recursal/Fanatic-Fandom huggingface dataset:
Lightfoot halfling

— The wiki's staff

 **Language(s)** | * Common

**Lightfoot halflings** are the most common type of halflings seen in the world, in large part due to their famous wanderlust, which sets them apart from the relatively sedentary ghostwise and strongheart halflings. Lightfoots are most comfortable living alongside other cultures, even adopting their cultural practices, right down to their deities.

## Ecology

### Characteristics

A typical lightfoot halfling stands around four feet tall and weighs around 80 pounds. Their skin colors range from light pink to slightly reddish or bronze, and their hair color is typically auburn, brown or black.[citation needed] Males usually wear their hair short on the sides, often with a mullet or bowl cut. Facial hair among males is rare except for extremely old halflings. Females rarely allow their hair to grow beyond shoulder length. When not adventuring or entertaining others, halflings prefer simple, well-made clothes that are comfortable to wear yet look attractive.

### Psychology

The impression a lightfoot halfling always tries to project is that of a mirthful, friendly individual who is always interested in making new friends. Sometimes this light-hearted attitude is genuine, but other times it is facade to lull people into a false sense of security so that they might reveal secrets that will benefit the halfling. Halflings are extremely social towards their own kind and tend to form neighborhoods within cities they inhabit, both for companionship and for mutual protection. While not exactly greedy, halflings do enjoy wealth and respect the power and pleasures that it can bring. However they are careful not to let greed compromise themselves or their society. In addition to information gathering many halflings become collectors of different objects, ranging from mundane items like books or weapons to more exotic interests such as artifacts and other ancient secrets.

## Homelands

Lightfoots are by nature wanderers and so can rarely be found tied down to one place for very long. Typically, lightfoot halfling clans move from one area to another rapidly, staying in one place rarely more than a year or two. There are exception to this rule, however, and in spite of their curiosity and adventurousness some halflings were drawn to their ancestral homeland of Luiren before its destruction. Others merely settled more permanently in some foreign land, usually human. Still, it cannot truly be said that lightfoot halflings have any land of their own; instead, they call the whole world their home.
Spirit folk

— The wiki's staff

 **Homeland(s)** | * Rashemen
* Thesk
 **Language(s)** | * Common, Sylvan, Rashemi

**Spirit folk** are mystical descendants of humans and natural spirits. These creatures are uncommon all over Faerûn but are most likely to be found in Rashemen.

They are loving and peaceful creatures, in tune with the natural world around them.

## Ecology

### Characteristics

Spirit folk resemble humans, but with more delicate features. They have smooth, hairless skin; except on their head.

### Relations with other races

Spirit folk get along well with most races, they are friendly and noninvasive.

Spirit folk usually blend in with human societies. They live their lives as normal humans would, but are usually considered as wise or spiritual by their peers. Humans who live around spirit folk usually assume they are just eccentric humans rather than a separate species.

Although rarely integrating with elven society, spirit folk get on well with elves.

## Spellplague

It is unknown how the spirit folk reacted to the spellplague. We can assume that, like many magical creatures, many of them died.

## Subraces

* **Mountain spirit folk**

These mountain dwellers are physically similar to other spirit folk. Mountain spirit folk can see in the dark, twice as far as humans. They also have the ability to talk with animals.

* **River spirit folk**

Physically similar to other spirit folk, river-based subraces have the amazing ability to breathe underwater and speak with aquatic animals.
Turami

— The wiki's staff

 **Alignment** | * Neutral
* Chaotic neutral
 **Homeland(s)** | * Turmish
* Chessenta
* Unther
* Mulhorand
 **Language(s)** | * Turmish

The **Turami** were an ethnic group of humans who made up the primary population of Turmish.

## Ecology

### Characteristics

Turami had flat faces with mahogany skin tones. Their hair was curly, and they tended towards muscular and tall builds.

### Culture

#### Language

Turmic was the language of the Turami. They employed the Thorass alphabet in their writings, which they learned from trade with the Calishites and Chondathans.

## History

The Turami were native to the region around the Alamber Sea, but they were displaced by the migrating Mulan tribes after the fall of Imaskar in −2488 DR. They came to settle in the area around Alaghôn and founded the nation of Turmish in −37 DR.
Wild halfling

— The wiki's staff

 **Homeland(s)** | * Far Payit
 **Language(s)** | * Common

**Wild halflings** were halflings native to Far Payit and other jungles in Maztica.

## Ecology

### Society

They are extremely primitive and wear no clothing but paint their bodies with red and black paint. Wild Halflings' primary weapon is the bow and they use poisoned arrows.
Fey'ri

— The wiki's staff

 **Alignment** | * Neutral
* Chaotic neutral
 **Language(s)** | * Elven, Abyssal

**Fey'ri** are a elven race of planetouched descended from the interbreeding of demons and elves.

## Description

Fey'ri were not a true elven subrace. They were to elves as tieflings were to humans and tanarukks were to orcs. The fey'ri were the result of interbreeding between sun elves and tanar'ri in an attempt to strengthen the sun elf bloodline. Most fey'ri became sorcerers, rogues or fighters. Fey'ri sought to reestablish the old elven realms of Cormanthor with themselves at their head.

## History

During the Hundred Years of Chaos the fey'ri were nearly hunted down to the last of their number, with House Dlardrageth wiped out completely. However, a few from lesser houses and communities remained, though well-hidden and nearly unheard of. Many of the survivors returned to their former strongholds around the southern High Forest, including a base built by Sarya Dlardrageth beneath Lothen of the Silver Spires.
Noter Kah

Description

“The architect of the undead scourge, Noter Kah has slowly risen to power over the years after finding a Fell Crystal shard in the North. If destroyed, the undead attacks would be greatly hindered!”

Combat information

 **Range** | 2000

Best Counters

 “None.”

In-Game strategy

 Noter Kah does not appear immediately during the siege. Once the player begins the Scarwood Keep battle, they have a few minutes to spawn in units (you should have enough time to demolish the enemy walls before he spawns).

 If for some reason you have not succeeded in breaching the walls before Noter Kah spawns, just have in mind that he’s simply a giant necromancer (without the magic shield ability). He doesn’t have a lot of HP for a giant, and his attacks are rather slow. Defeating him isn’t too troublesome, as long as you have support units that can hit him from a far, and melee units surrounding him.

 Don’t get scared if you see the game warning you whenever he spawns — He’s not as dangerous as you think (unless you face him head on, then he can do some serious damage to your hero).
Spriggan (FR)

— The wiki's staff

 **Alignment** | * Neutral
 **Language(s)** | * Common

**Spriggans** were created by Netherese slavers in -3649 DR. Their creation was inspired by the god Urdlen.

## Ecology

### Characteristics

They warped gnome slaves with their magic, making their skin yellow and warty, their hair red, their arms long and gangly.

#### Abilities

Spriggans were gifted with strange powers like the ability to swell to giant size.
CC Game Modes

The game modes in Combat Company are there to give players a broader variety of gaming.There are three game modes; Deathmatch, Survival and demolition.

**Deathmatch:** Blue team versus Yellow team. Players that are part of the blue team must kill players in the yellow team. The team score is incremented whenever a player from a different team gets destroyed. Players respawn after five seconds. The first team to reach the kill limit wins.

**Time Limit:** 10, 20 or 30 minutes.

**Spawn Type:**

* Base: Players always respan at their team base.
* Condition: Players repawn at random spawn points all over the map.

**Condition to win:** 10, 25 or 50 kills.

**Max Players:** 6-10 players.

**Survival:** Blue team versus Yellow team. Players that are part of the blue team must kill players in the yellow team. The team score is incremented whenever a player from a different team gets destroyed. Players respawn when the round ends. The first team to reach the round limit wins.

**Time Limit:** 2, 3 or 4 minutes.

**Spawn type:** [All]

**Condition to win:** 6th, 8th or 10th round.

**Max Players:** 6-10 players

**Demolition:** Blue team vursus Yellow team. Players that are part of the blue team must plant the bomb while the players in the yellow team try to defend it. Team score is incremented when every player from a team gets destroyed. Players respawn when the round ends. The frist team to reach the round limit wins.

**Time Limit:** 2,3 or 4 minutes.

**Spawn Type:** [All]

**Condition to win:** 6th, 8th or 10th round.

**Max Players:** 6-10 players.
Crystals

Crystals are the only currency in Heroes & Castles 2. They are used for various things, such as upgrading your castle, units and crafting or forging items. Crystals can also be used to respec your character's skill points or to unlock a new hero.

Earning Crystals:

 Finding a treasure chest has a chance of earning Crystals
 Conquering or defending a territory
 Replaying a wave in history mode with another hero
 Some terriories reward you with a Crystal every [x] number of battles
 Completing achievements | Amount of Crystals varies

Crystals can also be bought as in-app-purchases (IAPs):

 1.99$
 4.99&
 9.99$
 19.99$

Purchased Crystals can be restored under Options > Other > Purchases > Restore
Mountain orc

— The wiki's staff

 **Alignment** | * Neutral evil
 **Homeland(s)** | * The North
 **Language(s)** | * Orc

The **mountain orcs** of the North and the Spine of the World comprise the oldest and most numerous of the various orc subraces active on Faerûn. In fact, many people assume that all orcs are like the savage warmongers found in these regions, and do not identify gray orcs or even half-orcs as separate races.

## Ecology

### Characteristics

A mountain orc is quite obviously a monstrous creature to most of the civilized folk of Faerûn. Mountain orcs look vaguely like primitive humans but are a fair bit taller at seven or more feet in height; a rare few exceed eight feet in height. They have stocky, powerful necks, and their bestial heads seem to sit directly on their massive shoulders. Their eyes are always a deep shade of red, and their faces are dominated by porcine snouts and large tusks. Mountain orcs often weave braids and tiny bones into their thick matted hair, which is usually black. Their clothing is crude and primitive, often composed of unpleasant colors like blood red, mustard yellow, yellow-green, and deep purple. They are far from the cleanest race on Faerûn and delight in decorating their bodies with scars and warpaint.

### Culture

The mountain orcs gather in immense tribes. Unlike their gray orc kin, mountain orcs are not nomadic.
Orc Savage

Level 6

Health: 550

Damage: 40

Armor Piercing: 0

Defense: 70

Armor: 15

Range: Melee

Thick skin best pierced with magic attacks.

Fast and take greatly reduced damage from ranged weapons, and can't be debuffed or stunned.

Block attacks from the front when running.

Will attack walls and buildings first when able.

Counters: Wood Elf Warriors, Fire Mages
Wave 41

This is a great level to farm XP. With upgraded siege archers and elven hunters, this can be completed in about 100 seconds. Research Generals Rally for the +200 Command points. Start by purchasing 2 banner men. Next, produce an elven hunter. It will begin shooting at the first wave of goblin blunderbusses. Purchase two Siege archer groups. Then mass build elven hunters.

Prepare to defend your hunters from the running skeletons and mummies. Use a stunning power to disrupt the running. The elven hunters will focus on the enemies while the siege archers will focus on the enemy tower. This goes quicker if you can enhance their damage. Vengeance aura is a great spell for this.
Version history

1.0.1
 1.0.2
• Fixed a bug that could cause the game to freeze during battle
• Fixed several multiplayer sync errors
• Fixed a bug with huge amount of Trolls spawning on Wave 30
• Added new campaign Waves (and some new enemies) - we'll add more regularly!
• Added new PvP only unit: War Bannerman - reduces enemy hero damage to your units while the War Bannerman is alive
• Greatly improved weapon balance across rarities and weapon types (improving lackluster higher tier weapons)
• Better chance to craft better equipment as you progress through the game
• Tons of hero skill and stat balancing
• Level balancing and tweaks
• Enemy and unit balancing
• Elf Assassin is now a counter to enemy magic units (goblin/orc shaman, necromancer, etc)
• Fixed all known exploits
• Fixed auto aim with longer ranged weapons
• Fixed sound stopping after a phone call
• You can now see how many of each unit you have on the battlefield by tapping the population counts in the upper right
• Fixed a scenario where lands could permanently get harder if you kept losing castle defense waves
• Improved run animations
• Improved general hit detection, especially when very close to enemies
• Fixed slowdown associated with Plague Mummies
• Improved MFi controller stability
• Tweaked endless balance to ramp up significantly faster
• Capped reset skill cost to 30
• Enemies are stronger after completing the game
• There will always be at least one attack on your lands after beating the game
• Heroes can’t hurt the keep in versus mode with arrows until a wall is down
• You can no longer push Bannermen
Spider

Stats:

(At level 5)

 Damage
 Armor Piercing
 Defense
 Armor
 Range

In-Game Description:

”A wild beast with good health and a powerful bite that has a chance to stun.”

Best Counters: Riflemen, Iron Helms.

Strategy:

These beasts have a large amount of health. It is best if you clear them with your hero, if he has high attack damage and is already at a high level. If not, I suggest units that can stun enemies. Using Iron Helms might not be a great idea, since they have a low damage output, and would likely only serve to stall the spiders for a while.
Cannon Tower

### Guide to use this tower:

* Cannon Towers are highly effective against enemy hordes and decent against high hp/armored enemies, so having at least one tower is recommended in order to not get overwhelmed. It can also be upgraded further on further New Game+ levels with increased Damage, Armor Piercing, and Range at the expense of increased Upgrade Cost.
* Hero Skill that benefits this tower: Advanced Artillery from the Dwarf's Engineer Class.
Elven Healer

TACTICS AND USAGE:

Elven Healers are the best support unit in the game. Two of them will keep an entire army alive if fully upgraded. Although they cannot burst heal units or heroes like priests (this is why pairing them is optimal), their constant healing is much more reliable, as it never stops unless the healer dies. Their stunning attack can help disrupt elite units. Take care of this unit, and it will take care of you.
Poscadar

— The wiki's staff

 **Homeland(s)** | * Pasocada River
 **Language(s)** | * Common, Elven

The **Poscadar** was a group of nomadic elves who were living along the Pasocada River and Long Canyon.

## Ecology

### Characteristics

Poscadar were taller than an average elf and had bronze-colored skin.

### Society

They subsisted by skilfully hunting the bison and other large creatures that inhabit the grasslands. The Poscadar considered the Azuposi friends, and trade occurred between the two peoples.

## History

According to Poscadar history, they were created by the gods in the ice and snow of the far north, and they migrated south. They enjoyed trade with the "Small Ones".
Durpari

— The wiki's staff

 **Homeland(s)** | * Durpar
* Estagund
 **Language(s)** | * Mulhorandi, Draconic, Rauric

The **Durpari** were a human ethnicity populating the coast of the Golden Water, including Durpar, Estagund, and Var the Golden. They also comprised significant minorities in Mulhorand, Murghôm, Semphar, and the Shaar as late as the 14th century DR.

## Ecology

### Culture

#### Languages

The Durpari language was a mixture of Draconic, Mulhorandi, and Rauric, using the Thorass alphabet. After Unther's destruction in the Spellplague, Untheric became widely spoken in Durpar and Estagund.

## History

The Durpari dwelt in the southeast of Faerûn before the empire of Imaskar, but when that civilization fell, the Durpari were thrust into a dark age during which the Mulhorandi hunted their tribes for slaves. The Mulan later turned their attention to defense against Narfell and Raumathar, and the Durpari founded their first kingdoms in −623 DR. The Durpari then traded in peace for the next two thousand years, with the exception of Reinhar I of Dambrath occupying Estagund for a time in 551 DR.
Heroes & Castles 2 Wiki

## Welcome to the Heroes & Castles 2 Wiki

This is the fan-made wiki dedicated to Heroes & Castles 2, the highly strategic blend of 3rd person action-RPG, castle defense, and troop warfare from Foursaken Media.

Strategies, hero builds, castle improvements, equipment, units both friendly and dastardly, lore, hints and tips and bad advice - it all goes here. Feel free to contribute with everything you feel other players of Heroes & Castles 2 would benefit from.
## Wiki content

**Heroes**

* Attributes
* Items
* Races
* Skills

**Army**

* Castle
* Crystals
* NPCs
* Research
* Units

**Guides**

* General Battle Guide
* Hero Guides
* Multiplayer Guides
* Wave Guides

**World & Lore**

* Bestiary
* Lore
* Territories

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.
Treasure Chest

After each battle there is a chance that a treasure chest is going to be discovered in one of your allied territores. A treasure chest can contain any random item (the armor will be race specific). There is also a chance of finding 1 or 2 Crystals in the chest.

The treasure chest will only appear in a territory for a day and will no longer be there once that day ends.
Skills

Each race can assign skill points to three different classes (disciplines). The maximum level a hero can reach is 99, which means he can have 98 skill points.

Skill points can be reset for 1 crystal per hero's level (caps at 30 crystals).

## Human:

* Knight (single enemy unit damage)
* Paladin (friendly unit back-up or ganker)
* Mage (ranged magic back up)

## Elf:

* Ranger (specialized bow attacks)
* Grandmaster (Powerful single unit damage)
* Druid ( anti-mobility magic attacks)

## Dwarf:

* Engineer (specialized gun powder weapons attacks or wall defender)
* Berzerker (more damage per health lost attacks)
* Runesmith ( randomized rune mage with a hammer)
Footman

### Guide to use this unit:

* Footmen are tied with dryads as likely the most underrated unit in the game. Without support they WILL get cut to ribbons, but they serve a key purpose: they are mana wells for the Human Mage spell Arcane Magic. Arcane magic deals 20 damage to surrounding allies, and returns a percentage of the damage as mana. Footmen are very good deal compared with their health and cost. With even half a dozen footmen, a human hero with any expensive spells can easily recharge their mana from zero to full instantly. If the hero has brought Elven Healers, (which you should have to matter what army you face), this essentially means footmen bring an endless source for the devastating skills brought to bear by any human.
* In addition, footmen are surprisingly formidable opponents in their own right. Although they deal pitiful damage against anything with high defense and nearly can't deal any damage if opponent have very high armor, with support from Captains and Pathfinders they can deal upwards of 50 damage per strike. At level 5 with enough healers, they can survive extreme amounts of punishment from high-level Orcs and Mummies. With their low command point cost, they are a fine and worthwhile accent to any army.
* Footmen is NOT a good unit in siege battle, since they have no AP and mostly will die for good. They also got shredded easily by Wraith Lord which deal extremely huge AOE magic damage, countering any strategy that footmen can use.
* Research that benefits this unit: Mankind's Resolve, Footman Training
Wave 2

Wave 2 is the second level to the game that introduces a new enemy, the ranged skeleton . To win this level, dodge the arrows and swipe in closely with your new weapon obtained in the tutorial to kill these new, ranged enemies. Keep using the Footmen  and Shield Knights to kill the ememy while you join the battle. And as they say in the game "Into the Fray!!!"

-Whitecastles2
Shou

— The wiki's staff

 **Alignment** | * Lawful good
* Neutral good
 **Homeland(s)** | * Kara-Tur
 **Language(s)** | * High Shou

The **Shou** were humans originally from the Empire of Shou Lung in the eastern lands of Kara-Tur. By 1360 DR, many Shou migrated to Thesk and other lands of Faerûn. Many cities, such as Phsant, Telflamm, Marsember and Westgate, had "Shou Town" districts within their walls, and the Shou nation of Nathlan in the Dragon Coast was founded in the aftermath of the Spellplague. The Shou language, High Shou, used the Draconic alphabet.

## Ecology

### Characteristics

Shou had yellowish-bronze skin, black hair, and broad, flat features.

## Shou Settlements

The Shou enclave of Xiousing in Marsember was founded around 1419 DR when the waters of the Sea of Fallen Stars receded. Duc-Sum Li was granted regency of the newly created land as a boon from King Azoun V of Cormyr. The district was a crowded, lively place and was like a piece of Kara-Tur transported to Cormyr.
Grandmaster

The Grandmaster is an Elf, is proficient with any melee weapon, most efficient in handling fast attacking weapons(preferbably dual emerald blades) and can dish out EXTREMELY HIGH damage with a spear.

A Grandmaster with a blend of camouflage from ranger skill is effective in battle

A Grandmaster with a Dryad/ Root/ Strangled Vine from Druid skill can protect himself/ heal/ Slow heavy units as they approach the castle/outpost in defense mode.

At low level, able to cut through blocks and pierce through armored units, can slow down time with either passive defensive or active skill and has a chance to automatically block attacks.

Mid level, he has two weapon skill for a greater chance to block attacks and chance to regain mana each kill

High Level, he can reduce the HP of any opponent(percentage based), disarm units, chain damaging magic and chance to instantly kill weak opponents

Grandmasters are powerful and almost unmatched in a melee engangement. Grandmaster players should attack opponents that are either alone or placed in a small group. Grandmasters, though powerful in a melee engangement, should be cautious about archers especially if there holding dual emerald blades or spears as they dont have a shield.

note: swords are not recommended for this classes because even though they are descent, grandmasters are better with a spear( for high damage) and by dual wielding emerald swords (rapid attack speed).
Paladin

Has a High Health StatHas Skill that Stun, Heal, Protect and Buff Damage(High Level)Buff the Troops(Blessing) (Vengaence Aura)(Divine Intervention)(Holy Protection)Trauma is an effective mediocre for stunning75% immune to debuff and stuns ; A rune might help Maximize its CapAt HIGH levels, Stamina Regen & God Rays; improves both Heavy Attacks as well as Magic DamagePlayer using this mostly would consider vitality of all the troops around him to be move effective in battle also Mace/Hammer One-Handed with AP>35 is more effective. Lacks high damage potential when compared to other classes.

 Pros

-high HP

-insane bolstering abilities

-magic damage

-insane healing and resistance to debuffs

-area damage

-versatile.......at some areas

Cons

-Low natural damage potential (when compared to others)

-magic damage will damn your time with Mages
Blunderbuss

### Guide to use this unit:

* They are very specific unit that focus on getting rid of weak and small units with good force and very huge cone of fire.
* They're downright bad against high armor, parrying or stronger unit since those units can block non AP attack or just too strong to be knocked down with 350 force.
* Researches that benefit this unit: Dwarven Veterancy, Dwarven Runes
Executioner

Strategies:

* executioners deal high damage with high AP, but is weak against spam troops, footmen counter them pretty easily. Try to avoid being hit because their attacks deal great damage to your hero and can significantly weaken you very fast. A spear combined with the first strike skill or a ranged weapon is best against since they all out range the executioner.
* Since they deal high damage, do not let them get close to your strong and specific units like Shield Knights or Pikeman since they can easily kill them, If you see executioners walking towards them, kill them as quickly as possible.
Blacksmith

The Blacksmith is an NPC located in Castle Draydon. He can craft, forge as well as buy the hero's unwanted items.

## Crafting

The Blacksmith can craft any rarity and type of an item. The process is completely random for all items, except for armors, which can be only equipped by the race the hero bought the armor with. Crafting weapons, shields and armor costs 3 Crystals and crafting runes costs 2. Select crafting weapons costs five Crystals.

## Forging

Forging is a process of combining two items and converting them into a single item with stats of the first and the visuals of the second. Any two pieces of gear (weapons, shields, armor) can be forged, as long as they are of the same type. Forging doesn't cost any Crystals.

## Selling

The hero can sell any item to the Blacksmith for the price of 1 Crystal, except for the starter sword and armor which cannot be sold.
Wave 32

This is one of the more difficult waves. Focus everything on magic attacks. The most difficult player I won with was a dwarf gun-powder unit. Went like this

1. Bannerman
2. Bannerman
3. Wood Elf Warrior
4. Bannerman
5. Fire Mage
6. Elven Healer
7. Elf Lion Guard

Then auto-summon some mix of Pathfinder, **Fire Mage**, Wood Elf Warrior, and Elven Sniper.

Research: Magic Imbuement (if you do not start with a magic weapon), Mages Imbune
Wave 10

Wave 10 is another of the difficult Heroes and Casltes 2 waves. In the beginning, get one Bannerman  and any troop you want as your primary. Some primary troops are the Wood Elf Warrior , Pikeman , and Footman (when you are VERY desperate). Once the enemy is distracted by your troops, get either Elven Archers or a few Riflemen (Recommended). Use Pikemen to take care of the Skeleton Captains or use your skills to defeat them. You may want to use the Elf class because of its high damage and its ability to go "Matrix" mode/Heightend Senses. Try your hardest on this level and dont let the walls fall down.

-Whitecastles2
Wave 3

In this wave, you experience the first of many armored enemies. This particular one is the Skeleton Shield Bearer . Get a few Bannermen  and your a few Footmen  to kill the other enemies while you take out the Shield Bearer . If you need it however, summon some of your new units such as the Pikeman to also take out the Shield Bearers , since they have armor piercing. A simple level, and another stage to the tutorial that tells you how to defeat each and every opponent.

-Whitecastles2
Runes

A rune gives one attribute - a buff or a perk. **Rare**, **Epic**, **Legendary** and **Godly** runes have a chance of having two different stats (example: a legendary rune can give +35% Ailment Resistance and +25 Armor).

Each hero can have one rune equipped at any time. A runes name and stats are both randomly generated based on the rarity.
Ulutiun

— The wiki's staff

 **Alignment** | * Lawful neutral
* Neutral evil
 **Homeland(s)** | * Sea of Moving Ice
 **classes** | * Barbarian, Hunter
 **Language(s)** | * Ulutiun, Uluik

The **Ulutiuns** were a human ethnic group. Although the Ulutiuns had long inhabited the polar reaches of Faerûn, these people were actually migrants from the northern reaches of Kara-Tur, who moved westward across the polar icecap millennia before 1372 DR.

## Ecology

### Characteristics

Ulutiun are short, dark-haired, broad-faced humans with light brown skin.

### Culture

#### Language

The Ice Hunters spoke Uluik, whilst the eastern Ulutiuns spoke Ulutiun.

## Ethnic subgroups

The Ulutiuns were divided into two major groups:

The Sea of Moving Ice, the Ice Peak, and the Cold Run (as the icy reaches of the northernmost Sword Coast were sometimes known) were home to the Ice Hunters, the westernmost group of Ulutiuns. Believed to predate the arrival of both the Netherese and the Illuskans, the Ice Hunters venerated nature spirits and were led by shamans, not unlike the more warlike Uthgardt tribes and the barbarians of Icewind Dale.

In the east, the Great Glacier was home to the majority of Ulutiuns, including the Iulutiuns, the Angulutiuns, and the Nakulutiuns. They favored hide armor and weapons such as battleaxes, garnoks, hand axes, harpoons, iuaks, light picks, nets, ritiiks, shortbows, throwing axes, and tridents.
Wave Guides

Notes:

* If you prolong any siege battles, the enemy be strengthened (will be shown in the top right corner stating in red, "The enemy has gotten stronger!"). Once these messages appear, extra enemy units will spawn and the battle will be more difficult. For example, Executioners may spawn on Wave 6 if the enemy gets stronger.
* You may have encountered some units before the supposed "first encounters". This is possible because you encountered the units on a Territory Battle beforehand.
Indar 632

Part of Gerlan's Rite of Passage as a warrior was to, on his own, track a Yeerk freighter.  Things however took a drastic turn when his ship malfunctioned and was pulled into the Yeerk ship's wake.  He ended up in an area unknown to him, that he'd later learn was Earth.

The Yeerks attacked his ship, and he was forced to crash-land.  It was at this time that Gerlan lost his memory, as oxygen was failing on his ship while it was entering Earth's atmosphere.  Gerlan crawled from the wreckage and ran.
He was found early on by a human that assisted him.  Gerlan made for himself a life.  He knew about morphing, at least, having had a datapad that contained some of his notes from the Academy.

It wasn't until recently, when -- trying to fit in-- he joined a new group known as the Sharing. Eventually he progressed to Full Member...and when he realised what that entailed, he freaked out.  He did not have an opportunity to demorph, and it's good he did not, for Gerlan would have had a much more sinister Yeerk as his host if the Visser got his hands on him.

Indar was shocked to see that it was not in a human, but an Andalite!  And an amnesiac, at that.  Gerlan *probably* would have known what he was getting into, had he had his memories.  As well, this was its first host.
It did what it could to help Gerlan cope with what was going on.  For Indar was in fact a part of a fringe group of Yeerks that resisted the tyranny of the Empire.

It would hide its host's Andalite identity from Visser Three, and would masquerade as a human-Controller.  It did not visit Yeerk establishments much, citing that its host was very busy.  The only exception were visits to the Pool to feed, and the meetings of Full Members of the Sharing.
Wave 15

Upgrade your Siege Archers to at least lvl 3, so they have the range to kill Goblin Alchemists to end this stage. Elven Hunters won't clear them as effectively (will start being distracted by Orcs/Enemy Wall after a while) in my experience.

Start with 2 Bannermen, then Wood Elf Warrior. You'll need magical attack to clear their ground units for this stage. Don't build too much ground units as they will be nuked (literally) as they push past half-battlefield and enter Goblin Alchemists' range. Max your bannermen while holding off their offense with Elven Archers and a few ground units. Start building Siege Archers once you take control of the battlefield, and push down their base before the stage grows too hard.

If you are confident with your Ranged Weapon Skill, you can take a Ranged Weapon to help clear their wall units, maybe even backdoor their base if you somehow got stalled by strengthened enemies.

## For the Achievement (finish this wave without building any unit):

It's hard to eliminate enemy units all by yourself, since they include both Goblin Mad Docs (immune to physical attacks) and Goblin Shamans (immune to magical attacks). So the easy way should be knocking down their base asap, while ignoring enemy units through long-duration AoE stuns (e.g. Retribution) or hero invulnerability. Besides, stack as many damage with rune/armor/shield as you can, and take a fast-attacking weapon. The Siege Hero research and skills such as Tremor Smash (extra damage to buildings) will also help a lot.

Take down the right side wall then directly rush the base tower, ignore their gate wall. A small tip is positioning behind their base tower and use it to block Goblin Shamans' ranged attack.
Orc Rider Veteran

About the enemy: “An extremely dangerous, fast attacking cavalry unit, larger and more battle hardened then the other riders. They have a thick hide, massive health, and a highly damaging attack. They are best taken down with magic attacks.” -Scribe

Best Counters: Elven Archers, Elven Snipers, Elven Healers, Ice Mages.

This unit is very quick and have high health. They will usually try to target heroes, and they move in circles and charge periodically while trying to hit you with their big swords. They have an AI similar to the knight unit.
Ranger

This class is the only class who specializes on Bows which is unique. They can deal high damage and even duel with other archers at a distance. The downsides are low HP and THE WORST IS THE ACCURACY DEBUFF IN THE NIGHTTIME. You can however improve your health but improving the effects of the debuff in the night is only improved by torchbearer. Rangers must also rely on their units on delaying the enemy before they reach you.

Pros

-High and nigh crits

Cons

-that night and fog debuff

-low HP

-Heavy reliance on other melee units on the field
Elan

— The wiki's staff

 **Alignment** | * Lawful good
* Neutral good
* Chaotic good
* Lawful neutral
* Neutral
* Chaotic neutral
* Lawful evil
* Neutral evil
 **Language(s)** | * Common (Presumed)

**Elans** were psionic humanoids, created from a human who had chosen to abandon their humanity for a new psionically charged existence. They were extremely long-lived, occasionally managing to live for 2,000 years or more.
Wave 13

This wave is called wave 13 (unlucky number for some people) for a reason. This is the very first wave you encouter Spiders. Both Leopard spiders and Normal spiders appear on this wave. Get bannermen  because you will need them. Riflemen  on the walls is also a good choice. Kill the spiders quickly. Kill the leopard spiders even quicker. If you can, use a ranged character with very good attack, staying out of range of the spiders jump attack. Push the ememy back with Wood Elf Warriors until they are about in the middle of the map. If you pushed them back but are still struggling, buy a few Elven Hunters to kill them from afar. Ranged attacks are key in this wave.
Draydon Scribe

The Draydon Scribe is an NPC that has the ability to allow you to replay your past waves with your current equipment (Not the equipment you used when playing that wave). He can also reward you with crystals for completing certain achievements. You can also view his Bestiary, which is a selection that gives you the ability to view enemies, their stats, as well as their weaknesses. He can also provide you with Lore, which is slowly added on to as you play through the waves. (Only the waves in the Castle)
Wave 5

Wave 5 is a difficult level for people just starting out. With the selection of units at that stage, this wave takes a long time. Try to defend your base by yourself until you get your Bannermen, then get some Riflemen , and finish off by getting Wood Elf Warriors and Pikemen . You need to be careful of your health in this wave, mainly because there are a lot of Skeleton Knights in this wave. Also, keep track of lag that happens on your device. If it gets too laggy, your game will crash and you will have to start Wave 5 all over again (Note that this happened to me).

-Whitecastles2
Mage

Players playing as the mage class recieve high AoE damage potentials and can easily spam abilities and destroy multiple units. The downside is that they risk their health and others for more damage and etc. They also have reduced health and minimal armor so it is heavily recommended that mages should invest on HP and bolster on other classes to reduce the risks and and increase survivability when under attack.

Pros

-Spamable abilities

-high damage

-Complex and flexible gameplay

Cons

-Not so good in a melee matchup

-low health

-minimal armor

-Risky to play
Skeleton Longbow

Strategies:

* these units can very problematic when protected by other stronger units, because they tend to target bannerman first, upgrade your bannerman to reduce the likelihoods of it dying too fast.
* As the description states, shield knights are very effective against them, upgrade them to help out against this skeleton, these are one of the high priority units u should target with your unit if the shield knights are distracted by other units such as other archers or shamans
* If there is a group of them, use the sword swing ability or heavy attack to kill them instantly as they arent as tanky as most troops
Catapult

Combat information

 **Range** | 10000

About the enemy: They can easily help the scourge to put down your walls, by shooting large boulders. They can target units on the ground and be extremely disruptive, since their attacks knocks units back and deals high damage.

/

Will damage units on walls.

/

Recommendation: If you spot one, it is recommended to take them out quickly using your hero, before they can do too much damage.
Bestiary

The Bestiary can be accessed from the Scribe in Castle Draydon. It is an archive of all the enemies you will face during the campaign. It also lists all the enemies' stats, their strengths as well as their best counters, providing the player with basic strategies on how to defeat a specific enemy unit.

## **Skeletons**

* Skeleton Archer
* Skeleton Warrior
* Skeleton Longbow
* Skeleton Sniper
* Skeleton Shield Bearer
* Skeleton Runner
* Executioner
* Skeleton Swordsman
* Hammer Knight
* Skeleton Knight
* Skeleton Captain
* Bone Giant

## **Goblins**

* Goblin Warrior
* Goblin Bomber
* Goblin Sapper
* Musketeer
* Goblin Rocketeer
* Goblin Blunderbuss
* Goblin Siege Bow
* Goblin Sneaker
* Goblin Siege Bomber
* Goblin Shield Bearer
* Heavy Gunner
* Goblin Miner
* Goblin Alchemist
* Goblin Shaman
* Goblin Clubber
* Goblin Berzerker
* Goblin Engineer
* Goblin Mad Doc
* Goblin Armorer
* Goblin Spider Rider

## **Mummies**

* Mummy
* Mummy Charger
* Mummy Pharoah
* Siege Mummy
* Plague Mummy
* Mummy Tomb Lord
* Mummy Giant

## **Orcs**

* Orc Archer
* Orc Warrior
* Orc Shaman
* Orc Rider
* Orc Savage
* Orc Elite
* Orc Siege Hammerer
* Orc Rider Veteran
* Orc Chieftain
* Troll
* Siege Troll

## **Ghouls**

* Ghoul
* Tomb Ghoul
* Ghoul Overseer

## **Spiders**

* Leopard Spider
* Burrow Spider
* Spider
* Giant Leopard Spider
* Giant Spider

## **Others**

* Cultist
* Necromancer
* Ghost
* Wraith
* Catapult
* Liche
* Noter Kah
* Wraith Lord
Wave 11

Wave 11 is one of the most difficult waves i have come across without guideance. This level contains several Ghosts and Cultists so you need magic and non--magic to win. Use at least lvl 4 Wood Elf Warriors with at least lvl 1 Human Archers with the longbow upgrade. Keep on the battlefield as much as possible but while also keeping track of your own health. I do reccommend that you get 3/4 Bannermen  so you always have some money left over. Kill the mummies  by either swarming Wood Elf Warriors , or going toe to toe combat with a shield. In conclusion, keep the enemy busy while your Elves finish them off.

-Whitecastles2
Races

There are 3 playable races to choose from:

* Human
* Elf
* Dwarf

## Movement

There are quite significant differences in movement speed between the races. Walking and running speed of humans is 20%\* faster than those of the dwarves. Elves are even faster - they outrun dwarves by 30%\*.

Races also vary in attack speed and attack combos.

\*\*estimated values

## Equipment

Every race can equip any weapon and any shield. Armor pieces are, however, race specific. They can be identified by the prefix of the race infront of the armor's name. Runes are also equipable for every race and generally provide passive buffs, like extra walls hp regen, and more starting command points.
Wave 12

Wave 12 is the next wave wave and i reccommend a few tactics. Get a few bannermen  to help you get points while you hold off the enemy for a while. As soon as the first Orc Shaman appears, buy a non-magic using character to kill him. Try saving points and buying mutiple elves at once to overwhelm them. . Use a melee character with high damage stats or high health. Or you can use a ranged character if you have torchbearers on the field (make sure to protect them). You may need to get good wall upgrades in case they fall. Use repairmen  if the enemy is busy to heal your walls.
Wave 7

Wave 7 is a very hard level, i know i had trouble with it for a while. To finish Wave 7, try to use the Shield Knight to block the Skeleton Archers  and Longbows. Once you have them distracted, use either Wood Elf Warriors or More Shield Knights. If you dont beat it on the first try, keep trying. And besides, if you lose you can always come back even stronger.

-Whitecastles2
Goblin Siege Bomber

Stats:

(At level 5)

 Damage
 Armor Piercing
 Defense
 Armor
 Range

In-Game Description:

”Goblins that throw highly damaging bombs at your walls when able. When they die, beware — they will explode after a short while!”

Best Counters: Riflemen, Pikemen.

Strategy:

Whenever you’re in a situation where there are multiple goblin siege bombers, the best way to deal with them is with a hero with Armor-Piercing equipment. If you do not have that available to you, then you must rely on your units that can hit through their armor.
Liche

Combat information

 **Range** | Melee

A powerful undead warrior that is both a formidable fighter, and a powerful magic user. Liches can cast a Charm spell on any of their allies, which lasts for the duration of the battle and causes that unit to beome immune to hero attacks. Additionally, they deal magic damage, are immune to magi damage, and cannot be debuffed or stunned.

Best Counters: Riflemen, Archers, Elf Assassins
Siege Archer

### Guide to use this unit:

* This is one of the weirdest unit to use in game. They are grounded, cheaper Archer that deal almost similar damage.
* Due to their significant range and target priority, they are very good at early game, directly counter Wall Alchemist, and normally will hit enemy building if possible. At the later stage, where Goblin Sniper can easily destroy them with just one hit, enemy base is too tanky or those Wall Skeleton Archer have enough level to reach them, they lose their efficiency very fast.
* In defend battle, they are just another kind of Archer that will be killed if an Skeleton Knight reaches them.
* Research that benefit this unit: Mankind's Resolve
Necromancer

Cursed

Stats:

(At Level 5)

 Damage
 Armor Piercing
 Defense
 Armor
 Range

In-Game Analysis:

They have a powerful magic attack, can shield nearby units, and will summon skeleton warriors.

They are immune to magic attacks, and cannot be debuffed or stunned.

If the player is hit by their fireball attack, they get cursed for the rest of the battle.

They are less powerful versions of Noter-Kah.

Counters: Knights, *Elf Assassins*
Elven Hunter

### Guide to use this unit:

* This is one of the best unit in the game that have extremely high range, high attack speed, destroying any ranged unit. Not a very good counter to Catapults since those siege machines usually have higher health, but a few of them will do the trick. Just a better siege archer if I have to describe.
* Their good AP also help them fight back some heavy armor unit.
* Their health and damage is not good compare to their cost, so protect them by any means necessary. They are also very weak against high health unit like mummies.
* Research that benefit this unit: Fast Shot (not very much), Warrior Path
Ghoul

## Thick-hided Enemies

 **Range** | Melle

Game Description: Savage slave creatures that have been forced to serve their undead masters. Their skin unnaturally thick - best countered with magic attacks - and they will try to attack walls and buildings first.

Ghouls come into the battle with decent health and defense, making them somewhat tankier than other starter foes you may come against. Their small clubs do barely any damage making them basically cannon fodder for your defences.

To counter ghouls is rather easy, simply using magic damage or units. Staffs and magic bows are the most ideal weapons against well-defensed enemies. Any unit with magic damage can take care of these basic enemies with relative ease. Magic imbuement research can help too.

However when facing waves with ghouls and other magic immune units like Goblin Shaman and Orc Shaman , its best to not research magic imbuement cus you will deal minimal damage which is not good since these units often lie in the backline, have higher hp and and normally should be taken out with your hero alongside your units

Best Countered with: Wood Elf Warriors, Elven Archers
Goblin Berzerker

Level 5

Health: 140

Damage: 53

Armor Piercing: 50

Defense: 0

Armor: 0

Range: Melee

Take minimal damage from all attacks and special abilities, but will randomly die on any given hit.

Can cause units to bleed when hit, reducing their damage and speed for a time.

They cannot be debuffed or stunned.

Counters: Blunderbusses, Footmen, Archers
Hammer Knight

Strategies:

* Since they target your hero try to deploy the counters to stall them so they wont aggro on you. If they are glowing means they are charging their attack. Quickly block with your shield or weapon to prevent yourself from getting these debuffs. They are not a high priority target and can be easily killed by your hero with just a few swings of a decently high AP weapon like scythes and spears.
Goblin Clubber

**Range** | Melee

About the Enemy: “An unique goblin that carries a large club, capable of knocking units great distances. They will target your hero when able and have a chance to stun”

-Scribe

Best counters: Blunderbusses, Archers, Riflemen, Red Guards.

This unit is easily killed, but can become extremely annoying when massed. They have have light armor, low health, but an extremely disruptive attack. They can also pierce armor easily.