills, population 422 plainsmen, $895.
----------------------------------------------------------------------
  Wages: $14
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 26 plainsmen at $120, 2 plainsman leaders at $606.
  Resources: 
Exits:
  North     : Sorrow plains (21,66), plain.
  Northeast : Sorrow plains (22,66), plain.
  Southeast : Sorrow plains (22,67), plain.
  South     : Bergland (21,68), hills.
  Southwest : Sorrow plains (20,67), plain.
  Southeast : Sorrow plains (20,66), plain.

Sorrow plains (22,67), plain, population 546 plainsmen, $1501.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 40 plainsmen at $132, 4 plainsman leaders at $660.
  Resources: 
Exits:
  North     : Sorrow plains (22,66), plain.
  Northeast : Ettrick (23,67), town.
  Southeast : Sorrow plains (23,68), plain.
  South     : Bergland (22,68), hills.
  Southwest : Bergland (21,68), hills.
  Southeast : Bergland (21,67), hills.

Ettrick (23,67), town, population 1834 plainsmen, $8803.
----------------------------------------------------------------------
  Wages: $23
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 164 plainsmen at $158, 16 plainsman leaders at $792.

Exits:
  North     : Sorrow plains (23,66), plain.
  Northeast : Dreary forest (24,66), forest.
  Southeast : Sorrow plains (24,67), plain.
  South     : Sorrow plains (23,68), plain.
  Southwest : Sorrow plains (22,67), plain.
  Southeast : Sorrow plains (22,66), plain.

Sorrow plains (24,67), plain, population 737 plainsmen, $2137.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 54 plainsmen at $138, 4 plainsman leaders at $696.
  Resources: 
Exits:
  North     : Dreary forest (24,66), forest.
  Northeast : Bergland (25,67), hills.
  Southeast : Bergland (25,68), hills.
  South     : Bergland (24,68), hills.
  Southwest : Sorrow plains (23,68), plain.
  Southeast : Ettrick (23,67), town.

Bergland (25,67), hills, population 681 plainsmen, $1716.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 44 plainsmen at $144, 4 plainsman leaders at $720.
  Resources: 
Exits:
  North     : Dreary forest (25,66), forest.
  Northeast : Bergland (26,66), hills.
  Southeast : Bergland (26,67), hills.
  South     : Bergland (25,68), hills.
  Southwest : Sorrow plains (24,67), plain.
  Southeast : Dreary forest (24,66), forest.

Bergland (26,67), hills, population 661 plainsmen, $1665.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 42 plainsmen at $144, 4 plainsman leaders at $720.
  Resources: 
Exits:
  North     : Bergland (26,66), hills.
  Northeast : Corvine Mountains (27,67), mountain.
  Southeast : Corvine Mountains (27,68), mountain.
  South     : Bergland (26,68), hills.
  Southwest : Bergland (25,68), hills.
  Southeast : Bergland (25,67), hills.

Circle Hills (49,50), hills, population 436 high elves, $915.
----------------------------------------------------------------------
  Wages: $14
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 14 high elves at $84, 1 high elf leaders at $338.
  Resources: 
Exits:
  North     : Circle Mountains (49,49), mountain.
  Northeast : Circle Hills (50,49), hills.
  Southeast : Lorenai City (50,50), city.
  South     : Circle Hills (49,51), hills.
  Southwest : Circle Mountains (48,50), mountain.
  Southeast : Circle Mountains (48,49), mountain.

Faery hills (49,64), hills, population 809 creatures, $2123.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 
  Resources: 
Exits:
  North     : Griffin mountains (49,63), mountain.
  Northeast : Faery hills (50,63), hills.
  Southeast : Faery hills (50,64), hills.
  South     : Glittering Lake (49,65), lake.
  Southwest : Faery hills (48,64), hills.
  Southeast : Griffin mountains (48,63), mountain.

Arlon (50,20), city, population 4756 high elves, $20807.
----------------------------------------------------------------------
  Wages: $31
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 237 high elves at $94, 46 high elf leaders at $470, 10 longbows at $1000, 4727 food at $15, 11 herbs at $235.

Exits:
  North     : Elfie (50,19), forest.
  Northeast : Elfie (51,20), forest.
  Southeast : Elfie (51,21), forest.
  South     : Elfie (50,21), forest.
  Southwest : Elfie (49,21), forest.
  Southeast : Elfie (49,20), forest.

Circle Hills (50,49), hills, population 403 high elves, $846.
----------------------------------------------------------------------
  Wages: $14
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 26 high elves at $120, 2 high elf leaders at $600.
  Resources: 
Exits:
  North     : Circle Mountains (50,48), mountain.
  Northeast : Circle Mountains (51,49), mountain.
  Southeast : Circle Hills (51,50), hills.
  South     : Lorenai City (50,50), city.
  Southwest : Circle Hills (49,50), hills.
  Southeast : Circle Mountains (49,49), mountain.

Lorenai City (50,50), city, population 3517 high elves, $12309.
----------------------------------------------------------------------
  Wages: $24
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 34 high elf leaders at $362, 312 high elves at $125.

Exits:
  North     : Circle Hills (50,49), hills.
  Northeast : Circle Hills (51,50), hills.
  Southeast : Circle Hills (51,51), hills.
  South     : Circle Hills (50,51), hills.
  Southwest : Circle Hills (49,51), hills.
  Southeast : Circle Hills (49,50), hills.

Circle Hills (50,51), hills, population 429 high elves, $900.
----------------------------------------------------------------------
  Wages: $14
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 26 high elves at $68, 2 high elf leaders at $326.
  Resources: 
Exits:
  North     : Lorenai City (50,50), city.
  Southeast : Circle Mountains (51,52), mountain.
  South     : Circle Mountains (50,52), mountain.
  Southwest : Circle Mountains (49,52), mountain.
  Southeast : Circle Hills (49,51), hills.

Faery hills (50,63), hills, population 781 creatures, $2050.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 
  Resources: 
Exits:
  North     : Griffin mountains (50,62), mountain.
  Northeast : Griffin mountains (51,63), mountain.
  Southeast : Faery hills (51,64), hills.
  South     : Faery hills (50,64), hills.
  Southwest : Faery hills (49,64), hills.
  Southeast : Griffin mountains (49,63), mountain.

Faery hills (50,64), hills, population 809 creatures, $2123.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 
  Resources: 
Exits:
  North     : Faery hills (50,63), hills.
  Northeast : Faery hills (51,64), hills.
  Southeast : Faery hills (51,65), hills.
  South     : Mystara (50,65), city.
  Southwest : Glittering Lake (49,65), lake.
  Southeast : Faery hills (49,64), hills.

Mystara (50,65), city, population 5793 gnomes, $19714.
----------------------------------------------------------------------
  Wages: $42
  Taxes: 12%
  Upkeep: $12
  Entertainment available: $19464
  For sale: 289 gnomes at $148, 28 gnome leaders at $397.

Exits:

Dark forest (50,79), forest, population 498 dark men, $1314.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 28 dark men at $86, 2 dark man leaders at $432.
  Resources: 
Exits:
  North     : Northern Forest (50,78), forest.
  Northeast : Northern forest (51,79), forest.
  Southeast : Lonely hills (51,80), hills.
  South     : Dunbeath (50,80), city.
  Southwest : Dark forest (49,80), forest.
  Southeast : Red hills (49,79), hills.

Dark forest (50,82), forest, population 559 dark elves, $838.
----------------------------------------------------------------------
  Wages: $14
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 32 dark elves at $132, 2 dark elf leaders at $660.
  Resources: 
Exits:
  North     : Dark forest (50,81), forest.
  Northeast : Dark forest (51,82), forest.
  Southeast : Vaila (51,83), town.
  South     : Blue sinus (50,83), ocean.
  Southwest : Dark forest (49,83), forest.
  Southeast : Deep dark forest (49,82), jungle.

Elfie (51,21), forest, population 912 high elves, $2405.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 2%
  Upkeep: $12
  Entertainment available: $227
  For sale: 54 high elves at $86, 4 high elf leaders at $432.
  Resources: 
Exits:
  North     : Elfie (51,20), forest.
  Northeast : Elfie (52,20), forest.
  Southeast : Elfie (52,21), forest.
  South     : Elfie (51,22), jungle.
  Southwest : Elfie (50,21), forest.
  Southeast : Arlon (50,20), city.

Elfie (51,22), jungle, population 564 high elves, $1232.
----------------------------------------------------------------------
  Wages: $14
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 24 high elves at $138, 2 high elf leaders at $690.
  Resources: 
Exits:
  North     : Elfie (51,21), forest.
  Northeast : Elfie (52,21), forest.
  Southeast : Elfie (52,22), forest.
  South     : Elfie (51,23), forest.
  Southwest : Elfie (50,22), jungle.
  Southeast : Elfie (50,21), forest.

Elfie (51,23), forest, population 749 high elves, $1763.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 44 high elves at $128, 4 high elf leaders at $642.
  Resources: 
Exits:
  North     : Elfie (51,22), jungle.
  Northeast : Elfie (52,22), forest.
  Southeast : Leighlin (52,23), town.
  South     : Rath Luire (51,24), town.
  Southwest : Elfie (50,23), forest.
  Southeast : Elfie (50,22), jungle.

Rath Luire (51,24), town, population 1901 high elves, $9505.
----------------------------------------------------------------------
  Wages: $23
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 170 high elves at $164, 16 high elf leaders at $824.

Exits:
  North     : Elfie (51,23), forest.
  Northeast : Leighlin (52,23), town.
  Southeast : Elfie (52,24), forest.
  South     : Algarie (51,25), plain.
  Southwest : Sinan (50,24), hills.
  Southeast : Elfie (50,23), forest.

Circle Hills (51,50), hills, population 423 high elves, $888.
----------------------------------------------------------------------
  Wages: $14
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 26 high elves at $120, 2 high elf leaders at $600.
  Resources: 
Exits:
  North     : Circle Mountains (51,49), mountain.
  Northeast : Circle Mountains (52,49), mountain.
  Southeast : Circle Mountains (52,50), mountain.
  Southwest : Lorenai City (50,50), city.
  Southeast : Circle Hills (50,49), hills.

Faery hills (51,64), hills, population 795 creatures, $2086.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 
  Resources: 
Exits:
  North     : Griffin mountains (51,63), mountain.
  Northeast : Griffin mountains (52,63), mountain.
  Southeast : Faery hills (52,64), hills.
  South     : Faery hills (51,65), hills.
  Southwest : Faery hills (50,64), hills.
  Southeast : Faery hills (50,63), hills.

Faery hills (51,65), hills, population 776 creatures, $2037.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 
  Resources: 
Exits:
  North     : Faery hills (51,64), hills.
  Northeast : Faery hills (52,64), hills.
  Southeast : Rainbow Meadows (52,65), plain.
  South     : Rainbow Meadows (51,66), plain.
  Southwest : Mystara (50,65), city.
  Southeast : Faery hills (50,64), hills.

Rainbow Meadows (51,66), plain, population 1361 gnomes, $4181.
----------------------------------------------------------------------
  Wages: $20
  Taxes: 6%
  Upkeep: $12
  Entertainment available: $979
  For sale: 51 gnomes at $80, 10 gnome leaders at $405.
  Resources: 
Exits:

Rainbow Meadows (51,67), plain, population 1189 creatures, $3715.
----------------------------------------------------------------------
  Wages: $19
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 
  Resources: 
Exits:
  North     : Rainbow Meadows (51,66), plain.
  Northeast : Rainbow Meadows (52,66), plain.
  Southeast : Rainbow village (52,67), town.
  South     : Rainbow Meadows (51,68), plain.
  Southwest : Rainbow Meadows (50,67), plain.
  Southeast : Glittering Lake (50,66), lake.

Northern forest (51,79), forest, population 397 dark men, $959.
----------------------------------------------------------------------
  Wages: $14
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 22 dark men at $132, 2 dark man leaders at $666.
  Resources: 
Exits:
  North     : Florina (51,78), city.
  Northeast : Corsair strand (52,78), ocean.
  Southeast : Lonely hills (52,79), hills.
  South     : Lonely hills (51,80), hills.
  Southwest : Dark forest (50,79), forest.
  Southeast : Northern Forest (50,78), forest.

Lonely hills (51,81), hills, population 528 dark men, $1329.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 34 dark men at $144, 2 dark man leaders at $720.
  Resources: 
Exits:
  North     : Lonely hills (51,80), hills.
  Northeast : Lonely hills (52,80), hills.
  Southeast : Dark forest (52,81), forest.
  South     : Dark forest (51,82), forest.
  Southwest : Dark forest (50,81), forest.
  Southeast : Dunbeath (50,80), city.

Leighlin (52,23), town, population 1461 high elves, $7012.
----------------------------------------------------------------------
  Wages: $21
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 130 high elves at $158, 12 high elf leaders at $792.

Exits:
  North     : Elfie (52,22), forest.
  Northeast : Elfie (53,23), forest.
  Southeast : Elfie (53,24), forest.
  South     : Elfie (52,24), forest.
  Southwest : Rath Luire (51,24), town.
  Southeast : Elfie (51,23), forest.

Algarie (52,28), plain, population 928 plainsmen, $2552.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 68 plainsmen at $132, 6 plainsman leaders at $660.
  Resources: 
Exits:
  North     : Algarie (52,27), plain.
  Northeast : Algarie (53,28), plain.
  Southeast : Small hills (53,29), hills.
  South     : Small hills (52,29), hills.
  Southwest : Algarie (51,29), plain.
  Southeast : Algarie (51,28), plain.

Faery hills (52,64), hills, population 791 creatures, $2076.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 
  Resources: 
Exits:
  North     : Griffin mountains (52,63), mountain.
  Northeast : Faery hills (53,64), hills.
  Southeast : Central Ocean (53,65), ocean.
  South     : Rainbow Meadows (52,65), plain.
  Southwest : Faery hills (51,65), hills.
  Southeast : Faery hills (51,64), hills.

Rainbow Meadows (52,65), plain, population 1275 gnomes, $3926.
----------------------------------------------------------------------
  Wages: $20
  Taxes: 7%
  Upkeep: $12
  Entertainment available: $918
  For sale: 94 gnomes at $81, 8 gnome leaders at $409.
  Resources: 
Exits:

Rainbow Meadows (52,66), plain, population 1237 creatures, $3865.
----------------------------------------------------------------------
  Wages: $20
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 
  Resources: 
Exits:
  North     : Rainbow Meadows (52,65), plain.
  Northeast : Central Ocean (53,66), ocean.
  Southeast : Central Ocean (53,67), ocean.
  South     : Rainbow village (52,67), town.
  Southwest : Rainbow Meadows (51,67), plain.
  Southeast : Rainbow Meadows (51,66), plain.

Lonely hills (52,80), hills, population 512 dark men, $1182.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 32 dark men at $132, 2 dark man leaders at $660.
  Resources: 
Exits:
  North     : Lonely hills (52,79), hills.
  Northeast : Corsair strand (53,80), ocean.
  Southeast : Corsair strand (53,81), ocean.
  South     : Dark forest (52,81), forest.
  Southwest : Lonely hills (51,81), hills.
  Southeast : Lonely hills (51,80), hills.

Dark forest (52,81), forest, population 638 dark elves, $1726.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 38 dark elves at $87, 2 dark elf leaders at $442.
  Resources: 
Exits:
  North     : Lonely hills (52,80), hills.
  Northeast : Corsair strand (53,81), ocean.
  Southeast : Corsair strand (53,82), ocean.
  South     : Blue sinus (52,82), ocean.
  Southwest : Dark forest (51,82), forest.
  Southeast : Lonely hills (51,81), hills.

Elfie (53,24), forest, population 773 high elves, $1870.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 46 high elves at $132, 4 high elf leaders at $660.
  Resources: 
Exits:
  North     : Elfie (53,23), forest.
  Northeast : White mountains (54,23), mountain.
  Southeast : Algarie (54,24), plain.
  South     : Algarie (53,25), plain.
  Southwest : Elfie (52,24), forest.
  Southeast : Leighlin (52,23), town.

Algarie (53,28), plain, population 853 plainsmen, $2132.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 62 plainsmen at $120, 6 plainsman leaders at $600.
  Resources: 
Exits:
  North     : Algarie (53,27), plain.
  Northeast : Algarie (54,27), plain.
  Southeast : Algarie (54,28), plain.
  South     : Small hills (53,29), hills.
  Southwest : Algarie (52,28), plain.
  Southeast : Algarie (52,27), plain.

Faery hills (53,64), hills, population 794 creatures, $2084.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 
  Resources: 
Exits:
  North     : Faery hills (53,63), hills.
  Northeast : Anfalas (54,63), ocean.
  Southeast : Anfalas (54,64), ocean.
  South     : Central Ocean (53,65), ocean.
  Southwest : Faery hills (52,64), hills.
  Southeast : Griffin mountains (52,63), mountain.

Carrigaline (54,19), town, population 1702 high elves, $8510.
----------------------------------------------------------------------
  Wages: $22
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 152 high elves at $164, 14 high elf leaders at $824.

Exits:
  North     : Northern hills (54,18), hills.
  Northeast : Woody Valley (55,19), forest.
  Southeast : Woody hills (55,20), hills.
  South     : Woody hills (54,20), hills.
  Southwest : Elfie (53,20), forest.
  Southeast : Elfie (53,19), forest.

Algarie (54,24), plain, population 810 plainsmen, $2025.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 60 plainsmen at $120, 6 plainsman leaders at $600.
  Resources: 
Exits:
  North     : White mountains (54,23), mountain.
  Northeast : Red Sea (55,24), ocean.
  Southeast : Red Sea (55,25), ocean.
  South     : Algarie (54,25), plain.
  Southwest : Algarie (53,25), plain.
  Southeast : Elfie (53,24), forest.

Algarie (54,25), plain, population 821 plainsmen, $2052.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 60 plainsmen at $120, 6 plainsman leaders at $600.
  Resources: 
Exits:
  North     : Algarie (54,24), plain.
  Northeast : Red Sea (55,25), ocean.
  Southeast : Quiet Ocean (55,26), ocean.
  South     : Algarie (54,26), plain.
  Southwest : Algarie (53,26), plain.
  Southeast : Algarie (53,25), plain.

Algarie (54,26), plain, population 849 plainsmen, $2122.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 62 plainsmen at $120, 6 plainsman leaders at $600.
  Resources: 
Exits:
  North     : Algarie (54,25), plain.
  Northeast : Quiet Ocean (55,26), ocean.
  Southeast : Quiet Ocean (55,27), ocean.
  South     : Algarie (54,27), plain.
  Southwest : Algarie (53,27), plain.
  Southeast : Algarie (53,26), plain.

Algarie (54,27), plain, population 843 plainsmen, $2107.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 62 plainsmen at $120, 6 plainsman leaders at $600.
  Resources: 
Exits:
  North     : Algarie (54,26), plain.
  Northeast : Quiet Ocean (55,27), ocean.
  Southeast : Port Gindal (55,28), town.
  South     : Algarie (54,28), plain.
  Southwest : Algarie (53,28), plain.
  Southeast : Algarie (53,27), plain.

Algarie (54,28), plain, population 827 plainsmen, $2067.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 62 plainsmen at $120, 6 plainsman leaders at $600.
  Resources: 
Exits:
  North     : Algarie (54,27), plain.
  Northeast : Port Gindal (55,28), town.
  Southeast : Quiet Ocean (55,29), ocean.
  South     : Small hills (54,29), hills.
  Southwest : Small hills (53,29), hills.
  Southeast : Algarie (53,28), plain.

Small hills (54,29), hills, population 520 plainsmen, $1092.
----------------------------------------------------------------------
  Wages: $14
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 32 plainsmen at $120, 2 plainsman leaders at $600.
  Resources: 
Exits:
  North     : Algarie (54,28), plain.
  Northeast : Quiet Ocean (55,29), ocean.
  Southeast : Quiet Ocean (55,30), ocean.
  South     : Quiet Ocean (54,30), ocean.
  Southwest : Beacon (53,30), mountain.
  Southeast : Small hills (53,29), hills.

Falas (55,64), city, population 4233 wood elves, $16297.
----------------------------------------------------------------------
  Wages: 
  Taxes: 
  Upkeep: 
  Entertainment available: 
  For sale: 

Exits:

Halifirien (55,65), town, population 1967 wood elves, $8654.
----------------------------------------------------------------------
  Wages: $22
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $1927
  For sale: 176 wood elves at $144, 16 wood elf leaders at $726.

Exits:

Eduran (56,59), city, population 4365 plainsmen, $19860.
----------------------------------------------------------------------
  Wages: $32
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $7420
  For sale: 436 plainsmen at $93, 42 plainsman leaders at $468.

Exits:

Firien Wood (56,63), forest, population 785 wood elves, $1607.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 20%
  Upkeep: $12
  Entertainment available: $219
  For sale: 46 wood elves at $132, 4 wood elf leaders at $660.
  Resources: 
Exits:

Firien Wood (56,64), forest, population 814 wood elves, $1925.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 3%
  Upkeep: $12
  Entertainment available: $227
  For sale: 48 wood elves at $132, 4 wood elf leaders at $660.
  Resources: 
Exits:

Firien Wood (56,65), forest, population 791 wood elves, $1906.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $221
  For sale: 46 wood elves at $132, 4 wood elf leaders at $660.
  Resources: 
Exits:

Belfalas (56,66), plain, population 928 plainsmen, $2552.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $278
  For sale: 68 plainsmen at $132, 6 plainsman leaders at $660.
  Resources: 
Exits:

Belfalas (56,67), plain, population 959 plainsmen, $2637.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $287
  For sale: 70 plainsmen at $132, 6 plainsman leaders at $660.
  Resources: 
Exits:

Rohan (57,59), plain, population 1091 plainsmen, $3493.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 7%
  Upkeep: $12
  Entertainment available: $327
  For sale: 80 plainsmen at $156, 8 plainsman leaders at $780.
  Resources: 
Exits:

Rohan (57,60), plain, population 1096 plainsmen, $3483.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 6%
  Upkeep: $12
  Entertainment available: $328
  For sale: 82 plainsmen at $156, 8 plainsman leaders at $780.
  Resources: 
Exits:

Rohan (57,61), plain, population 1103 plainsmen, $3584.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $330
  For sale: 82 plainsmen at $156, 8 plainsman leaders at $780.
  Resources: 
Exits:

Rohan (57,62), plain, population 1075 plainsmen, $3493.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $322
  For sale: 80 plainsmen at $156, 8 plainsman leaders at $780.
  Resources: 
Exits:

Firien Wood (57,63), forest, population 779 wood elves, $1885.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $218
  For sale: 46 wood elves at $132, 4 wood elf leaders at $660.
  Resources: 
Exits:

Firien Wood (57,64), forest, population 793 wood elves, $1919.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $222
  For sale: 46 wood elves at $132, 4 wood elf leaders at $660.
  Resources: 
Exits:

Belfalas (57,66), plain, population 922 plainsmen, $2535.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $276
  For sale: 68 plainsmen at $132, 6 plainsman leaders at $660.
  Resources: 
Exits:

Belfalas (57,67), plain, population 962 plainsmen, $2645.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $288
  For sale: 72 plainsmen at $132, 6 plainsman leaders at $660.
  Resources: 
Exits:

Belfalas (57,68), plain, population 918 plainsmen, $2524.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $275
  For sale: 68 plainsmen at $132, 6 plainsman leaders at $660.
  Resources: 
Exits:

Rohiras (58,56), city, population 4425 plainsmen, $20133.
----------------------------------------------------------------------
  Wages: $32
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $7522
  For sale: 442 plainsmen at $93, 44 plainsman leaders at $468.

Exits:

Rohan (58,57), plain, population 1090 plainsmen, $3542.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $327
  For sale: 80 plainsmen at $156, 8 plainsman leaders at $780.
  Resources: 
Exits:

Rohan (58,58), plain, population 1084 plainsmen, $3522.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $325
  For sale: 80 plainsmen at $156, 8 plainsman leaders at $780.
  Resources: 
Exits:

Rohan (58,59), plain, population 1083 plainsmen, $3453.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 7%
  Upkeep: $12
  Entertainment available: $324
  For sale: 80 plainsmen at $156, 8 plainsman leaders at $780.
  Resources: 
Exits:

Rohan (58,60), plain, population 1117 plainsmen, $3630.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $335
  For sale: 82 plainsmen at $156, 8 plainsman leaders at $780.
  Resources: 
Exits:

Rohan (58,61), plain, population 1085 plainsmen, $3526.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $325
  For sale: 80 plainsmen at $156, 8 plainsman leaders at $780.
  Resources: 
Exits:

Rohan (58,62), plain, population 1082 plainsmen, $3516.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $324
  For sale: 80 plainsmen at $156, 8 plainsman leaders at $780.
  Resources: 
Exits:

Druadan forest (58,63), forest, population 873 dark elves, $2112.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $235
  For sale: 52 dark elves at $132, 4 dark elf leaders at $660.
  Resources: 
Exits:

Druadan forest (58,64), forest, population 872 dark elves, $2110.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $235
  For sale: 52 dark elves at $132, 4 dark elf leaders at $660.
  Resources: 
Exits:

Lamedon (58,67), hills, population 564 plainsmen, $1302.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $112
  For sale: 36 plainsmen at $132, 2 plainsman leaders at $660.
  Resources: 
Exits:

Belfalas (58,68), plain, population 933 plainsmen, $2565.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 1%
  Upkeep: $12
  Entertainment available: $279
  For sale: 68 plainsmen at $132, 6 plainsman leaders at $660.
  Resources: 
Exits:

Dol Amroth (58,69), city, population 4051 plainsmen, $15596.
----------------------------------------------------------------------
  Wages: $28
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $5671
  For sale: 404 plainsmen at $79, 40 plainsman leaders at $396.

Exits:

Rohan (59,56), plain, population 1034 plainsmen, $3360.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $310
  For sale: 76 plainsmen at $156, 6 plainsman leaders at $780.
  Resources: 
Exits:

Rohan (59,57), plain, population 1089 plainsmen, $3539.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $326
  For sale: 80 plainsmen at $156, 8 plainsman leaders at $780.
  Resources: 
Exits:

Rohan (59,58), plain, population 1042 plainsmen, $3386.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $312
  For sale: 78 plainsmen at $156, 6 plainsman leaders at $780.
  Resources: 
Exits:

Rohan (59,59), plain, population 1079 plainsmen, $3455.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 9%
  Upkeep: $12
  Entertainment available: $323
  For sale: 80 plainsmen at $156, 8 plainsman leaders at $780.
  Resources: 
Exits:

Rohan (59,60), plain, population 1121 plainsmen, $3643.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $336
  For sale: 84 plainsmen at $156, 8 plainsman leaders at $780.
  Resources: 
Exits:

Druadan forest (59,62), forest, population 889 dark elves, $2151.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $240
  For sale: 52 dark elves at $132, 4 dark elf leaders at $660.
  Resources: 
Exits:

Druadan forest (59,63), forest, population 860 dark elves, $2081.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $232
  For sale: 50 dark elves at $132, 4 dark elf leaders at $660.
  Resources: 
Exits:

Druadan forest (59,64), forest, population 856 dark elves, $2071.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $231
  For sale: 50 dark elves at $132, 4 dark elf leaders at $660.
  Resources: 
Exits:

Lamedon (59,67), hills, population 570 plainsmen, $1316.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $114
  For sale: 36 plainsmen at $132, 2 plainsman leaders at $660.
  Resources: 
Exits:

Lamedon (59,68), hills, population 556 plainsmen, $1284.
----------------------------------------------------------------------
  Wages: $14
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $55
  For sale: 36 plainsmen at $132, 2 plainsman leaders at $660.
  Resources: 
Exits:

Lamedon (59,69), plain, population 843 plainsmen, $2191.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 11%
  Upkeep: $12
  Entertainment available: $168
  For sale: 62 plainsmen at $132, 6 plainsman leaders at $660.
  Resources: 
Exits:

Dunland (60,54), hills, population 763 dark men, $2082.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $206
  For sale: 48 dark men at $156, 4 dark man leaders at $780.
  Resources: 
Exits:

Rohan (60,56), plain, population 1122 plainsmen, $3646.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $336
  For sale: 84 plainsmen at $156, 8 plainsman leaders at $780.
  Resources: 
Exits:

Rohan (60,57), plain, population 1108 plainsmen, $3601.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $332
  For sale: 82 plainsmen at $156, 8 plainsman leaders at $780.
  Resources: 
Exits:

Rohan (60,58), plain, population 1068 plainsmen, $3430.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 7%
  Upkeep: $12
  Entertainment available: $320
  For sale: 80 plainsmen at $156, 8 plainsman leaders at $780.
  Resources: 
Exits:

Rohan (60,59), plain, population 1092 plainsmen, $3549.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $327
  For sale: 80 plainsmen at $156, 8 plainsman leaders at $780.
  Resources: 
Exits:

Rohan (60,60), plain, population 1054 plainsmen, $3425.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $316
  For sale: 78 plainsmen at $156, 6 plainsman leaders at $780.
  Resources: 
Exits:

Druadan forest (60,61), forest, population 897 dark elves, $2170.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $242
  For sale: 52 dark elves at $132, 4 dark elf leaders at $660.
  Resources: 
Exits:

Druadan forest (60,62), forest, population 872 dark elves, $2110.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $235
  For sale: 52 dark elves at $132, 4 dark elf leaders at $660.
  Resources: 
Exits:

Druadan forest (60,63), forest, population 868 dark elves, $2100.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $234
  For sale: 52 dark elves at $132, 4 dark elf leaders at $660.
  Resources: 
Exits:

Lamedon (60,67), hills, population 557 plainsmen, $1284.
----------------------------------------------------------------------
  Wages: $14
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $55
  For sale: 36 plainsmen at $132, 2 plainsman leaders at $660.
  Resources: 
Exits:

Lamedon (60,68), plain, population 845 plainsmen, $2293.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 6%
  Upkeep: $12
  Entertainment available: $253
  For sale: 62 plainsmen at $132, 6 plainsman leaders at $660.
  Resources: 
Exits:

Lamedon (60,69), plain, population 853 plainsmen, $2345.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $255
  For sale: 62 plainsmen at $132, 6 plainsman leaders at $660.
  Resources: 
Exits:

Dunland (61,54), hills, population 765 dark men, $2088.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $206
  For sale: 48 dark men at $156, 4 dark man leaders at $780.
  Resources: 
Exits:

Rohan (61,56), plain, population 1081 plainsmen, $3513.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $324
  For sale: 80 plainsmen at $156, 8 plainsman leaders at $780.
  Resources: 
Exits:

Rohan (61,57), plain, population 1056 plainsmen, $3432.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $316
  For sale: 78 plainsmen at $156, 6 plainsman leaders at $780.
  Resources: 
Exits:

Edoras (61,58), city, population 5840 plainsmen, $26572.
----------------------------------------------------------------------
  Wages: $37
  Taxes: 0%
  Upkeep: $16
  Entertainment available: $12848
  For sale: 584 plainsmen at $93, 58 plainsman leaders at $469.

Exits:

Rohan (61,59), plain, population 1128 plainsmen, $3664.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 2%
  Upkeep: $12
  Entertainment available: $338
  For sale: 84 plainsmen at $156, 8 plainsman leaders at $780.
  Resources: 
Exits:

Rohan (61,60), plain, population 1112 plainsmen, $3614.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 1%
  Upkeep: $12
  Entertainment available: $333
  For sale: 82 plainsmen at $156, 8 plainsman leaders at $780.
  Resources: 
Exits:

Druadan forest (61,61), forest, population 870 dark elves, $2105.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $234
  For sale: 52 dark elves at $132, 4 dark elf leaders at $660.
  Resources: 
Exits:

Druadan forest (61,62), forest, population 888 dark elves, $2148.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $239
  For sale: 52 dark elves at $132, 4 dark elf leaders at $660.
  Resources: 
Exits:

Druadan forest (61,63), forest, population 857 dark elves, $2073.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $231
  For sale: 50 dark elves at $110, 4 dark elf leaders at $550.
  Resources: 
Exits:

Lamedon (61,68), hills, population 577 plainsmen, $1273.
----------------------------------------------------------------------
  Wages: $14
  Taxes: 9%
  Upkeep: $12
  Entertainment available: $57
  For sale: 36 plainsmen at $132, 2 plainsman leaders at $660.
  Resources: 
Exits:

Lamedon (61,69), plain, population 859 plainsmen, $2362.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $257
  For sale: 64 plainsmen at $132, 6 plainsman leaders at $660.
  Resources: 
Exits:

Lamedon (61,70), plain, population 837 plainsmen, $2301.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $251
  For sale: 62 plainsmen at $132, 6 plainsman leaders at $660.
  Resources: 
Exits:

Rohan (62,57), plain, population 1068 plainsmen, $3470.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 1%
  Upkeep: $12
  Entertainment available: $320
  For sale: 80 plainsmen at $156, 8 plainsman leaders at $780.
  Resources: 
Exits:

Rohan (62,58), plain, population 1058 plainsmen, $3407.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 5%
  Upkeep: $12
  Entertainment available: $317
  For sale: 78 plainsmen at $156, 6 plainsman leaders at $780.
  Resources: 
Exits:

Rohan (62,59), plain, population 1098 plainsmen, $3568.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $329
  For sale: 82 plainsmen at $156, 8 plainsman leaders at $780.
  Resources: 
Exits:

Rohan (62,60), plain, population 1169 plainsmen, $3799.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $350
  For sale: 86 plainsmen at $156, 8 plainsman leaders at $780.
  Resources: 
Exits:

Rohan (62,61), plain, population 1166 plainsmen, $3789.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $349
  For sale: 86 plainsmen at $156, 8 plainsman leaders at $780.
  Resources: 
Exits:

Rohan (62,62), plain, population 1212 plainsmen, $3828.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 7%
  Upkeep: $12
  Entertainment available: $363
  For sale: 90 plainsmen at $156, 8 plainsman leaders at $780.
  Resources: 
Exits:

Rohan (62,63), plain, population 1293 plainsmen, $4071.
----------------------------------------------------------------------
  Wages: $18
  Taxes: 7%
  Upkeep: $12
  Entertainment available: $517
  For sale: 96 plainsmen at $84, 8 plainsman leaders at $425.
  Resources: 
Exits:

Lamedon (62,67), hills, population 588 plainsmen, $1358.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $117
  For sale: 38 plainsmen at $132, 2 plainsman leaders at $660.
  Resources: 
Exits:

Lamedon (62,68), hills, population 563 plainsmen, $1300.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $112
  For sale: 36 plainsmen at $132, 2 plainsman leaders at $660.
  Resources: 
Exits:

Lamedon (62,69), plain, population 836 plainsmen, $2299.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $250
  For sale: 62 plainsmen at $132, 6 plainsman leaders at $660.
  Resources: 
Exits:

Linhir (62,70), town, population 2348 plainsmen, $10064.
----------------------------------------------------------------------
  Wages: $23
  Taxes: 8%
  Upkeep: $12
  Entertainment available: $1878
  For sale: 210 plainsmen at $72, 20 plainsman leaders at $363.

Exits:

Rohan (63,58), plain, population 1095 plainsmen, $3558.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $328
  For sale: 82 plainsmen at $156, 8 plainsman leaders at $780.
  Resources: 
Exits:

Rohan (63,59), plain, population 1074 plainsmen, $3490.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $322
  For sale: 80 plainsmen at $156, 8 plainsman leaders at $780.
  Resources: 
Exits:

Rohan (63,60), plain, population 1039 plainsmen, $3376.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $311
  For sale: 76 plainsmen at $156, 6 plainsman leaders at $780.
  Resources: 
Exits:

Rohan (63,61), plain, population 1179 plainsmen, $3831.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $353
  For sale: 88 plainsmen at $156, 8 plainsman leaders at $780.
  Resources: 
Exits:

Rohan (63,62), plain, population 1191 plainsmen, $3870.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $357
  For sale: 88 plainsmen at $156, 8 plainsman leaders at $780.
  Resources: 
Exits:

Rohan (63,63), plain, population 1240 plainsmen, $4016.
----------------------------------------------------------------------
  Wages: $18
  Taxes: 4%
  Upkeep: $12
  Entertainment available: $496
  For sale: 92 plainsmen at $84, 8 plainsman leaders at $425.
  Resources: 
Exits:

Mound (63,64), hills, population 1229 high men, $3274.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 7%
  Upkeep: $12
  Entertainment available: $442
  For sale: 39 high men at $92, 6 high man leaders at $413.
  Resources: 
Exits:

Minas Tirith (63,65), city, population 6889 high men, $31344.
----------------------------------------------------------------------
  Wages: $41
  Taxes: 0%
  Upkeep: $16
  Entertainment available: $21493
  For sale: 344 high men at $135, 68 high man leaders at $469.

Exits:

Taur en faroth (63,67), forest, population 751 wood elves, $1982.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 1%
  Upkeep: $12
  Entertainment available: $210
  For sale: 44 wood elves at $144, 4 wood elf leaders at $720.
  Resources: 
Exits:

Lamedon (63,68), hills, population 550 plainsmen, $1269.
----------------------------------------------------------------------
  Wages: $14
  Taxes: 3%
  Upkeep: $12
  Entertainment available: $55
  For sale: 34 plainsmen at $132, 2 plainsman leaders at $660.
  Resources: 
Exits:

Lamedon (63,69), hills, population 541 plainsmen, $1249.
----------------------------------------------------------------------
  Wages: $14
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $54
  For sale: 34 plainsmen at $132, 2 plainsman leaders at $660.
  Resources: 
Exits:

Lebennin (63,70), plain, population 886 plainsmen, $2436.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $265
  For sale: 66 plainsmen at $132, 6 plainsman leaders at $660.
  Resources: 
Exits:

Rohan (64,58), plain, population 1068 plainsmen, $3471.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $320
  For sale: 80 plainsmen at $156, 8 plainsman leaders at $780.
  Resources: 
Exits:

Rohan (64,59), plain, population 1044 plainsmen, $3393.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $313
  For sale: 78 plainsmen at $156, 6 plainsman leaders at $780.
  Resources: 
Exits:

Rohan (64,60), plain, population 1091 plainsmen, $3545.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $327
  For sale: 80 plainsmen at $156, 8 plainsman leaders at $780.
  Resources: 
Exits:

Rohan (64,61), plain, population 1173 plainsmen, $3726.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 8%
  Upkeep: $12
  Entertainment available: $351
  For sale: 86 plainsmen at $156, 8 plainsman leaders at $780.
  Resources: 
Exits:

Pelenor fields (64,62), plain, population 679 high men, $1696.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 2%
  Upkeep: $12
  Entertainment available: $162
  For sale: 50 high men at $120, 4 high man leaders at $600.
  Resources: 
Exits:

Pelenor fields (64,63), plain, population 669 high men, $1640.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 6%
  Upkeep: $12
  Entertainment available: $160
  For sale: 50 high men at $120, 4 high man leaders at $600.
  Resources: 
Exits:

Mound (64,64), hills, population 1188 high men, $3243.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $427
  For sale: 72 high men at $84, 6 high man leaders at $425.
  Resources: 
Exits:

Mound (64,65), hills, population 1250 high men, $3412.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $600
  For sale: 69 high men at $85, 8 high man leaders at $425.
  Resources: 
Exits:

Taur en faroth (64,66), forest, population 751 wood elves, $1971.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $210
  For sale: 44 wood elves at $144, 4 wood elf leaders at $720.
  Resources: 
Exits:

Taur en faroth (64,67), forest, population 749 wood elves, $1977.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $209
  For sale: 44 wood elves at $144, 4 wood elf leaders at $720.
  Resources: 
Exits:

Taur en faroth (64,68), forest, population 753 wood elves, $1985.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 2%
  Upkeep: $12
  Entertainment available: $210
  For sale: 44 wood elves at $144, 4 wood elf leaders at $720.
  Resources: 
Exits:

Lebennin (64,69), plain, population 830 plainsmen, $2263.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 2%
  Upkeep: $12
  Entertainment available: $249
  For sale: 62 plainsmen at $132, 6 plainsman leaders at $660.
  Resources: 
Exits:

Pelargir (64,70), city, population 4054 plainsmen, $15607.
----------------------------------------------------------------------
  Wages: $28
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $5675
  For sale: 404 plainsmen at $79, 40 plainsman leaders at $396.

Exits:

Rohan (65,60), plain, population 1092 plainsmen, $3549.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $327
  For sale: 80 plainsmen at $156, 8 plainsman leaders at $780.
  Resources: 
Exits:

Pelenor fields (65,62), plain, population 683 high men, $1707.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 1%
  Upkeep: $12
  Entertainment available: $163
  For sale: 50 high men at $120, 4 high man leaders at $600.
  Resources: 
Exits:

Pelenor fields (65,63), plain, population 682 high men, $1705.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 1%
  Upkeep: $12
  Entertainment available: $163
  For sale: 50 high men at $120, 4 high man leaders at $600.
  Resources: 
Exits:

Pelenor fields (65,64), plain, population 674 high men, $1685.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $161
  For sale: 50 high men at $120, 4 high man leaders at $600.
  Resources: 
Exits:

Pelenor fields (65,65), plain, population 817 high men, $2042.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $196
  For sale: 60 high men at $66, 6 high man leaders at $327.
  Resources: 
Exits:

Taur en faroth (65,66), forest, population 797 wood elves, $2089.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 6%
  Upkeep: $12
  Entertainment available: $223
  For sale: 46 wood elves at $78, 4 wood elf leaders at $392.
  Resources: 
Exits:

Taur en faroth (65,67), forest, population 759 wood elves, $2000.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 2%
  Upkeep: $12
  Entertainment available: $212
  For sale: 44 wood elves at $144, 4 wood elf leaders at $720.
  Resources: 
Exits:

Taur en faroth (65,68), forest, population 706 wood elves, $1622.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 5%
  Upkeep: $12
  Entertainment available: $197
  For sale: 42 wood elves at $144, 4 wood elf leaders at $720.
  Resources: 
Exits:

Lebennin (65,69), plain, population 859 plainsmen, $2362.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $257
  For sale: 64 plainsmen at $132, 6 plainsman leaders at $660.
  Resources: 
Exits:

Lebennin (65,70), plain, population 831 plainsmen, $2279.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 2%
  Upkeep: $12
  Entertainment available: $249
  For sale: 62 plainsmen at $132, 6 plainsman leaders at $660.
  Resources: 
Exits:

Pelenor fields (66,60), plain, population 685 high men, $1712.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $164
  For sale: 50 high men at $120, 4 high man leaders at $600.
  Resources: 
Exits:

Pelenor fields (66,61), plain, population 624 high men, $1560.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $149
  For sale: 46 high men at $120, 4 high man leaders at $600.
  Resources: 
Exits:

Pelenor fields (66,62), plain, population 694 high men, $1735.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 1%
  Upkeep: $12
  Entertainment available: $166
  For sale: 52 high men at $120, 4 high man leaders at $600.
  Resources: 
Exits:

Pelenor fields (66,63), plain, population 692 high men, $1730.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $166
  For sale: 50 high men at $120, 4 high man leaders at $600.
  Resources: 
Exits:

Pelenor fields (66,64), plain, population 704 high men, $1726.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 6%
  Upkeep: $12
  Entertainment available: $168
  For sale: 52 high men at $120, 4 high man leaders at $600.
  Resources: 
Exits:

Taur en faroth (66,65), forest, population 725 wood elves, $1123.
----------------------------------------------------------------------
  Wages: $14
  Taxes: 20%
  Upkeep: $12
  Entertainment available: $203
  For sale: 42 wood elves at $144, 4 wood elf leaders at $720.
  Resources: 
Exits:

Taur en faroth (66,66), forest, population 729 wood elves, $1924.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $204
  For sale: 42 wood elves at $144, 4 wood elf leaders at $720.
  Resources: 
Exits:

Ithilien (66,67), plain, population 679 dark men, $1697.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $122
  For sale: 50 dark men at $120, 4 dark man leaders at $600.
  Resources: 
Exits:

Lebennin (66,69), plain, population 880 plainsmen, $2420.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $264
  For sale: 66 plainsmen at $132, 6 plainsman leaders at $660.
  Resources: 
Exits:

Pelenor fields (67,60), plain, population 683 high men, $1707.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $163
  For sale: 50 high men at $120, 4 high man leaders at $600.
  Resources: 
Exits:

Pelenor fields (67,61), plain, population 692 high men, $1726.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $166
  For sale: 50 high men at $120, 4 high man leaders at $600.
  Resources: 
Exits:

Pelenor fields (67,62), plain, population 696 high men, $1740.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $167
  For sale: 52 high men at $120, 4 high man leaders at $600.
  Resources: 
Exits:

Pelenor fields (67,63), plain, population 702 high men, $1755.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 1%
  Upkeep: $12
  Entertainment available: $168
  For sale: 52 high men at $120, 4 high man leaders at $600.
  Resources: 
Exits:

Pelenor fields (67,64), plain, population 684 high men, $1351.
----------------------------------------------------------------------
  Wages: $14
  Taxes: 19%
  Upkeep: $12
  Entertainment available: $164
  For sale: 50 high men at $120, 4 high man leaders at $600.
  Resources: 
Exits:

Osgiliath (67,65), city, population 2934 dark men, $9242.
----------------------------------------------------------------------
  Wages: $23
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $2376
  For sale: 146 dark men at $79, 28 dark man leaders at $325.

Exits:

Ithilien (67,66), plain, population 724 dark men, $1809.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 1%
  Upkeep: $12
  Entertainment available: $130
  For sale: 54 dark men at $120, 4 dark man leaders at $600.
  Resources: 
Exits:

Ithilien (67,67), plain, population 708 dark men, $1660.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 11%
  Upkeep: $12
  Entertainment available: $127
  For sale: 52 dark men at $120, 4 dark man leaders at $600.
  Resources: 
Exits:

Ithilien (67,68), plain, population 697 dark men, $1742.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 1%
  Upkeep: $12
  Entertainment available: $125
  For sale: 52 dark men at $120, 4 dark man leaders at $600.
  Resources: 
Exits:

Pelenor fields (68,59), plain, population 665 dark men, $1662.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $119
  For sale: 48 dark men at $120, 4 dark man leaders at $600.
  Resources: 
Exits:

Pelenor fields (68,60), plain, population 659 dark men, $1647.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $118
  For sale: 48 dark men at $120, 4 dark man leaders at $600.
  Resources: 
Exits:

Pelenor fields (68,61), plain, population 654 dark men, $1635.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $117
  For sale: 48 dark men at $120, 4 dark man leaders at $600.
  Resources: 
Exits:

Pelenor fields (68,62), plain, population 674 dark men, $1685.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $121
  For sale: 50 dark men at $120, 4 dark man leaders at $600.
  Resources: 
Exits:

Pelenor fields (68,63), plain, population 640 dark men, $1600.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $115
  For sale: 48 dark men at $120, 4 dark man leaders at $600.
  Resources: 
Exits:

Ithilien (68,64), plain, population 663 dark men, $1.
----------------------------------------------------------------------
  Wages: $12
  Taxes: 40%
  Upkeep: $12
  Entertainment available: $59
  For sale: 34 dark men at $120, 3 dark man leaders at $600.
  Resources: 
Exits:

Ithilien (68,65), plain, population 679 dark men, $1035.
----------------------------------------------------------------------
  Wages: $14
  Taxes: 20%
  Upkeep: $12
  Entertainment available: $122
  For sale: 50 dark men at $120, 4 dark man leaders at $600.
  Resources: 
Exits:

Ithilien (68,66), plain, population 718 dark men, $1795.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $129
  For sale: 52 dark men at $120, 4 dark man leaders at $600.
  Resources: 
Exits:

Ithilien (68,67), plain, population 702 dark men, $1755.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $126
  For sale: 52 dark men at $120, 4 dark man leaders at $600.
  Resources: 
Exits:

Anduin basin (69,58), plain, population 988 wood elves, $2470.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $414
  For sale: 74 wood elves at $120, 6 wood elf leaders at $600.
  Resources: 
Exits:

Anduin basin (69,59), plain, population 999 wood elves, $2497.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $419
  For sale: 74 wood elves at $120, 6 wood elf leaders at $600.
  Resources: 
Exits:

Pelenor fields (69,60), plain, population 667 dark men, $1667.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $120
  For sale: 50 dark men at $120, 4 dark man leaders at $600.
  Resources: 
Exits:

Pelenor fields (69,61), plain, population 674 dark men, $1685.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $121
  For sale: 50 dark men at $120, 4 dark man leaders at $600.
  Resources: 
Exits:

Pelenor fields (69,62), plain, population 678 dark men, $1695.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $122
  For sale: 50 dark men at $120, 4 dark man leaders at $600.
  Resources: 
Exits:

Ithilien (69,63), forest, population 547 dark men, $1203.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $98
  For sale: 32 dark men at $120, 2 dark man leaders at $600.
  Resources: 
Exits:

Ithilien (69,64), forest, population 573 dark men, $1250.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 7%
  Upkeep: $12
  Entertainment available: $103
  For sale: 34 dark men at $120, 2 dark man leaders at $600.
  Resources: 
Exits:

Ithilien (69,65), forest, population 567 dark men, $1243.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 3%
  Upkeep: $12
  Entertainment available: $102
  For sale: 34 dark men at $120, 2 dark man leaders at $600.

Exits:

Ithilien (69,66), forest, population 552 dark men, $1182.
----------------------------------------------------------------------
  Wages: $14
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $49
  For sale: 32 dark men at $120, 2 dark man leaders at $600.
  Resources: 
Exits:

Ithilien (69,67), forest, population 570 dark men, $1254.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $102
  For sale: 34 dark men at $120, 2 dark man leaders at $600.
  Resources: 
Exits:

Dreadful highland (69,68), hills, population 464 dark men, $974.
----------------------------------------------------------------------
  Wages: $14
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $41
  For sale: 30 dark men at $120, 2 dark man leaders at $600.
  Resources: 
Exits:

Dreadful highland (69,69), hills, population 475 dark men, $997.
----------------------------------------------------------------------
  Wages: $14
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $42
  For sale: 30 dark men at $120, 2 dark man leaders at $600.
  Resources: 
Exits:

Anduin basin (70,56), plain, population 974 wood elves, $2435.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $409
  For sale: 72 wood elves at $120, 6 wood elf leaders at $600.
  Resources: 
Exits:

Anduin basin (70,57), plain, population 990 wood elves, $2475.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $415
  For sale: 74 wood elves at $120, 6 wood elf leaders at $600.
  Resources: 
Exits:

Anduin basin (70,58), plain, population 970 wood elves, $2425.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $407
  For sale: 72 wood elves at $120, 6 wood elf leaders at $600.
  Resources: 
Exits:

Dead Marshland (70,59), swamp, population 94 orcs, $122.
----------------------------------------------------------------------
  Wages: $13
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $3
  For sale: 2 orcs at $120.
  Resources: 
Exits:

Dagorlad (70,60), plain, population 772 orcs, $1930.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $92
  For sale: 56 orcs at $120, 4 orc leaders at $600.
  Resources: 
Exits:

Ithilien (70,62), forest, population 510 dark men, $1122.
----------------------------------------------------------------------
  Wages: $14
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $45
  For sale: 30 dark men at $120, 2 dark man leaders at $600.
  Resources: 
Exits:

Ithilien (70,63), plain, population 758 orcs, $1895.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $90
  For sale: 56 orcs at $120, 4 orc leaders at $600.
  Resources: 
Exits:

Ithilien (70,64), plain, population 746 orcs, $1865.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $89
  For sale: 54 orcs at $120, 4 orc leaders at $600.
  Resources: 
Exits:

Ithilien (70,65), plain, population 714 orcs, $1766.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 5%
  Upkeep: $12
  Entertainment available: $85
  For sale: 52 orcs at $120, 4 orc leaders at $600.
  Resources: 
Exits:

Ithilien (70,66), plain, population 700 dark men, $1750.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $126
  For sale: 52 dark men at $120, 4 dark man leaders at $600.
  Resources: 
Exits:
  North     : Ithilien (70,65), plain.
  Northeast : Ered Gorgoroth (71,66), mountain.
  Southeast : Ithilien (70,67), plain.
  South     : Ered Gorgoroth (71,67), hills.
  Southwest : Ithilien (69,67), forest.
  Southeast : Ithilien (69,66), forest.

Ithilien (70,67), plain, population 714 dark men, $1785.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $128
  For sale: 52 dark men at $120, 4 dark man leaders at $600.
  Resources: 
Exits:

Dreadful highland (70,68), hills, population 488 dark men, $1024.
----------------------------------------------------------------------
  Wages: $14
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $43
  For sale: 30 dark men at $120, 2 dark man leaders at $600.
  Resources: 
Exits:

Dreadful highland (70,69), hills, population 470 dark men, $983.
----------------------------------------------------------------------
  Wages: $14
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $42
  For sale: 30 dark men at $120, 2 dark man leaders at $600.
  Resources: 
Exits:

Ered Gorgoroth (70,72), hills, population 468 dark men, $982.
----------------------------------------------------------------------
  Wages: $14
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $42
  For sale: 15 dark men at $120, 1 dark man leader at $600.
  Resources: 
Exits:
  North     : Ered Gorgoroth (70,71), hills.
  Northeast : Ered Gorgoroth (71,72), hills.
  Southeast : Ered Gorgoroth (69,72), hills.
  South     : Ered Gorgoroth (70,73), hills.
  Southwest : Ered Gorgoroth (69,73), hills.
  Southeast : Ered Gorgoroth (71,73), hills.

Fields of Celebrant (71,54), plain, population 990 wood elves, $2970.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $277
  For sale: 74 wood elves at $144, 6 wood elf leaders at $720.
  Resources: 
Exits:

Fields of Celebrant (71,55), plain, population 964 wood elves, $2410.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 1%
  Upkeep: $12
  Entertainment available: $404
  For sale: 72 wood elves at $120, 6 wood elf leaders at $600.
  Resources: 
Exits:

Anduin basin (71,56), plain, population 988 wood elves, $2470.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $414
  For sale: 74 wood elves at $120, 6 wood elf leaders at $600.
  Resources: 
Exits:

Dead Marshland (71,59), swamp, population 92 orcs, $119.
----------------------------------------------------------------------
  Wages: $13
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $3
  For sale: 2 orcs at $120.
  Resources: 
Exits:

Dagorlad (71,61), plain, population 723 orcs, $1807.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $86
  For sale: 54 orcs at $120, 4 orc leaders at $600.
  Resources: 
Exits:

Dagorlad (71,62), plain, population 731 orcs, $1827.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $87
  For sale: 54 orcs at $120, 4 orc leaders at $600.
  Resources: 
Exits:

Ithilien (71,63), plain, population 734 orcs, $1835.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $88
  For sale: 54 orcs at $120, 4 orc leaders at $600.
  Resources: 
Exits:

Ered Gorgoroth (71,69), hills, population 482 dark men, $1012.
----------------------------------------------------------------------
  Wages: $14
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $43
  For sale: 30 dark men at $120, 2 dark man leaders at $600.
  Resources: 
Exits:
  North     : Ered Gorgoroth (71,68), hills.
  Northeast : Ered Gorgoroth (72,68), mountain.
  Southeast : Ered Gorgoroth (72,69), mountain.
  South     : Ered Gorgoroth (71,70), hills.
  Southwest : Dreadful highland (70,68), hills.
  Southeast : Dreadful highland (70,69), hills.

Ered Gorgoroth (71,70), hills, population 471 dark men, $989.
----------------------------------------------------------------------
  Wages: $14
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $42
  For sale: 30 dark men at $120, 2 dark man leaders at $600.
  Resources: 
Exits:

Ered Gorgoroth (71,71), hills, population 474 dark men, $995.
----------------------------------------------------------------------
  Wages: $14
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $42
  For sale: 30 dark men at $120, 2 dark man leaders at $600.
  Resources: 
Exits:
  North     : Ered Gorgoroth (71,70), hills.
  Northeast : Ered Gorgoroth (72,70), hills.
  Southeast : Ered Gorgoroth (72,71), hills.
  South     : Ered Gorgoroth (70,71), hills.
  Southwest : Ered Gorgoroth (71,72), hills.
  Southeast : Kroll (70,70), town.

Grand Canyon (72,32), plain, population 1065 dark men, $3195.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 1%
  Upkeep: $12
  Entertainment available: $227
  For sale: 78 dark men at $144, 6 dark man leaders at $720.
  Resources: 
Exits:
  North     : Ered Lindon (72,31), mountain.
  Northeast : Grand Canyon (73,32), plain.
  Southeast : Misty hills (73,33), hills.
  South     : Cracked Mountains (72,33), mountain.
  Southwest : Grand Canyon (71,33), forest.
  Southeast : Grand Canyon (71,32), forest.

Kashmar (72,36), town, population 2094 hill dwarves, $9878.
----------------------------------------------------------------------
  Wages: $29
  Taxes: 2%
  Upkeep: $12
  Entertainment available: $227
  For sale: 188 hill dwarves at $77, 18 hill dwarf leaders at $389.

Exits:
  North     : Cracked Mountains (72,35), mountain.
  Northeast : Misty hills (73,36), hills.
  Southeast : Misty hills (73,37), hills.
  South     : Misty hills (72,37), hills.
  Southwest : Cracked Mountains (71,37), mountain.
  Southeast : Cracked Mountains (71,36), mountain.

Misty hills (72,37), hills, population 648 hill dwarves, $1548.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 6%
  Upkeep: $12
  Entertainment available: $227
  For sale: 42 hill dwarves at $140, 4 hill dwarf leaders at $708.
  Resources: 
Exits:
  North     : Kashmar (72,36), town.
  Northeast : Misty hills (73,37), hills.
  Southeast : Sherwood (73,38), forest.
  South     : Sherwood (72,38), forest.
  Southwest : Cracked Mountains (71,38), mountain.
  Southeast : Cracked Mountains (71,37), mountain.

Fields of Celebrant (72,53), plain, population 1029 wood elves, $3084.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 2%
  Upkeep: $12
  Entertainment available: $576
  For sale: 76 wood elves at $144, 6 wood elf leaders at $720.
  Resources: 
Exits:

Emyn Muil (72,55), hills, population 517 orcs, $1302.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $62
  For sale: 32 orcs at $144, 2 orc leaders at $720.
  Resources: 
Exits:

Grand Canyon (73,32), plain, population 1104 dark men, $3309.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 2%
  Upkeep: $12
  Entertainment available: $227
  For sale: 82 dark men at $144, 8 dark man leaders at $720.
  Resources: 
Exits:
  North     : Ered Lindon (73,31), mountain.
  Northeast : Grand Canyon (74,31), plain.
  Southeast : Misty hills (74,32), hills.
  South     : Misty hills (73,33), hills.
  Southwest : Grand Canyon (72,32), plain.
  Southeast : Ered Lindon (72,31), mountain.

Misty hills (73,33), hills, population 609 hill dwarves, $1473.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 38 hill dwarves at $138, 2 hill dwarf leaders at $696.
  Resources: 
Exits:
  North     : Grand Canyon (73,32), plain.
  Northeast : Misty hills (74,32), hills.
  Southeast : Misty hills (74,33), hills.
  South     : Misty hills (73,34), hills.
  Southwest : Cracked Mountains (72,33), mountain.
  Southeast : Grand Canyon (72,32), plain.

Misty hills (73,34), hills, population 660 hill dwarves, $1631.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 42 hill dwarves at $140, 4 hill dwarf leaders at $708.
  Resources: 
Exits:
  North     : Misty hills (73,33), hills.
  Northeast : Misty hills (74,33), hills.
  Southeast : Misty hills (74,34), hills.
  South     : Misty hills (73,35), hills.
  Southwest : Cracked Mountains (72,34), mountain.
  Southeast : Cracked Mountains (72,33), mountain.

Misty hills (73,35), hills, population 657 hill dwarves, $1519.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 12%
  Upkeep: $12
  Entertainment available: $227
  For sale: 42 hill dwarves at $140, 4 hill dwarf leaders at $708.
  Resources: 
Exits:
  North     : Misty hills (73,34), hills.
  Northeast : Misty hills (74,34), hills.
  Southeast : Misty hills (74,35), hills.
  South     : Misty hills (73,36), hills.
  Southwest : Cracked Mountains (72,35), mountain.
  Southeast : Cracked Mountains (72,34), mountain.

Fields of Celebrant (73,54), plain, population 1015 wood elves, $3045.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $426
  For sale: 76 wood elves at $144, 6 wood elf leaders at $720.
  Resources: 
Exits:

Grand Canyon (74,31), plain, population 1049 dark men, $3147.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 78 dark men at $144, 6 dark man leaders at $720.
  Resources: 
Exits:
  North     : Ered Lindon (74,30), mountain.
  Northeast : Grand Canyon (75,31), forest.
  Southeast : Forsty mountains (75,32), mountain.
  South     : Misty hills (74,32), hills.
  Southwest : Grand Canyon (73,32), plain.
  Southeast : Ered Lindon (73,31), mountain.

Misty hills (74,33), hills, population 611 hill dwarves, $1485.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 4%
  Upkeep: $12
  Entertainment available: $227
  For sale: 38 hill dwarves at $138, 2 hill dwarf leaders at $696.
  Resources: 
Exits:
  North     : Misty hills (74,32), hills.
  Northeast : Misty hills (75,33), hills.
  Southeast : Misty hills (75,34), hills.
  South     : Misty hills (74,34), hills.
  Southwest : Misty hills (73,34), hills.
  Southeast : Misty hills (73,33), hills.

Misty hills (74,34), hills, population 723 hill dwarves, $1752.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 8%
  Upkeep: $12
  Entertainment available: $227
  For sale: 46 hill dwarves at $102, 4 hill dwarf leaders at $512.
  Resources: 
Exits:
  North     : Misty hills (74,33), hills.
  Northeast : Misty hills (75,34), hills.
  Southeast : Nogrod (75,35), city.
  South     : Misty hills (74,35), hills.
  Southwest : Misty hills (73,35), hills.
  Southeast : Misty hills (73,34), hills.

Misty hills (74,35), hills, population 673 hill dwarves, $1652.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 2%
  Upkeep: $12
  Entertainment available: $227
  For sale: 42 hill dwarves at $140, 4 hill dwarf leaders at $708.
  Resources: 
Exits:
  North     : Misty hills (74,34), hills.
  Northeast : Nogrod (75,35), city.
  Southeast : Misty hills (75,36), hills.
  South     : Misty hills (74,36), hills.
  Southwest : Misty hills (73,36), hills.
  Southeast : Misty hills (73,35), hills.

Great eastern plains (74,53), plain, population 1017 wood elves, $3051.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $427
  For sale: 76 wood elves at $144, 6 wood elf leaders at $720.
  Resources: 
Exits:

Garrogh (74,63), town, population 2046 orcs, $8997.
----------------------------------------------------------------------
  Wages: $29
  Taxes: 2%
  Upkeep: $12
  Entertainment available: $1145
  For sale: 184 orcs at $144, 18 orc leaders at $726.

Exits:
  North     : Murom (75,63), town.
  Northeast : Ered Gorgoroth (73,63), mountain.
  Southeast : Gate hummock (74,62), hills.
  South     : Murgul (75,64), wasteland.
  Southwest : Murgul (74,64), wasteland.
  Southeast : Murgul (73,64), wasteland.

Misty hills (75,33), hills, population 626 hill dwarves, $1417.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 16%
  Upkeep: $12
  Entertainment available: $227
  For sale: 40 hill dwarves at $138, 4 hill dwarf leaders at $696.
  Resources: 
Exits:
  North     : Forsty mountains (75,32), mountain.
  Northeast : Misty hills (76,32), hills.
  Southeast : Misty hills (76,33), hills.
  South     : Misty hills (75,34), hills.
  Southwest : Misty hills (74,33), hills.
  Southeast : Misty hills (74,32), hills.

Misty hills (75,34), hills, population 659 hill dwarves, $1604.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 1%
  Upkeep: $12
  Entertainment available: $227
  For sale: 42 hill dwarves at $140, 4 hill dwarf leaders at $708.
  Resources: 
Exits:
  North     : Misty hills (75,33), hills.
  Northeast : Misty hills (76,33), hills.
  Southeast : Misty hills (76,34), hills.
  South     : Nogrod (75,35), city.
  Southwest : Misty hills (74,34), hills.
  Southeast : Misty hills (74,33), hills.

Nogrod (75,35), city, population 4535 hill dwarves, $20634.
----------------------------------------------------------------------
  Wages: $43
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 226 hill dwarves at $107, 44 hill dwarf leaders at $468.

Exits:
  North     : Misty hills (75,34), hills.
  Northeast : Misty hills (76,34), hills.
  Southeast : Misty hills (76,35), hills.
  South     : Misty hills (75,36), hills.
  Southwest : Misty hills (74,35), hills.
  Southeast : Misty hills (74,34), hills.

Misty hills (75,36), hills, population 514 hill dwarves, $1100.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 8%
  Upkeep: $12
  Entertainment available: $227
  For sale: 32 hill dwarves at $126, 2 hill dwarf leaders at $630.
  Resources: 
Exits:
  North     : Nogrod (75,35), city.
  Northeast : Misty hills (76,35), hills.
  Southeast : Misty hills (76,36), hills.
  South     : Misty hills (75,37), hills.
  Southwest : Misty hills (74,36), hills.
  Southeast : Misty hills (74,35), hills.

Misty hills (75,37), hills, population 535 hill dwarves, $1136.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 9%
  Upkeep: $12
  Entertainment available: $227
  For sale: 34 hill dwarves at $126, 2 hill dwarf leaders at $630.
  Resources: 
Exits:
  North     : Misty hills (75,36), hills.
  Northeast : Misty hills (76,36), hills.
  Southeast : Misty hills (76,37), hills.
  South     : Misty hills (75,38), hills.
  Southwest : Misty hills (74,37), hills.
  Southeast : Misty hills (74,36), hills.

Misty hills (75,38), hills, population 515 hill dwarves, $1135.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 32 hill dwarves at $126, 2 hill dwarf leaders at $630.
  Resources: 
Exits:
  North     : Misty hills (75,37), hills.
  Northeast : Misty hills (76,37), hills.
  Southeast : Misty hills (76,38), hills.
  South     : Misty hills (75,39), hills.
  Southwest : Misty hills (74,38), hills.
  Southeast : Misty hills (74,37), hills.

Humble hills (75,51), hills, population 846 wood elves, $2309.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $355
  For sale: 54 wood elves at $156, 4 wood elf leaders at $780.
  Resources: 
Exits:

Humble hills (75,52), hills, population 824 wood elves, $2249.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $346
  For sale: 52 wood elves at $156, 4 wood elf leaders at $780.
  Resources: 
Exits:

Great eastern plains (75,53), plain, population 1023 wood elves, $3069.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $429
  For sale: 76 wood elves at $144, 6 wood elf leaders at $720.
  Resources: 
Exits:

Great eastern plains (75,54), plain, population 1005 wood elves, $3015.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $422
  For sale: 74 wood elves at $144, 6 wood elf leaders at $720.
  Resources: 
Exits:

Murom (75,63), town, population 2293 orcs, $10061.
----------------------------------------------------------------------
  Wages: $30
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 206 orcs at $72, 20 orc leaders at $363.

Exits:
  North     : Ered Gorgoroth (75,62), mountain.
  Northeast : Murgul (76,62), wasteland.
  Southeast : Murgul (76,63), wasteland.
  South     : Murgul (75,64), wasteland.
  Southwest : Garrogh (74,63), town.

Misty hills (76,32), hills, population 661 hill dwarves, $1499.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 2%
  Upkeep: $12
  Entertainment available: $227
  For sale: 42 hill dwarves at $128, 4 hill dwarf leaders at $648.
  Resources: 
Exits:
  North     : Forsty mountains (76,31), mountain.
  Northeast : Misty hills (77,32), hills.
  Southeast : Bastak (77,33), town.
  South     : Misty hills (76,33), hills.
  Southwest : Misty hills (75,33), hills.
  Southeast : Forsty mountains (75,32), mountain.

Misty hills (76,34), hills, population 643 hill dwarves, $1564.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 6%
  Upkeep: $12
  Entertainment available: $227
  For sale: 40 hill dwarves at $140, 4 hill dwarf leaders at $708.
  Resources: 
Exits:
  North     : Misty hills (76,33), hills.
  Northeast : Misty hills (77,34), hills.
  Southeast : Misty hills (77,35), hills.
  South     : Misty hills (76,35), hills.
  Southwest : Nogrod (75,35), city.
  Southeast : Misty hills (75,34), hills.

Misty hills (76,35), hills, population 549 hill dwarves, $1145.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 12%
  Upkeep: $12
  Entertainment available: $227
  For sale: 34 hill dwarves at $132, 2 hill dwarf leaders at $666.
  Resources: 
Exits:
  North     : Misty hills (76,34), hills.
  Northeast : Misty hills (77,35), hills.
  Southeast : Misty hills (77,36), hills.
  South     : Misty hills (76,36), hills.
  Southwest : Misty hills (75,36), hills.
  Southeast : Nogrod (75,35), city.

Middle Mountains (76,50), mountain, population 51 hill dwarves, $94.
----------------------------------------------------------------------
  Wages: $13
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $4
  For sale: 
  Resources: 
Exits:

Great eastern plains (76,54), plain, population 1115 dark men, $3345.
----------------------------------------------------------------------
  Wages: $17
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $301
  For sale: 82 dark men at $144, 8 dark man leaders at $720.
  Resources: 
Exits:

Murgul (76,63), wasteland, population 636 orcs, $1178.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 30 orcs at $130, 2 orc leaders at $654.
  Resources: 
Exits:
  North     : Murgul (76,62), wasteland.
  Northeast : Murgul (77,63), wasteland.
  Southeast : Murgul (77,64), wasteland.
  South     : Murgul (76,64), wasteland.
  Southwest : Murgul (75,64), wasteland.
  Southeast : Murom (75,63), town.

Bastak (77,33), town, population 1502 hill dwarves, $6668.
----------------------------------------------------------------------
  Wages: $24
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 134 hill dwarves at $144, 12 hill dwarf leaders at $732.

Exits:
  North     : Misty hills (77,32), hills.
  Northeast : Misty hills (78,32), hills.
  Southeast : Misty hills (78,33), hills.
  South     : Misty hills (77,34), hills.
  Southwest : Misty hills (76,33), hills.
  Southeast : Misty hills (76,32), hills.

Misty hills (77,34), hills, population 564 hill dwarves, $1272.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 7%
  Upkeep: $12
  Entertainment available: $227
  For sale: 36 hill dwarves at $132, 2 hill dwarf leaders at $666.
  Resources: 
Exits:
  North     : Bastak (77,33), town.
  Northeast : Misty hills (78,33), hills.
  Southeast : Carbost (78,34), town.
  South     : Misty hills (77,35), hills.
  Southwest : Misty hills (76,34), hills.
  Southeast : Misty hills (76,33), hills.

Misty hills (77,35), hills, population 470 hill dwarves, $1011.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 7%
  Upkeep: $12
  Entertainment available: $227
  For sale: 30 hill dwarves at $130, 2 hill dwarf leaders at $654.
  Resources: 
Exits:
  North     : Misty hills (77,34), hills.
  Northeast : Carbost (78,34), town.
  Southeast : Misty hills (78,35), hills.
  South     : Misty hills (77,36), hills.
  Southwest : Misty hills (76,35), hills.
  Southeast : Misty hills (76,34), hills.

Misty hills (77,36), hills, population 491 hill dwarves, $1117.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 30 hill dwarves at $130, 2 hill dwarf leaders at $654.
  Resources: 
Exits:
  North     : Misty hills (77,35), hills.
  Northeast : Misty hills (78,35), hills.
  Southeast : Misty hills (78,36), hills.
  South     : Mullaghcarn (77,37), town.
  Southwest : Misty hills (76,36), hills.
  Southeast : Misty hills (76,35), hills.

Mullaghcarn (77,37), town, population 1299 hill dwarves, $4260.
----------------------------------------------------------------------
  Wages: $20
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 116 hill dwarves at $106, 10 hill dwarf leaders at $540.

Exits:
  North     : Misty hills (77,36), hills.
  Northeast : Misty hills (78,36), hills.
  Southeast : Misty hills (78,37), hills.
  South     : Misty hills (77,38), hills.
  Southwest : Misty hills (76,37), hills.
  Southeast : Misty hills (76,36), hills.

Murgul (77,64), wasteland, population 314 orcs, $544.
----------------------------------------------------------------------
  Wages: $14
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 14 orcs at $122.
  Resources: 
Exits:
  North     : Murgul (77,63), wasteland.
  Northeast : Murgul (78,63), wasteland.
  Southeast : Murgul (78,64), wasteland.
  South     : Murgul (77,65), wasteland.
  Southwest : Murgul (76,64), wasteland.
  Southeast : Murgul (76,63), wasteland.

Misty hills (78,33), hills, population 576 hill dwarves, $1260.
----------------------------------------------------------------------
  Wages: $15
  Taxes: 14%
  Upkeep: $12
  Entertainment available: $227
  For sale: 36 hill dwarves at $132, 2 hill dwarf leaders at $666.
  Resources: 
Exits:
  North     : Misty hills (78,32), hills.
  Northeast : Misty hills (79,33), hills.
  Southeast : Misty hills (79,34), hills.
  South     : Carbost (78,34), town.
  Southwest : Misty hills (77,34), hills.
  Southeast : Bastak (77,33), town.

Carbost (78,34), town, population 1834 under dwarves, $8436.
----------------------------------------------------------------------
  Wages: $25
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 164 under dwarves at $150, 16 under dwarf leaders at $758.

Exits:
  North     : Misty hills (78,33), hills.
  Northeast : Misty hills (79,34), hills.
  Southeast : Misty hills (79,35), hills.
  South     : Misty hills (78,35), hills.
  Southwest : Misty hills (77,35), hills.
  Southeast : Misty hills (77,34), hills.

Murgul (78,64), wasteland, population 326 orcs, $554.
----------------------------------------------------------------------
  Wages: $14
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 16 orcs at $120.
  Resources: 
Exits:
  North     : Murgul (78,63), wasteland.
  Northeast : Hills of Pestilence (79,64), hills.
  Southeast : Murgul (79,65), wasteland.
  South     : Murgul (78,65), wasteland.
  Southwest : Murgul (77,65), wasteland.
  Southeast : Murgul (77,64), wasteland.

Murgul (78,65), wasteland, population 292 orcs, $496.
----------------------------------------------------------------------
  Wages: $14
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 14 orcs at $120.
  Resources: 
Exits:
  North     : Murgul (78,64), wasteland.
  Northeast : Murgul (79,65), wasteland.
  Southeast : Murgul (79,66), wasteland.
  South     : Murgul (78,66), hills.
  Southwest : Murgul (77,66), hills.
  Southeast : Murgul (77,65), wasteland.

Murgul (79,65), wasteland, population 357 orcs, $235.
----------------------------------------------------------------------
  Wages: $12
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 16 orcs at $132.
  Resources: 
Exits:
  North     : Hills of Pestilence (79,64), hills.
  Northeast : Murgul (80,64), wasteland.
  Southeast : Dol Guldur (80,65), city.
  South     : Murgul (79,66), wasteland.
  Southwest : Murgul (78,65), wasteland.
  Southeast : Murgul (78,64), wasteland.

Murgul (79,66), wasteland, population 258 orcs, $265.
----------------------------------------------------------------------
  Wages: $13
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 12 orcs at $79.
  Resources: 
Exits:
  North     : Murgul (79,65), wasteland.
  Northeast : Dol Guldur (80,65), city.
  Southeast : Murgul (80,66), wasteland.
  South     : Murgul (79,67), wasteland.
  Southwest : Murgul (78,66), hills.
  Southeast : Murgul (78,65), wasteland.

Dol Guldur (80,65), city, population 4078 orcs, $16953.
----------------------------------------------------------------------
  Wages: $40
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 203 orcs at $86, 40 orc leaders at $432.

Exits:
  North     : Murgul (80,64), wasteland.
  Northeast : Murgul (81,65), wasteland.
  Southeast : Murgul (81,66), wasteland.
  South     : Murgul (80,66), wasteland.
  Southwest : Murgul (79,66), wasteland.
  Southeast : Murgul (79,65), wasteland.

Jeseniky (81,51), hills, population 783 dark men, $2137.
----------------------------------------------------------------------
  Wages: $16
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $211
  For sale: 50 dark men at $156, 4 dark man leaders at $780.
  Resources: 
Exits:

Murgul (81,65), wasteland, population 403 orcs, $685.
----------------------------------------------------------------------
  Wages: $14
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $227
  For sale: 20 orcs at $72, 2 orc leaders at $360.
  Resources: 
Exits:
  North     : Hills of Pestilence (81,64), hills.
  Northeast : Murgul (82,64), wasteland.
  Southeast : Murgul (82,65), wasteland.
  South     : Murgul (81,66), wasteland.
  Southwest : Dol Guldur (80,65), city.
  Southeast : Murgul (80,64), wasteland.

Jeseniky (82,52), hills, population 797 dark men, $2175.
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  Wages: $16
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $215
  For sale: 50 dark men at $156, 4 dark man leaders at $780.
  Resources: 
Exits:

Barad Ithil (90,67), town, population 2313 orcs, $10177.
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  Wages: $30
  Taxes: 0%
  Upkeep: $12
  Entertainment available: $1387
  For sale: 208 orcs at $72, 20 orc leaders at $363.

Exits: