The Witch King
Murazor...the first.
Below you will find information on the starting set-up for the Witch King 1650.
Special Abilities
1.New commanders may start with a skill rank of 40.
Hex # 1806 - 300LC, 300HI, 600MA
Bold= Capital
2.Armies without food gain 1-2 morale points when stationary
and lose 1-2 morale points when moving (2-5 points when
force marching).
3.Armies with food only lose 1-2 morale points when force marching.
4.Mages can learn the lost "Fearful Hearts" spell.
5.Mages can learn the lost "Conjure Hordes" spell.
Starting Forces
Hex # 2006 - 600HC, 300LI, 300AR, 300MA
Hex # 1804 - 600HC, 300LC, 300HI, 300MA
Hex # 2305 - 300LC, 300LI, 300AR
Pop Centers
Italic= Hidden
Name
Hex
Size
Fortifications
Docks
Angsul
Cargash
Carn Dum
Eldanar
Kala Dulakarth
Morkai
Mt. Gram
Mt. Gundabad
Shedun
Name | Command | Agent | Emissary | Mage | Stealth | Challenge | Artifacts |
---|---|---|---|---|---|---|---|
Angulion | 10 | 20 | 30 | 30 | 40 | 157 | |
Ashdurbuk Zalg | 60 | 60 | 67, 68 | ||||
Cykur | 50 | 10 | 51 | ||||
Dancu | 60 | 20 | 63 | 100 | |||
Durkarian | 50 | 10 | 10 | 53 | 47 | ||
Murazor | 40 | 40 | 70 | 30 | 85 | 48,52,75,82,86 | |
Rogrog | 50 | 50 | 115, 116 | ||||
Ulrac | 50 | 20 | 52 |
Map
1401 - 2201
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