Abilities
 
 

/1 Hit Points

Value: %d. Hit Points show how much damage a unit can withstand before he dies. When the hit points of a unit decrease to less than half of their maximum value, his attack values decrease, as well. Once the unit's hit points reach 0, the unit dies. Hit points are slowly restored when a unit is not in combat (10% per turn). The speed of restoration is further affected by various buildings.

 

/2 Attack

Value: %d. The strength of the unit's melee attack. Determines the damage the unit inflicts on the enemies he strikes.

 

/3 Counterattack

Value: %d. The power of the unit's retaliatory strike. Determines the damage the unit's counterattack inflicts on an enemy that attacked him.

 

/4 Defense

Value: %d. The unit's defense against melee attacks. Decreases the damage received by the unit in melee.

 

/5 Ranged Defense

Value: %d. The unit's defense against arrows and missiles. Decreases the damage received from enemy ranged units.

 

/6 Resistance

Value: %d. The unit's resistance to spells and magical damage. Decreases the damage received from a magical attack, both melee and ranged, as well as the efficiency and duration of harmful spells cast upon him.

 

/7 Speed

Value: %d. The unit's action points on the battlefield. The points are spent on movement, depending on terrain type. An attack takes up all of a unit's remaining action points. All action points are restored each battle turn.

 

/8 Ranged Attack

Value: %d. The power of the unit's shot. Determines the damage inflicted on a target by the unit's missile attack.

 

/9 Range

Value: %d. The maximum range of the unit's ranged attack or healing skill.

 

/10 Ammo

Value: %d. Ranged attacks require ammunition. Once the ammo is down to 0, the unit can no longer fire. Ammo is restored instantly after combat.

 

/11 Stamina

Value: %d. Stamina determines the unit's maximum energy reserve. The energy is spent on attacking, using special skills, and crossing rough terrain. When the unit's energy is down to 5 or less, his attack values and speed decrease. Once it reaches 0, the unit becomes unable to do anything. The unit needs to rest by missing a turn in order to restore some of his energy. Energy is restored instantly after combat.

 

/12 Morale

Value: %d. The unit's faith in victory. Morale increases whenever the unit kills an enemy, or an enemy unit dies in an adjacent tile, or the enemy hero dies. Morale decreases when the unit is dealt a heavy wound, or an ally dies in an adjacent tile, or the hero is killed. Hero's morale also increases when any enemy dies, and decreases when any ally dies. When morale is above 15, the unit's attack values increase. If morale is 5 or less, the unit's attack decreases. If morale drops to 0, the unit panics and may desert the battlefield. After battle, morale gradually increases to its base level.

 

/13 Feels No Pain

Wounds have no impact on the unit's attack.

 

/14 Flying

The unit can fly over other units and impassable tiles. It takes 1 movement point to pass over any terrain, without spending any stamina. The unit is not affected by any landscape features. He cannot be trampled either.

 

/15 Floating

The unit can float over other units. It takes 1 movement point to pass over any terrain, without spending any stamina. It cannot fly over impassable tiles.

 

/16 First Strike

Whenever a unit with first strike is attacked, he performs a counterattack before the enemy strikes. This rule does not apply when the enemy possesses first strike as well.

 

/17 Armor Piercing Shot

The target's ranged defense is effectively halved against this unit's ranged attacks. Not valid when shooting at incorporeal enemies and using Double Shot.

 

/18 Tireless

The unit spends no stamina on any actions.

 

/19 Intrepid

The unit's morale does not decrease, but increases half as fast.

 

/20 Double Shot

Stamina consumption: %d. A special ability allowing the unit to shoot twice at a target, at the expense of some stamina. This shooting is done with less precision than usual, and cannot penetrate enemy armor.

 

/21 Recuperation

The unit's stamina regain while resting is increased by %d.

 

/22 Meditation

While resting, the unit recharges his magical ammo by %d.

 

/23 Collect Ammo

A special ability allowing the unit to collect up to %d units of ammunition per turn. If an ally with Ammo Bearer ability is nearby, then at least one projectile will be collected. The abilities of multiple Ammo Bearers do not stack, instead, the highest value is chosen.

 

/24 Healing

A special ability allowing the unit to heal a friendly unit within his shooting range. Restores an average of %d hit points. The healing expends 1 ammo unit. Out of combat the hit points restoration rate for all units in the party is increased when a healer is present. This ability has no effect on Undead, Machines, Golems, and Elementals.

 

/25 Battle Frenzy

Once heavily wounded, the unit falls into a rage. As a result, his attack value increases by %d, and wounds do not affect it. The unit's morale cannot get lower than its base value. At the beginning of the turn, unit may lose control, and rush to the enemy in melee. This attack does not deplete the unit's strength.

 

/26 Agility

Agile units ignore the opponents' counterattacks while engaging them in melee. Agility allows evading roots faster.

 

/27 Magic Strike

The unit's melee attack inflicts magic damage, which is only mitigated by the enemy's resistance, not its defense.

 

/28 Magic Shot

The unit's ranged attack inflicts magic damage, which is only mitigated by the enemy's resistance, not its ranged defense.

 

/29 Forced March

A special ability allowing the unit to increase his speed by 1 until the end of the turn at the cost of 3 units of stamina.

 

/30 Spell Immunity

The unit is not affected by any spells.

 

/31 Break spell

The unit can use a ranged attack to reduce the duration of enemy spells by %d.

 

/32 Forest Knowledge

Value: %d. The unit feels at home in the woods. It spends only 1 movement point to cross a forest tile, and standing on a forest tile increases its Ranged Defense by 2 x (Lvl-1). Forest Knowledge removes all penalties from forest tiles.

 

/33 Hills Knowledge

Value: %d. The unit feels at home in the hills. It spends only 1 movement point to cross a hills tile, without wasting any stamina. And standing on a hills tile increases its Defense and CounterAttack by Lvl-1. Hills Knowledge removes all penalties from hills tiles.

 

/34 Swamp Knowledge

Value: %d. The unit feels at home in the swamps. It spends only 1 movement point to cross a swamp tile, without wasting any stamina. And standing on a swamp tile increases its Resistance by Lvl-1. Swamp Knowledge removes all penalties from swamp tiles.

 

/35 First Aid

While resting, the unit regains %d more hit points. Speeds up hit points restoration when not in combat.

 

/36 Immobilized

The unit is unable to do anything.

 

/37 Charge

Amount of damage: +%d per tile. The unit is taught to deal additional damage in melee, depending on how far away the opponent is at the start of the turn. At level 3, it can trample a fallen enemy, and occupy his tile. Large or flying units cannot be trampled. Ability has no effect when attacking incorporeal enemies.

 

/38 Does not fight

The unit is not able to attack or counterattack an enemy in melee.

 

/39 Armorpiercing Strike

The target's defense is effectively halved against this unit's attacks. Not valid when attacking incorporeal enemies.

 

/40 Stunning Blow

Each blow reduces the target's stamina by %d (but only by %d if the attack deals no damage). No effect on incorporeal enemies.

 

/41 Poison Attack

The unit poisons the enemies it attacks in melee, making them lose %d hit points per turn for 3 turns.

 

/42 Poison Immunity

The unit is not affected by poison.

 

/43 Hex

Effect duration: %d. An enemy damaged by this unit is hexed; Armor and Resistance are decreased by 1 for several turns, and wounds cannot be healed. The curse remains active for several turns. An enemy's resistance reduces its duration.

 

/44 Steal Ammo

Attacking an enemy in melee decreases their ammo and morale by %d. Also, stolen Ammo of the appropriate type restores the unit's Ammo. Has no effect on incorporeal enemies, Animals, and creatures with natural weapons. Morale is reduced only when theft is successful.

 

/45 Damage Armor

When attacking an enemy in melee, the unit reduces the target's defense by 1. The effect lasts for 3 turns. No effect on incorporeal enemies.

 

/46 Petrification

This special ranged attack allows the unit to turn the enemy into a statue for %d turns. A petrified enemy cannot do anything, but its armor and resistance are increased. An enemy's resistance can reduce the duration of the petrification.

 

/47 Web

Entanglement duration: %d. This special kind of ranged attack entangles an enemy in a web. An entangled enemy cannot do anything. For every 10 points of the target's Attack, Counterattack, or magical Ranged Attack, Entanglement duration is reduced by 1. Armor of entangled enemy is increased by %d, minus 1 every turn.

 

/48 Regeneration

The unit recovers %d hit points per turn. Speeds up hit points restoration when not in combat.

 

/49 Necrophage

This special ability allows the unit to consume corpses, thus regaining up to %d hit points.

 

/50 Intimidation

When attacking an enemy in melee, the unit reduces the target's morale by %d.

 

/51 Crippling Strike

When attacking an enemy in melee, the unit reduces the target's speed by 1 for %d turns. A Crippling Strike interrupts the enemy's ability to Hit and Run, preventing them from returning. No effect on incorporeal enemies.

 

/52 Damage Weapon

Effect duration: %d. Any creature attacking this unit in melee damages its weapon - attack and counterattack are reduced by 1. No effect on incorporeal enemies.

 

/53 Parry

When the unit is attacked in melee for the first time during the current turn, its defense is increased by %d.

 

/54 Forager

This unit is able to fend for itself. Upkeep is reduced by %d gold. The higher the unit's level, the greater the savings will be.

 

/55 Siege

Increases the speed with which enemy fortifications are destroyed by %d.

 

/56 Marauder

The unit claims a portion of the trophies after a battle, reducing the looting income by %d%.

 

/57 Soul Stealing

Having killed an enemy in melee, the unit consumes its soul, restoring %d hit points.

 

/58 Plunderer

The unit resorts to robbery in his spare time, decreasing the income of the province he is located in by %d%. Plundering troops slightly increase the hero's province plundering.

 

/59 Crushing Blow

Stamina consumption: %d. This special skill allows the unit to perform a melee strike inflicting 50% more damage at the cost of some stamina.

 

/60 Enchanted Arrows

The unit's ranged attacks inflict %d points of magical damage on the enemy in addition to physical damage.

 

/61 Smite Evil

Value: %d. The unit inflicts additional damage on enemies whose souls are tainted by evil.

 

/62 Change Type

Changes the unit type.

 

/63 Trample

When attacking an enemy in melee, the unit can trample it if the enemy has %d or less hit points left after the attack. Having made the kill, the unit moves to the tile previously occupied by its opponent. Flying enemies and large opponents are impossible to trample.

 

/64 Lord of the Undead

Killing an enemy soldier raises it as an obedient undead. Raises the creature - %s. At the extra cost of 1 stamina point the unit can attack with Dark Dominion +3. An enemy soldier killed like this will not be raised, but 1 ammo is restored instead. Additionally, doubles the amount of health drained from the enemy by Life Leech and Soul Stealing. The attack type selection is memorized and kept until an explicit change. When counterattacking, the unit always raises the corpse.

 

/65 Mass Attack

The unit attacks all enemies in adjacent tiles.

 

/66 Round Attack

Stamina consumption: %d. This special ability allows the unit to attack all enemies in adjacent tiles at the cost of some stamina.

 

/67 Roots

The unit entangles an enemy it attacks in melee with his roots, preventing it from moving for 3 turns. No effect on incorporeal enemies. Agile enemies quickly escape the roots.

 

/68 Bloodsucker

Having struck an enemy in melee, the unit recovers %d% of the damage dealt as hit points.

 

/69 Heavy Ammo

The unit's missiles are so heavy they damage the target's armor, reducing its ranged defense by 1. The effect lasts for 3 turns. No effect on incorporeal enemies.

 

/70 Precise Strike

The unit's melee attacks are particularly accurate, ignoring up to %d of the enemy's defense. No effect on incorporeal enemies.

 

/71 Precise Shot

The unit's ranged attacks are particularly accurate, ignoring up to %d of the enemy's ranged defense. No effect on incorporeal enemies.

 

/72 Poison Shot

The unit poisons the target with its shots, making it lose %d hit points per turn for 3 turns.

 

/73 Cause Vulnerability

Whenever the unit inflicts melee damage to an enemy, it affects the target with the «Vulnerability» spell.

 

/74 Cause Atrophy

When dealing melee damage, this unit infects the enemy with Atrophy. The unit's Attack attributes are reduced by 3 and Speed by 1, and it loses 2 Stamina each turn.

 

/75 Gold Income

Increases gold income by %d.

 

/76 Gem Income

Increases gem income by %d.

 

/77 Learn Spell

Allows the hero to learn a spell. In order to do so, the hero needs to take the scroll to a library and place it into his spell slot there. To turn a spell in the hero's spellbook back into a scroll, click on the spell while holding ALT (a free slot in the hero's inventory is required). This operation requires specific buildings, as well as enough gold and gems to pay for the materials.

 

/78 Summon Creature

Allows the hero to summon a creature. In order to do so, the hero needs to take the object to the garrison and place it into a unit slot of the corresponding rank. Different creatures require different buildings to be constructed in the Stronghold first.

 

/79 Increased Upkeep

The unit requires more gold than usual. The level of increase depends on the unit's rank: Rank 1 - +100%. Rank 2 - +75%. Rank 3 - +50%. Rank 4 - +25%. This unit requires +%d%, or +%d gold.

 

/80 Cannot Move

The unit is unable to move.

 

/81 Spellpower

Increases the power of spells cast by %d.

 

/82 Spell Duration

Increases the duration of spells cast by %d.

 

/83 Summoning Power

Increases the Power of most summoned units by %d. If the summoned creature is Undead, Power only increases by %d.

 

/84 Resistance Negation

Decreases the spell target's resistance by %d.

 

/85 Undead Summoning Power

Increases the strength of undead risen by %d.

 

/86 Fast Draw

The hero can change weapons in battle without spending a turn.

 

/87 Sabotage

Increases the level of the Scouting skill, and the effect of acts of Sabotage by %d.

 

/88 Province Plunder

Increases the income from plundering the provinces by %d%.

 

/89 Decrease Spell Cost

Decreases the cost of spellcasting by %d% gems.

 

/90 Fast Casting

Can cast 2 spells per turn, if their levels combined is less than %d.

 

/91 Gold for Quests

Increases the gold rewards for quest completion by %d%.

 

/92 Army Experience

Increases experience gained by the troops by %d%.

 

/93 Hero Experience

Increases experience gained by the hero by %d%.

 

/94 Looting

Increases the amount of gold and gems received by %d% when collecting trophies. Increases the chance of obtaining an item from a fallen enemy.

 

/95 Ranged Weapon

Increases shooting strength by %d.

 

/96 Wand Firing

Increases wand shooting strength by %d.

 

/97 Item Maintenance

Lowers the deterioration of weapons and armor by %d%.

 

/98 Province Exploration

Value: %d. Speeds up province exploration.

 

/99 Lower Upkeep

The unit's gold upkeep is reduced by %d% and its gem upkeep by %d%.

 

/100 Mobility

Value: %d. The party's movement speed on the global map. The base mobility of an army is determined by the speed of its slowest unit. It can be increased by special buildings and by heroes' skills.

 

/101 Initiative

Value: %d. In combat, the party whose commander's initiative is higher, moves first. When leaders have equal initiative, the attacker moves first.

 

/102 Transformed

This unit was transformed into something else by a powerful spell.

 

/103 Summoned

This unit was summoned by magic. When the battle is over, it will disappear. If the unit dies, its body disappears from the battlefield.

 

/104 Hex Spell

This unit can cast the Hex spell; target's Defense and Resistance are reduced, and wounds cannot be healed. Ammo units consumed by casting: %d.

 

/105 Vulnerability Spell

This unit can cast the Vulnerability spell, reducing the target's defense and resistance. Ammo units consumed by casting: %d.

 

/106 Blast Spell

This unit can cast the Blast spell, which inflicts magic damage to several enemies. Ammo units consumed by casting: %d.

 

/107 Bless Spell

This unit can cast the Bless spell, which improves all types of Attack, all types of Defense, and Resistance. Ammo units consumed by casting: %d.

 

/108 Exorcism Spell

This unit can cast the Exorcism spell, which damages Demons and Undead, and briefly immobilizes them. Ammo units consumed by casting: %d.

 

/109 Air Shield Spell

This unit can cast the Air Shield Spell, increasing the target's ranged defense and resistance. Ammo units consumed by casting: %d.

 

/110 Fear Spell

This unit can cast the Fear spell, reducing the target's morale. Ammo units consumed by casting: %d.

 

/111 Raise Skeleton Spell

This unit can cast the Raise Skeleton spell, creating a skeleton from a slain unit's corpse. Ammo units consumed by casting: %d.

 

/112 Inspiration Spell

This unit can cast the Inspiration spell, restoring some of the target's morale and stamina. Ammo units consumed by casting: %d.

 

/113 Summon Imp Spell

This unit can cast the Summon Imp spell, summoning an imp to an adjacent tile. The caster loses 3 hit points. Ammo units consumed by casting: %d.

 

/114 Dispel Spell

This unit can cast the Dispel spell, dispelling enemy incantations and inflicting damage on summoned creatures. Ammo units consumed by casting: %d.

 

/115 Life Drain Spell

This unit can cast the Life Drain spell, inflicting damage on all enemies within 1 tile and healing the caster's wounds. Ammo units consumed by casting: %d.

 

/116 Command

Value: %d. One of the three core attributes of the heroes. The higher the hero's command is, the more units can join his army. This is the most important attribute for a Commander.

 

/117 Magic

Value: %d. One of the three core attributes of the heroes. The higher the hero's magic is, the more spells he can learn. This is the most important attribute for a Wizard.

 

/118 Health

Value: %d. One of the three core attributes of the heroes. The higher the hero's health, the higher are his hit points, stamina, and morale. Health increases the hero's hit points restoration rate when not in combat. This is the most important attribute for a Warrior.

 

/119 Experience Level

Value: %d. Heroes gain experience in combat and for completing quests. When the hero's experience reaches a certain value, he advances to the next level, and one of his attributes and one of his skills increases. Upon reaching level 10, the hero gets to choose among four elite professions. Upon reaching level 20, the hero becomes a master of the chosen profession. 30 is the highest level available. Ordinary units also gain experience. By reaching a higher experience level, a unit can increase one of his attributes or learn a new skill.

 

/120 Guard Contract

A guard contract is not placed into the hero's inventory. Instead, it is added to the list of guards available for hire.

 

/121 Building Schematics

Building schematics are not placed into the hero's inventory. Instead, they are added to the list of buildings available for construction in provinces.

 

/122 Astral Energy Spell

This unit can cast the Astral Energy spell, restoring the target's stamina and increasing its resistance. Ammo units consumed by casting: %d.

 

/123 Raise Zombie Spell

This unit can cast the Raise Zombie spell, creating a zombie from a slain unit's corpse. Ammo units consumed by casting: %d.

 

/124 Haste Spell

This unit can cast the Haste spell, increasing the target's speed and gradually restoring its stamina. Ammo units consumed by casting: %d.

 

/125 Head Wind Spell

This unit can cast the "Head Wind" spell, slowing its target, reducing its range, and causing it to gradually lose stamina. Ammo units consumed by casting: %d.

 

/126 Ritual Scroll

This scroll is not placed into the hero's inventory. Instead, it is added to the list of available rituals.

 

/127 Treasure Hunt

The hero gains %d% more gold and gems while searching special locations.

 

/128 Restoration Spell

This unit can heal an ally, restoring 12 hit points, removing poisoning and reducing the duration of harmful spells. Has no effect on the Undead and Mechanical units. Ammo units consumed by casting: %d.

 

/129 Word of Power Spell

This unit can cast the Word of Power spell, subduing the target with a resistance of 3 or less for one turn. Has no effect on Heroes, the Undead, and Mechanical units. Ammo units consumed by casting: %d.

 

/130 Resurrection Spell

This unit can bring a friendly unit slain in battle back to life and full health. Has no effect on the Undead and Mechanical units. Ammo units consumed by casting: %d.

 

/131 Mass Curse Spell

This unit can cast the Mass Curse spell, reducing the combat abilities of the whole enemy army for 6 turns. Ammo units consumed by casting: %d.

 

/132 Energy Control

The ability to control magic energy allows the unit to ignore %d points of the target's resistance while using a magical ranged attack.

 

/133 Poison Flesh

The flesh of this creature is so venomous that anyone attacking it in melee will be intoxicated with poison of strength %d.

 

/134 Reincarnation

If this creature is killed in battle, it will rise again with maximum health. This ability only works once per battle.

 

/135 Tolerance

The unit's morale does not decrease when his alignment conflicts with the Master's or with other units in the party.

 

/136 Necromancer's Call

The hero can keep in his army Undead 1 rank higher than his Necromancy skill allows. Undead units recover hit points %d% faster. Reduce the cost of keeping undead units after a battle by %d%. Reduce upkeep of Undead in the army by %d%.

 

/137 Raise Ghoul

This unit can cast the Raise Ghoul Spell, creating a Ghoul from a slain unit's corpse. Ammo units consumed by casting: %d.

 

/138 Raise Ghost

This unit can cast the Raise Ghost Spell, creating a Ghost from a slain unit's corpse. Ammo units consumed by casting: %d.

 

/139 Cure Wounds Spell

Restores hit points of the target by 7. Has no effect on the Undead and Mechanical units. Ammo units consumed by casting: %d.

 

/140 Aard Sign

Telekinetic blow that stuns and slows down the enemy. Target loses 8 points of stamina instantly and its speed is reduced by 1 for 3 turns. Magic Resistance only partially reduces the damage from this spell. Ignores magic immunity. Ammo units consumed by casting: %d.

 

/141 Igni Sign

Creates a fiery arrow, inflicting 8 points of damage. Magic Resistance only partially reduces the damage from this spell. Ammo units consumed by casting: %d.

 

/142 Quen Sign

Creates a protective shield that increases the armor and magic resistance of the Witcher by 2 points. Lasts 3 turns. Ammo units consumed by casting: %d.

 

/143 Undead Regeneration Spell

Under the influence of this spell the undead restore hit points each turn. Duration 4 turns. Ammo units consumed by casting: %d.

 

/144 Stinking Cloud Spell

Poisons all living creatures within 1 tile. A poisoned unit loses 3 hit points immediately, and 3 hit points and 1 stamina point each turn. Attack and speed are reduced by 1. Lasts 2 turns. Ammo units consumed by casting: %d.

 

/145 Sinister Howl

A terrifying howl scares enemies. Reduces Morale by 3. Ignores magic immunity and spell resistance. Has no effect on the Undead and Mechanical units. Ammo units consumed by casting: %d.

 

/146 Mind Control Spell

This unit can cast the Mind Control Spell. For one turn it takes control of an enemy unit, whose resistance is 4 or lower. Has no effect on Heroes, the Undead, and Mechanical units. Ammo units consumed by casting: %d.

 

/147 Sacrifice Spell

This unit can use the life force of one unit to heal another. A friendly unit needs to be sacrificed for this incantation. Heals target for 25 hit points. Has no effect on the Undead and Mechanical units. Ammo units consumed by casting: %d.

 

/148 Fireblast Spell

This unit can cast the Fireblast Spell, creating a huge fireblast that ignites the targets. Ammo units consumed by casting: %d.

 

/149 Hellgates Spell

This unit can cast the Hellgates Spell, which can move a friendly demon unit into a free tile. Ammo units consumed by casting: %d.

 

/150 Suicide Spell

This unit can cast the Suicide Spell, causing one enemy unit to inflict damage on itself. Ammo units consumed by casting: %d.

 

/151 Submission Spell

This unit can cast the Submission Spell, which allows it to possess an enemy unit for 2 turns. Has no effect on Heroes, the Undead, and Mechanical units. Ammo units consumed by casting: %d.

 

/152 Unholy Word Spell

This unit can cast the Unholy Word Spell, dealing 13 magical damage to all mortal creatures on the battlefield. Does not affect demons, undead, mechanical units and heroes. Magic immunity does not apply. Ammo units consumed by casting: %d.

 

/153 Healing Spell

This unit can cast the Healing spell, healing the target for 4 hit points, and reducing the duration of negative magical effects. Has no effect on the Undead and Mechanical units. Ammo units consumed by casting: %d.

 

/154 Fire Immunity

Grants the unit immunity from fire spells: Blast, Armageddon, Incineration, Firestorm, Igni Sign, Fireblast, Fire Shot, Fire Storm, Fire Rain, Mass Fire Immunity, Cleansing Flame, Volcano, Scorching Ground and Solar Blast.

 

/155 Summon Huorn Spell

This unit can cast the Summon Huorn Spell, summoning a Huorn to an adjacent tile. Ammo units consumed by casting: %d.

 

/156 Magic Shield Spell

This unit can cast the Magic Shield Spell, increasing the target's defense by 4 points. Ammo units consumed by casting: %d.

 

/157 Summon Wasp Swarm Spell

This unit can cast the Summon Wasp Swarm spell, summoning a swarm of stinging insects, which disable Ranged Attack for a single enemy. Has no effect on the Undead and Mechanical units. Ammo units consumed by casting: %d.

 

/158 Summon Wasp Cloud Spell

This unit can cast the Summon Wasp Cloud spell, summoning several swarms of stinging insects, which disable Ranged Attack for all enemies in a small radius. Has no effect on the Undead and Mechanical units. Ammo units consumed by casting: %d.

 

/159 Life Breath Spell

This unit can heal a target, restoring 5 HP and curing poison. Has no effect on the Undead and Mechanical units. Ammo units consumed by casting: %d.

 

/160 Explosive Shot

This unit can use a special shot that inflicts full damage to the primary target and partial damage to all units around it. The purpose of the shot is to cause additional injury. The shot uses up additional ammo: %d.

 

/161 Fire Shot

This unit can use a special shot that inflicts half of the normal damage to its target and all units around it. Does magical damage. Also ignites all targets. The shot uses up additional ammo: %d.

 

/162 Rune of Renewal Spell

This unit can cast the "Rune of Renewal" spell, which gives an extra turn to a friendly mechanical unit. Ammo units consumed by casting: %d.

 

/163 Rune of Decay Spell

This unit can cast the "Rune of Decay" spell, inflicting 8 points of damage and destroying 4 ammo. Affects only mechanical units. Magic Resistance and Magic Immunity offer no protection from this spell. Ammo units consumed by casting: %d.

 

/164 Rune of Restoration Spell

This unit can cast the "Rune of Restoration" spell, restoring health and ammo to all friendly mechanical units. Ammo units consumed by casting: %d.

 

/165 Rune of Power Spell

This unit can cast the Rune of Power spell, to take control of an enemy unit for 2 turns. Magic Resistance and Magic Immunity offer no protection from this spell. Affects only mechanical units. Ammo units consumed by casting: %d.

 

/166 Stone Spikes Spell

This unit can cast the Stone Spikes Spell, which deals 3 points of damage to all units in 1 tile radius. The caster loses 50 hit points. Ammo units consumed by casting: %d.

 

/167 Vampire Touch Spell

The unit can cast the "Vampiric Touch" spell, which allows melee damage to restore some health, while evading counterattack. The caster loses 50 hit points. Ammo units consumed by casting: %d.

 

/168 Earth Shield Spell

The unit can cast the "Earth Shield" spell, which increases the defenses of all nearby friendly units by 2, and confers Regeneration 2. The caster loses 50 hit points. Ammo units consumed by casting: %d.

 

/169 Fire Rage Spell

The unit can cast the "Fire Rage" spell, which deals 6 HP damage to all units in a 1-tile radius, and sets the target on fire. The caster loses 50 hit points. Ammo units consumed by casting: %d.

 

/170 Rage Spell

The unit can cast the Rage spell, which confers friend or foe Fearless, Intimidation 1, Bloodlust 2, increases Resistance by 2 and Speed by 1. The unit's Ranged Attack is disabled. The caster loses 50 hit points. Ammo units consumed by casting: %d.

 

/171 Soothe Spirits Spell

The unit can cast the "Soothe Spirits" spell, which restores 6 HP to friendly elementals. Ammo units consumed by casting: %d.

 

/172 Mass Rage Spell

The unit can cast the "Mass Rage" spell, which gives all friendly units Fearless, Intimidation 2, and Bloodlust 3. The caster loses 50 hit points. Ammo units consumed by casting: %d.

 

/173 Tribe's Horde Spell

The unit can cast the "Tribe's Blood" spell, which heals all nearby friendly units for 4 HP, cures poisoning and bleeding, and reduces the effects of Rotting Wounds. The caster loses 50 hit points. Ammo units consumed by casting: %d.

 

/174 Chieftain Order Spell

This unit can cast the Chieftain Order spell, dealing a friendly unit 5 points of damage, but giving it a second turn. Ammo units consumed by casting: %d.

 

/175 Quagmire Spell

This unit can cast the Quagmire spell, reducing the target's speed and its defense and ranged defense. Ammo units consumed by casting: %d.

 

/176 Weakness Spell

This unit can cast the Weakness spell, reducing the attack, ranged attack and counterattack of the target by 3. Ammo units consumed by casting: %d.

 

/177 Armor Break Spell

This unit can cast the Armor Break spell, decreasing the target's defense and ranged defense by 6. Ammo units consumed by casting: %d.

 

/178 Plague Spell

This unit can cast the Plague spell, infecting all living creatures within 1 tile with disease. Ammo units consumed by casting: %d.

 

/179 Geyser Spell

This unit can cast the Geyser spell, dealing 15 magical damage to all units within 1 tile. Ammo units consumed by casting: %d.

 

/180 Power Word - Curse

This unit can cast the Power Word Curse spell, reducing the target's attack to zero. Resistance protects only partially against this spell. Ammo units consumed by casting: %d.

 

/181 Power Word - Hold

This unit can cast the Power Word Hold spell, preventing the target from moving and fighting. Resistance protects only partially against this spell. Ammo units consumed by casting: %d.

 

/182 Power Word - Pain

This unit can cast the Power Word Pain spell, causing the target severe pain. Resistance protects only partially against this spell. Ammo units consumed by casting: %d.

 

/183 Summon Water Elemental Spell

This unit can cast the Summon Water Elemental spell, summoning a Water Elemental to an adjacent tile. Ammo units consumed by casting: %d.

 

/184 Glacial Heart Spell

This unit can cast the Glacial Heart spell, making the target fearless and immune to poison, but dealing 3 points of damage each turn. Ignores magic resistance. Ammo units consumed by casting: %d.

 

/185 Freeze Spell

This unit can cast the Freeze spell, immobilizing the target, and dealing 8 points of magic damage. Ammo units consumed by casting: %d.

 

/186 Ice Chunk Spell

This unit can cast the Ice Chunk spell, dealing physical damage to the target. Ammo units consumed by casting: %d.

 

/187 Armor Piercing Shot

This unit can cast the Armor Piercing Shot spell, giving the target the armorpiercing shot ability. Ammo units consumed by casting: %d.

 

/188 Thick Fog Spell

This unit can cast the Thick Fog spell, which disables Ranged Attack for all ranged units on the battlefield. Magic Resistance and Magic Immunity offer no protection from this spell. Ammo units consumed by casting: %d.

 

/189 Double Shot Spell

This unit can cast the Double Shot spell, granting a friendly unit the double shot ability. Ammo units consumed by casting: %d.

 

/190 Enchanted Arrow Spell

This unit can cast the Enchanted Arrow spell, dealing 10 points of physical damage to the target. Ammo units consumed by casting: %d.

 

/191 Ancestral Rage Spell

This unit can cast the Ancestral Rage spell, increasing the attack and counterattack of the target by 3 and its speed by 1. Ammo units consumed by casting: %d.

 

/192 Ancestral Shield Spell

This unit can cast the Ancestral Shield spell, increasing defense and ranged defense of the target by 3 and its resistance by 1. Ammo units consumed by casting: %d.

 

/193 Sparks Spell

This unit can cast the Sparks spell, dealing magical damage to multiple units. Resistance protects only partially against this spell. Ammo units consumed by casting: %d.

 

/194 Electric Shock Spell

This unit can cast the Electric Shock spell, inflicting a huge amount of magical damage. Resistance protects only partially against this spell. Ammo units consumed by casting: %d.

 

/195 Storm Spell

This unit can cast the Storm spell, dealing damage to multiple units. Resistance protects only partially against this spell. Ammo units consumed by casting: %d.

 

/196 Hornet Swarm Spell

This unit can cast the Hornet Swarm spell, which poisons an enemy and causes them to itch. Ammo units consumed by casting: %d.

 

/197 Poison Claw Spell

This unit can cast the Poison Claw spell, which makes an allied animal's melee attack poisonous. Ammo units consumed by casting: %d.

 

/198 Set Trap Spell

This unit can cast the Set Trap spell, which places a trap in an adjacent tile. Ammo units consumed by casting: %d.

 

/199 Set Snare Spell

This unit can cast the Set Snare spell, which places a snare in an adjacent tile. Ammo units consumed by casting: %d.

 

/200 Set Hive Spell

This unit can cast the Set Hive spell, which places a hornet's nest in an adjacent tile. Ammo units consumed by casting: %d.

 

/201 Swamp Blood Spell

This unit can cast the Swamp Blood spell, which grants an ally poison immunity. Ammo units consumed by casting: %d.

 

/202 Voracity Spell

This unit can cast the Voracity spell, which grants an animal ally the Necrophage ability. Ammo units consumed by casting: %d.

 

/203 Devour Spell

This unit can cast the Devour spell, taking hit points from a friendly unit and giving it to the caster. Ammo units consumed by casting: %d.

 

/204 Word of Life Spell

This unit can cast the "Word of Life" Spell, which increases the target's Attack, Counterattack, and Speed by 1, and restores some Health and Stamina every turn. Ammo units consumed by casting: %d.

 

/205 Mass Heal Spell

This unit can cast the Mass Heal spell, restoring hit points of all friendly units. Ammo units consumed by casting: %d.

 

/206 Mass Defense Spell

This unit can cast the Mass Defense spell, increasing the armor and resistance of all friendly units. Ammo units consumed by casting: %d.

 

/207 White Magic Spell

This unit can cast the White Magic spell, dealing damage to enemies and healing friendly units. The caster loses 15 hit points. Ammo units consumed by casting: %d.

 

/208 Swiftness Spell

This unit can cast the Swiftness spell, increasing its speed and restoring stamina each turn. Ammo units consumed by casting: %d.

 

/209 Dispel Magic Spell

The unit can cast the "Dispel Magic" spell, which deals damage to summoned enemy units. Ammo units consumed by casting: %d.

 

/210 Demon Slayer Spell

This unit can cast the Demon Slayer spell, increasing damage dealt to evil creatures, especially demons and undead. Ammo units consumed by casting: %d.

 

/211 Grace Spell

This unit can cast the Grace spell, increasing all types of Attack, all types of Defense, and Resistance of the target by 2. The target recovers 2 hit points each turn. Ammo units consumed by casting: %d.

 

/212 Divine Seal Spell

This unit can cast the Divine Seal spell, preventing the target from casting spells. Magic immunity does not apply. Ammo units consumed by casting: %d.

 

/213 Armor of Faith Spell

This unit can cast the Armor of Faith spell, which reduces damage from Undead and Demons by 50%. Ammo units consumed by casting: %d.

 

/214 True Resurrection Spell

This unit can bring a friendly unit slain in battle back to life and full health. Does not affect the undead, demons and mechanical units. Ammo units consumed by casting: %d.

 

/215 Sanctuary Spell

Unit can cast the "Sanctuary" spell, which increases Attack and Defense of allies within a radius of 1 tile by 2, and reduces Damage from Undead and Demons by 50%. Does not affect the undead and demons. Ammo units consumed by casting: %d.

 

/216 Divine Warp Spell

This unit can cast the Divine Warp spell, moving the target unit to a free tile. Works only on friendly units. The spell has no effect on undead and demons. Ammo units consumed by casting: %d.

 

/217 Divine Light Spell

This unit can cast the Divine Light spell, reducing all types of Attack of all enemies within 2 tiles to zero. Resistance protects only partially against this spell. Ammo units consumed by casting: %d.

 

/218 Holy Word Spell

This unit can cast the Holy Word spell, inflicting damage to all enemies on the battlefield. Ignores magic resistance. Ammo units consumed by casting: %d.

 

/219 Divine Vengeance Spell

This unit can cast the Divine Vengeance spell, dealing damage to all demons and undead within 2 tiles. Ammo units consumed by casting: %d.

 

/220 Summon Skeleton Spell

This unit can cast the Summon Skeleton spell, summoning a skeleton to an adjacent tile. Ammo units consumed by casting: %d.

 

/221 Enslave Mind Spell

This unit can cast the Enslave Mind spell, taking control of an enemy unit. Ammo units consumed by casting: %d.

 

/222 Summon Wyvern Spell

This unit can cast the Summon Wyvern spell, summoning a Wyvern to an adjacent tile. Ammo units consumed by casting: %d.

 

/223 Fire Storm Spell

This unit can cast the Fire Storm spell, inflicting damage to all units within a range of 2 tiles and igniting the targets. Ammo units consumed by casting: %d.

 

/224 Chilling Lightning Spell

This unit can cast the Chilling Lightning Spell, which deals magic damage to a single target. Ammo units consumed by casting: %d.

 

/225 Order Spell

This unit can cast the Order Spell, taking control of an enemy unit. Ammo units consumed by casting: %d.

 

/226 Ice Immunity

Grants the unit immunity to ice and cold based spells: Word of Ice, Geyser, Freeze, Ice Storm and Ice Snake.

 

/227 Air Immunity

Grants the unit immunity to air and electricity based spells: Magic Spark, Lightning, Sparks, Electric Shock, Storm, Celestial Thunder, Chain Lightning, Head Wind, Lightning Ball and Mass Grounding.

 

/228 Bombardment

This unit can use a special shot that not only inflicts damage to its target, but also to all units around it. It does half the amount of damage. The shot uses up additional ammo: %d.

 

/229 Mind Control Immunity

Grants the unit immunity to mind affecting spells and abilities: Fear, Sleep, Hallucinations, Word of Power, Cloud of Terror, Mass Suicide, Enslave Mind, Terrible Howl, Mind Control, Suicide, Submission, Intercept Control (only Mechanicals), Order, Deadly Terror, Panic, Imaginary Assassin, Bind Will, Strong Mind, Control Undead (only Undead), Banshee's Howl, Paralyze, Mass Sleep, Axii Sign, Healing Sleep, Nightmare, Horror, Confusion and Fierce Roar.

 

/230 Celestial Thunder Spell

This unit can cast the Celestial Thunder spell, dealing damage to a single unit. Resistance protects only partially against this spell. Ammo units consumed by casting: %d.

 

/231 Chain Lightning Spell

This unit can cast the Chain Lightning spell, inflicting damage to all units within a range of 2 tiles. Resistance protects only partially against this spell. Ammo units consumed by casting: %d.

 

/232 Swamp Rage

The unit can use Interception more skillfully, and can protect allies even from ranged attacks. In addition, when injured during Interception, he receives temporary bonus: Additional Regeneration, Defense, and Ranged Defense. Effect increased when unit is in a swamp. When seriously injured, the unit may sprint briefly.

 

/233 Sluggishness Spell

This unit can cast the Sluggishness spell, slowing the target and making it lose stamina each turn. Ammo units consumed by casting: %d.

 

/234 Quicksand Spell

This unit can cast the Quicksand spell, slowing all enemies within 1 tile and causing them to gradually lose stamina. Magic Resistance and Magic Immunity offer no protection from this spell. Ammo units consumed by casting: %d.

 

/235 Earthquake Spell

This unit can cast the Earthquake spell, inflicting physical damage to all enemy units. Resistance protects only partially against this spell. Magic immunity does not apply. Ammo units consumed by casting: %d.

 

/236 Fire Rain Spell

This unit can cast the Fire Rain spell, inflicting damage to all units within 1 tile and inflicting serious burns. Ammo units consumed by casting: %d.

 

/237 Mass Fire Immunity Spell

This unit can cast the Mass Fire Immunity spell, granting all friendly units immunity to fire and slightly increasing their ranged defense. Ammo units consumed by casting: %d.

 

/238 Cleansing Flame Spell

This unit can cast the Cleansing Flame spell, inflicting damage to all units on the battlefield and igniting them. Caster loses 50 hit points. Ammo units consumed by casting: %d.

 

/239 Summon Air Elemental Spell

This unit can cast the Summon Air Elemental spell, summoning an Air Elemental to an adjacent tile. Ammo units consumed by casting: %d.

 

/240 Summon Earth Elemental Spell

This unit can cast the Summon Earth Elemental spell, summoning an Earth Elemental to an adjacent tile. Ammo units consumed by casting: %d.

 

/241 Summon Fire Elemental Spell

This unit can cast the Summon Fire Elemental spell, summoning a Fire Elemental to an adjacent tile. Ammo units consumed by casting: %d.

 

/242 Summon Living Armor Spell

This unit can cast the Summon Living Armor spell, summoning Living Armor to an adjacent tile. Ammo units consumed by casting: %d.

 

/243 Summon Lord of Abyss Spell

This unit can cast the Summon Lord of Abyss spell, summoning a Lord of Abyss to an adjacent tile. Caster loses 15 hit points. Ammo units consumed by casting: %d.

 

/244 Anthem Of The Damned

This unit can cast the Anthem of the Damned spell, inflicting 16 damage to all mortal creatures on the battlefield. Resistance protects only partially against this spell. Magic immunity does not apply. Ammo units consumed by casting: %d.

 

/245 Summon Hellhound Spell

This unit can cast the Summon Hellhound spell, summoning a hellhound to an adjacent tile. Caster loses 5 hit points. Ammo units consumed by casting: %d.

 

/246 Skeleton Transformation Spell

This unit can cast the Skeleton Transformation spell, transforming a friendly or enemy unit into a skeleton. Ammo units consumed by casting: %d.

 

/247 Fiend Transformation Spell

This unit can cast the Fiend Transformation spell, transforming a friendly or enemy unit into a fiend. Resistance protects only partially against this spell. Ammo units consumed by casting: %d.

 

/248 Cleric Transformation Spell

This unit can cast the Cleric Transformation spell, transforming a friendly or enemy unit into a cleric. Magic immunity does not apply. Ammo units consumed by casting: %d.

 

/249 Fire Blade Spell

This unit can cast the Fire Blade spell, increasing all types of Attack of an ally by 4, and turning them into magical attacks. Ammo units consumed by casting: %d.

 

/250 Mass Dispel Spell

This unit can cast the Mass Dispel spell, reducing the duration of negative effects on friendly units and positive effects on enemy units. Inflicts damage to hostile summoned creatures. Ammo units consumed by casting: %d.

 

/251 Summon Phantom Spell

This unit can cast the Summon Phantom spell, summoning a phantom to an adjacent tile. Ammo units consumed by casting: %d.

 

/252 Fanaticism Spell

This unit can cast the Fanaticism spell. When the target dies while under this spell, it is resurrected. While the spell is active the morale of the target cannot be changed. Ammo units consumed by casting: %d.

 

/253 Deadly Terror Spell

This unit can cast the Deadly Terror spell, reducing the morale of the unit. Ammo units consumed by casting: %d.

 

/254 Panic Spell

This unit can cast the Panic spell, reducing the morale of all enemies within 1 tile. Ammo units consumed by casting: %d.

 

/255 Imaginary Assassin Spell

This unit can cast the Imaginary Assassin spell, making an enemy see things and hurting itself. Ammo units consumed by casting: %d.

 

/256 Bind Will Spell

This unit can cast the Bind Will spell, allowing the possession of an enemy unit for 2 turns. Has no effect on Heroes, the Undead, and Mechanical units. Ammo units consumed by casting: %d.

 

/257 Strong Mind Spell

This unit can cast the Strong Mind spell, granting all friendly units immunity to mind-affecting spells and effects. Ammo units consumed by casting: %d.

 

/258 DELETED

 

/259 DELETED

 

/260 DELETED

 

/261 DELETED

 

/262 DELETED

 

/263 DELETED

 

/264 DELETED

 

/265 DELETED

 

/266 Arrow Shower Spell

This unit can cast the Arrow Shower spell, granting all friendly units Enchanted Arrows and Double Shot, dealing additional magical damage and replenishing ammo. The enchanted units' actions do not consume stamina. Ammo units consumed by casting: %d.

 

/267 Control Undead Spell

This unit can cast the Control Undead spell, taking control of an enemy undead unit for 2 turns. Only works on the Undead. Ammo units consumed by casting: %d.

 

/268 Seismic Charge

Instead of the usual shot the unit can use a special missile that stuns and slows down several non-flying creatures. There is no damage inflicted. The shot uses up additional ammo: %d.

 

/269 Mockery Spell

This unit can cast the "Mockery" spell, reducing an enemy's stamina. Ignores magic immunity. Ammo units consumed by casting: %d.

 

/270 Levitation Spell

This unit can cast the Levitation spell, slightly speeding up a friendly unit by granting it the ability to float above the terrain and restoring the unit's stamina each turn. Ammo units consumed by casting: %d.

 

/271 Embrace of Darkness Spell

This unit can cast the Embrace of Darkness spell, granting a friendly unit the traits of an undead creature. The unit becomes tireless, fearless, immune to poison and cold, feels no pain and is able to replenish health by dealing melee damage. Has no effect on the Undead and Mechanical units. Ammo units consumed by casting: %d.

 

/272 Deadly Touch Spell

This unit can cast the Deadly Touch spell, instantly killing any creature, be it friend or foe. Magic Resistance and Magic Immunity offer no protection from this spell. Does not affect the undead, mechanical units and heroes. Ammo units consumed by casting: %d.

 

/273 Banshee's Howl Spell

This unit can cast the Banshee's Howl spell, draining health and reducing the morale and speed of all living creatures within 2 tiles. Magic Resistance and Magic Immunity offer no protection from this spell. Has no effect on the Undead and Mechanical units. Ammo units consumed by casting: %d.

 

/274 Antimagic Spell

This unit can cast the Antimagic spell, increasing the resistance of the target by 10 and granting it Magic Immunity. Ammo units consumed by casting: %d.

 

/275 Paralyze Spell

This unit can cast the Paralyze spell, rendering a target unit immobile and incapable of fighting. The target's resistance only partially protects it from the spell. Ammo units consumed by casting: %d.

 

/276 Mass Sleep Spell

This unit can cast the Mass Sleep spell, putting all enemies on the battlefield to sleep. Sleeping units cannot fight or move for the duration of the spell, unless they are attacked. Has no effect on the Undead and Mechanical units. Ammo units consumed by casting: %d.

 

/277 Shadow Form Spell

A Blood Butterfly can cast this Shadow Form spell to give it special powers: In this state, she loses Vigilance, Counterattack is reduced by 5 and resistance by half, and every turn she loses 2 morale points. In return, Attack is increased by 4, Speed by 1, unit recovers 2 stamina each turn, gains Bloodlust 2, becomes incorporeal, and is able to strike all adjacent enemies.

 

/278 Shadow Form Spell

A Dark Priestess can cast this Shadow Form spell to give it special powers: In this state her ranged attack is increased by 6 and her range by 2, and the enemy's resistance only partially protects against it. She becomes incorporeal, gets Bloodlust 1 and each shot reduces the enemy's Resistance by 1. Her resistance is reduced by half and she loses 2 morale points each turn. Her spell duration is reduced by 1 and she loses her healing powers.

 

/279 Summon Beholder Spell

This unit can cast the Summon Beholder spell, summoning a Beholder to a tile adjacent to the summoner. Ammo units consumed by casting: %d.

 

/280 Dark Crystal Spell

This unit can cast the Dark Crystal spell, which creates a Dark Crystal in an adjacent tile. Ammo units consumed by casting: %d.

 

/281 Drow Rage Spell

This unit can cast the Drow Rage spell, increasing the attack and ranged attack of a friendly unit by 2, its speed by 1 and granting Bloodlust. Ammo units consumed by casting: %d.

 

/282 Blinding Darkness Spell

This unit can cast the Blinding Darkness spell, reducing the attack of an enemy unit to zero. Ignores enemy's Spell Immunity. Ammo units consumed by casting: %d.

 

/283 Kiss of Darkness Spell

This unit can cast the Kiss of Darkness spell, allowing a Drow unit in shadow form to act twice each turn. Ammo units consumed by casting: %d.

 

/284 Astral Parasite Spell

This unit has special arrows with an effect similar to the Astral Parasite spell: reducing the resistance of the enemy unit by 1 with each shot and making it lose stamina each turn. Resistance only partially protects against this spell and it has no effect on undead and mechanical units. Using these projectiles costs 3 additional stamina points.

 

/285 Hands of Darkness Spell

This unit can cast the Hands of Darkness spell, granting a friendly unit the ability to attack all enemies around it at an additional cost of stamina. Ammo units consumed by casting: %d.

 

/286 Astral Thief Spell

This unit can cast the Astral Thief spell, which steals 3 ammo from the target, and transfers them to the caster. Ammo units consumed by casting: %d.

 

/287 Dark Depletion Spell

This unit can cast the Dark Decimation spell, destroying 8 ammo of each target within 2 tiles and causing an equal amount of damage to it. Ammo units consumed by casting: %d.

 

/288 Dark Resurrection Spell

The unit can resurrect an ally killed in battle, by sacrificing a friendly unit. Cannot resurrect Undead, mechanical units, and elementals. Ammo units consumed by casting: %d.

 

/289 Cloud of Darkness Spell

This unit can cast the Cloud of Darkness spell, reducing all types of Attack of all enemies within 2 tiles to zero. Ammo units consumed by casting: %d.

 

/290 Raise Reaper Spell

This unit can cast the Raise Reaper spell, creating a reaper from a slain unit's corpse. Ammo units consumed by casting: %d.

 

/291 Cloud of Restoration Spell

This unit can cast the Cloud of Restoration spell, restoring the health of all undead within 1 tile. Ammo units consumed by casting: %d.

 

/292 Mass Undead Restoration Spell

This unit can cast the Mass Undead Restoration spell, under the influence of which the undead immediately restore 6 hit points, continuing for several turns. Ammo units consumed by casting: %d.

 

/293 Eternal Slave Spell

This unit can cast the Eternal Slave spell. When the target dies while under this spell, it will rise again. Ammo units consumed by casting: %d.

 

/294 Dissolve Armor Spell

This unit can cast the Dissolve Armor spell, reducing defense and ranged defense of the target unit. Ignores spell resistance. Ammo units consumed by casting: %d.

 

/295 Axii Sign

Reduces target's morale by 8. Magic Resistance only partially reduces the effect. Ignores magic immunity. Ammo units consumed by casting: %d.

 

/296 Yrden Sign

Causes the target of the spell to feel severe pain. Enchanted unit loses 4 hit points and 1 point of stamina each turn. All types of Attack are reduced by 1. Ignores magic immunity. Ammo units consumed by casting: %d.

 

/297 Raise Mummy Spell

This unit can cast the Raise Mummy spell, creating a mummy from a slain unit's corpse. Ammo units consumed by casting: %d.

 

/298 Raise Cadaver Spell

This unit can cast the Raise Cadaver spell, creating a cadaver from a slain unit's corpse. Ammo units consumed by casting: %d.

 

/299 Raise Vampire Spell

This unit can cast the Raise Vampire spell, creating a vampire from a slain unit's corpse. Ammo units consumed by casting: %d.

 

/300 Word of Death Spell

This unit can cast the Word of Death spell, reducing the stamina of all living creatures on the battlefield by a huge amount. Ammo units consumed by casting: %d.

 

/301 Summon Devil Spell

This unit can cast the Summon Devil spell, summoning a devil to an adjacent tile. Ammo units consumed by casting: %d.

 

/302 Raise Banshee Spell

This unit can cast the Raise Banshee spell, creating a banshee from a slain unit's corpse. Ammo units consumed by casting: %d.

 

/303 Death Cloud Spell

This unit can cast the Death Cloud spell, poisoning all living creatures within 2 tiles. Poisoned units lose Health, Stamina, and Morale each turn. All types of Attack are reduced. Lasts 3 turns. Ammo units consumed by casting: %d.

 

/304 Mass Life Drain Spell

This unit can cast the Mass Life Drain spell, inflicting damage to all enemy units on the battlefield. The caster restores hit points equal to the damage dealt. Resistance protects only partially against this spell. Ammo units consumed by casting: %d.

 

/305 Summon Fiend Spell

This unit can cast the Summon Fiend spell, summoning a fiend to an adjacent tile. Caster loses 6 hit points. Ammo units consumed by casting: %d.

 

/306 Summon Demon Spell

This unit can cast the Summon Demon spell, summoning a Demon to an adjacent tile. The sacrifice of a friendly unit is required for this summoning. Ammo units consumed by casting: %d.

 

/307 Demon Blood Spell

This unit can cast the Demon Blood spell, inflicting damage to all enemy and allied demons within a 1-tile radius, and healing the caster. Ammo units consumed by casting: %d.

 

/308 Mass Bless Spell

This unit can cast the Mass Bless spell, which increases the attributes of all its allies, except Undead and Demons. Ammo units consumed by casting: %d.

 

/309 Healing Sleep

The unit can cast the Healing Sleep spell, putting all units within 1 tile to sleep, restoring health and stamina each turn. Ammo units consumed by casting: %d.

 

/310 Corruption Spell

This unit can cast the Corruption spell, greatly reducing all attributes of all units within 2 tiles. Magic Resistance and Magic Immunity offer no protection from this spell. Ammo units consumed by casting: %d.

 

/311 Dark Pact Spell

This unit can cast the Dark Pact spell, making it possible for a friendly unit to resurrect after death as a demon of the same rank. Ammo units consumed by casting: %d.

 

/312 Skillful Healer

When using Healing this unit can reduce the duration of poisoning and bleeding in friendly target by %d turns.

 

/313 Chaos Distortion Spell

Unit can cast the Chaos Distortion spell, allowing all friendly demons to make a second move. Ammo units consumed by casting: %d.

 

/314 Chaos Surge Spell

Unit can cast the Chaos Surge spell, allowing a friendly demon to make a second move. Ammo units consumed by casting: %d.

 

/315 Fearless Spell

This unit can cast the Fearless spell, restoring the morale of a friendly unit and temporarily increasing its attack. Ammo units consumed by casting: %d.

 

/316 Rune Shot Spell

This unit can cast the "Rune Shot" spell, increasing ranged attack to mechanical unit, changing damage type to magical and restoring 2 ammo. Ammo units consumed by casting: %d.

 

/317 Containment Spell

This unit can cast the Containment spell, decreasing the target's speed and making it lose stamina. Ammo units consumed by casting: %d.

 

/318 Dark Redemption Spell

This unit can cast the Dark Redemption spell, increasing the magical abilities of all friendly units, and giving a small morale boost when sacrificing. Ammo units consumed by casting: %d.

 

/319 Ammo Bearer

All adjacent friendly units are able to replenish from 1 to %d units of ammo right on the battlefield. The effect stacks with the unit's own Collect Ammo ability. The abilities of multiple Ammo Bearers do not stack.

 

/320 Ice Snake Spell

This unit can cast the Ice Snake spell, inflicting huge damage to a single enemy and slowing him greatly. Resistance protects only partially against this spell. Ammo units consumed by casting: %d.

 

/321 Lightning Ball Spell

This unit can cast the Lightning Ball spell, inflicting a huge amount of magical damage to all units within 1 tile and reducing their ranged defense. Ignores magic resistance. Ammo units consumed by casting: %d.

 

/322 Scorching Ground Spell

This unit can cast the Scorching Ground spell, inflicting long lasting damage to all non-flying enemies and slowing them down. Magic Resistance and Magic Immunity offer no protection from this spell. Ammo units consumed by casting: %d.

 

/323 Solar Blast Spell

This unit can cast the Solar Blast spell, inflicting heavy damage to all enemies. Magic Resistance and Magic Immunity offer no protection from this spell. Ammo units consumed by casting: %d.

 

/324 Necromancer's Cry Spell

This unit can cast the Necromancer's Cry spell, giving all undead units a second turn. Does not affect the Servants of Death. Ammo units consumed by casting: %d.

 

/325 Demonic Howl

A terrifying howl scares enemies. All enemy units within 1 tile lose 4 morale points. Ignores magic immunity and spell resistance. Has no effect on the Undead and Mechanical units. Caster loses 5 hit points. Ammo units consumed by casting: %d.

 

/326 Infernal Howl

A terrifying howl scares enemies. All enemy units on the battlefield lose 4 morale points. Ignores magic immunity and spell resistance. Has no effect on the Undead and Mechanical units. Caster loses 10 hit points. Ammo units consumed by casting: %d.

 

/327 Blood Frenzy

The unit gets an extra turn whenever it kills an enemy in melee. Works only once per turn.

 

/328 Manic Rage

After taking damage, the unit enters a state of Manic Rage. It immediately gets the perks of the Battle Frenzy ability, but loses %d HP each turn. Due to the Manic Rage, the unit is susceptible to unpredictable outbursts of hostility.

 

/329 Cold Rage

When a unit falls into a Battle Frenzy, counter-attack increases by %d. Reduces a unit's propensity for unpredictable hostility.

 

/330 Healing Circle Spell

This unit can cast the "Healing Circle" spell, healing the caster and all adjacent friendly units for 7 HP, while at the same time it cures poisoning, stops bleeding and reduces the duration of festering wounds. Ammo units consumed by casting: %d.

 

/331 Entangling Shot

This unit can entangle an enemy in roots from a distance, preventing it from moving for several turns. No effect on incorporeal enemies.

 

/332 Skillful Looter

Further improves a Scavenger's chances to find loot in province sites. Increase by %d%.

 

/333 Summon Mocker Spell

This unit can cast the "Summon Mocker" spell, summoning a mocker to a tile adjacent to the summoner. Caster loses 5 hit points. Ammo units consumed by casting: %d.

 

/334 Abysmal Joke Spell

This unit can cast the "Abysmal Joke" spell, causing damage to all enemy creatures around it. Ammo units consumed by casting: %d.

 

/335 Abysmal Swallow Spell

This unit can cast the "Abysmal Swallow" spell, supplying ammo to friendly units. Ammo units consumed by casting: %d.

 

/336 Troll Brand

A gruesome brand, involving another creature's blood in a special ritual, which gives Gnolls some of that creature's abilities. Usually, the owner receives both positive and negative effects. Troll Brand confers Regeneration 1, but decreases Speed by 1.

 

/337 Wolf Brand

A gruesome brand, involving another creature's blood in a special ritual, which gives Gnolls some of that creature's abilities. Usually, the owner receives both positive and negative effects. Wolf Brand confers Wounding Strike 1 and Intimidation 1, but decreases Defense by 1.

 

/338 Cerberus Brand

A gruesome brand, involving another creature's blood in a special ritual, which gives Gnolls some of that creature's abilities. Usually, the owner receives both positive and negative effects. Cerberus Brand confers Crippling Strike 2 and increases Speed by 1, but decreases Armor by 1.

 

/339 Mass Slow Spell

This unit can cast the Mass Slow spell, slowing all enemies. Ammo units consumed by casting: %d.

 

/340 Avatar of Light

This unit is not affected by the spells Vampirism, Dark Pact, Life Drain, Black Magic, Corruption, Mass Suicide, Sacrifice, Unholy Word, Vampire Touch, Divine Light, Holy Word, Anthem of the Damned, Embrace of Darkness, Dark Steel, Mass Life Drain, Nightmare, Blood Ritual, Blood Sacrifice and Death Ashes.

 

/341 Armageddon Spell

This unit can cast the Armageddon spell, inflicting huge fire damage to all creatures on the battlefield. Ammo units consumed by casting: %d.

 

/342 Workaholic

The unit spends its spare time working, increasing the income from a province he is stationed in by %d%.

 

/343 Siege Mode

This unit can switch to siege mode. In this mode, unit cannot move and fight, but its ranged attacks will damage not only the main target, but also up to three enemy units in a row.

 

/344 Siege Mode

This unit can switch to siege mode. In this mode the unit cannot move or fight, but his ranged attack is increased by 3 and his range by 1.

 

/345 Siege Mode

This unit can switch to siege mode. In this mode the unit cannot move or fight, but his ranged attack is increased by 10, and his range by 2. In this attack the unit inflicts permanent damage to the area.

 

/346 Siege Mode

This unit can switch to siege mode. In this mode the unit cannot move or fight, but his ranged attack is doubled although its range cannot be more than 3.

 

/347 Spawn Brand

A gruesome brand, involving another creature's blood in a special ritual, which gives Gnolls some of that creature's abilities. Usually, the owner receives both positive and negative effects. Spawn Brand confers Battle Frenzy 3 and Fire Immunity, but decreases Resistance by 1.

 

/348 Avenger Brand

A gruesome brand, involving another creature's blood in a special ritual, which gives Gnolls some of that creature's abilities. Usually, the owner receives both positive and negative effects. Avenger Brand confers Hex, Summoning Power +2 and Fire Immunity, but decreases Resistance by 1.

 

/349 Succubus Brand

A gruesome brand, involving another creature's blood in a special ritual, which gives Gnolls some of that creature's abilities. Usually, the owner receives both positive and negative effects. Succubus Brand confers Scorching Blow 1 and Fire Immunity, but decreases Resistance by 1.

 

/350 Human Brand

A gruesome brand, involving another creature's blood in a special ritual, which gives Gnolls some of that creature's abilities. Usually, the owner receives both positive and negative effects. Human Brand confers Smite Evil and Dark Dominion 1, but decreases Strength by 1.

 

/351 Ogre Brand

A gruesome brand, involving another creature's blood in a special ritual, which gives Gnolls some of that creature's abilities. Usually, the owner receives both positive and negative effects. Ogre Brand confers Crushing Blow, but decreases Strength by 1.

 

/352 Alkaryl Brand

A gruesome brand, involving another creature's blood in a special ritual, which gives Gnolls some of that creature's abilities. Usually, the owner receives both positive and negative effects. Alkaryl Brand confers Agility and reduces Marauding by 5, but decreases HP by 8.

 

/353 Cause Fever

Whenever the unit inflicts melee damage to an enemy, it infects the target with a mild disease. Unit's attributes are all decreased by 1, and it loses 1 stamina each turn.

 

/354 Festering Wounds

This unit's wounds - if it is a living creature - cannot be cured through healing, regeneration or first aid.

 

/355 Cause Putrefaction

Effect duration: %d. The wounds of the enemy this unit strikes cannot be healed as long as the effect of the curse lasts. The curse remains active for several turns. An enemy's resistance reduces its duration. Rotting Wounds spread to nearby units, at the beginning of the turn. Units infected by an ally are not contagious.

 

/356 Flaming Blade

This unit ignites the enemies it attacks in melee, making them lose %d hit points per turn for 3 turns.

 

/357 Flaming Arrows

This unit ignites the target with its shots, making it lose %d hit points per turn for 3 turns.

 

/358 Scorching

This unit emits such heat that any melee attack against it will ignite and burn the attacker, inflicting %d points of damage.

 

/359 Immunity to Bleeding

This unit does not bleed when wounded.

 

/360 Sniper Shot

Special skill that allows this unit to fully concentrate on shooting. The unit's speed becomes equal to 1, it will expend %d stamina and its shooting range is increased by one. If the unit has Precise Shot, the ranged attack value for this shot will be doubled.

 

/361 Powerful Shot

Stamina consumption: %d. The unit can perform a ranged attack inflicting 50% more damage at the expense of some stamina.

 

/362 Chain Lightning

The shot uses up additional ammo: %d. The shot also spends Stamina: %d. This unit can use a special shot, which damages not only the target, but also up to three enemy units in a row. At the cost of extra ammo and Stamina.

 

/363 Explosive Weapon

The unit uses special ammo that deals 50% splash damage to all creatures around the target.

 

/364 Cannot Cast

This unit cannot cast spells from his spell book.

 

/365 Skillful Spellcaster

This unit can cast spells while spending %d less stamina points.

 

/366 Warp Spell

This unit can cast the "Warp" spell, moving the target unit to a free tile. Ammo units consumed by casting: %d.

 

/367 Darkness Surge

Anyone who attacks this unit in melee, gets subjected to the cumulative effects of the Darkness Surge spell: the unit loses 4 hit points and 2 points of stamina and morale each turn for three turns. Duration increases with the caster's Concentration. Ignores magic resistance. Has no effect on the Undead and Mechanical units.

 

/368 Storm Shadow

Anyone who attacks the unit in melee, gets subjected to the cumulative effects of the Storm Shadow spell, including all units adjacent to it: the unit loses 4 hit points and 2 points of stamina and morale each turn for three turns. Duration increases with the caster's Concentration. Ignores magic resistance. Has no effect on the Undead and Mechanical units.

 

/369 Cocoon of Darkness Spell

This unit can cast the Cocoon of Darkness spell, granting incorporeality and thus increasing the defense of a friendly or enemy unit, but reducing its resistance and preventing it from shooting and casting spells. Ammo units consumed by casting: %d.

 

/370 Wounding Spikes

Anyone who attacks the unit in melee, is wounded and loses blood and %d hit points per turn for 2 turns. If the health of the enemy is half of its maximum or less, bleeding will last for 4 turns. The regeneration ability halves the bleeding's duration. No effect on incorporeal enemies.

 

/371 Astral Schism Spell

This unit can cast the Astral Schism spell, reducing the resistance of the enemy by half. Resistance has almost no protection against this spell. Ammo units consumed by casting: %d.

 

/372 Summon Hnara Spell

This unit can cast the Summon Hnara spell, summoning a hnara to a tile adjacent to the summoner. Ammo units consumed by casting: %d.

 

/373 Miracle Spell

This unit can cast the Miracle spell, healing friendly units within 1 tile and causing damage to enemies which are nearby. Ammo units consumed by casting: %d.

 

/374 Fix

This unit has the special ability to repair a friendly mechanical unit within shooting range. Restores %d of health, and reduces the duration of damaging effects on armor and weapons. The repair expends 1 ammo unit. Out of combat the hit points restoration rate for all mechanical units in the party is increased when a repairer is present. Increases siege time, if the unit is in a garrison under siege. This ability only works on Mechanical units.

 

/375 Mobility Spell

This unit can cast the Mobility spell, increasing the speed of a friendly mechanical unit by 1 for 1 turn. Ammo units consumed by casting: %d.

 

/376 Enchanted Fang Spell

This unit can cast the Enchanted Fang spell, which increases an allied animal's Attack attributes, with magic damage. Ammo units consumed by casting: %d.

 

/377 Reload Spell

This unit can cast the Reload spell, restoring a friendly mechanical unit with 1 ammo. Ammo units consumed by casting: %d.

 

/378 Summon Wolves Spell

Unit can cast "Summon Wolves", which summons two wolves plus one per unit rank on tiles adjacent to the unit. Ammo units consumed by casting: %d.

 

/379 Summon Dire Bear Spell

This unit can cast the Summon Dire Bear spell, summoning a dire bear to an adjacent tile. Ammo units consumed by casting: %d.

 

/380 Supplier

All adjacent friendly units at rest recover %d health and stamina. Effect is cumulative with a unit's First Aid / Recuperation. Has no effect on the supplier himself.

 

/381 Test of Faith Spell

This unit can cast the Test of Faith spell, temporarily restoring hit points and stamina to a friendly unit, granting it Smite Evil and instantly replenishing one ammo. Ammo units consumed by casting: %d.

 

/382 Summon Icarus Spell

This unit can cast the Summon Icarus spell, summoning an Alkari warrior to a tile adjacent to the summoner. Ammo units consumed by casting: %d.

 

/383 Summon Stalker Spell

This unit can cast the Summon Stalker spell, summoning an Alkari hunter to a tile adjacent to the summoner. Ammo units consumed by casting: %d.

 

/384 Summon Luminary Spell

This unit can cast the Summon Luminary spell, summoning a Luminary to a tile adjacent to the summoner. Ammo units consumed by casting: %d.

 

/385 Soul Trap Spell

This unit can cast the Soul Trap spell, creating a soul taken from corpses on the battlefield. Ammo units consumed by casting: %d.

 

/386 Strike of Pain Spell

This unit can cast the Strike of Pain spell, inflicting the enemy with damage to health, stamina and morale. Ammo units consumed by casting: %d.

 

/387 Death Bell Spell

This unit can cast the Death Bell spell, increasing the health, stamina and morale of friendly units. Ammo units consumed by casting: %d.

 

/388 Shield Bash

A special ability allowing the unit, at the cost of some Stamina, to strike with his shield instead of his weapon. The unit does not deal damage, and the enemy will not suffer the effects of regular attacks, but the blow stuns him, reducing his Stamina by %d. The enemy does not counterattack.

 

/389 Concoction Spell

This unit can cast the Concoction spell, temporarily increasing a friendly creature's Attack, Defense and Ranged Defense, and granting the Necrophage ability, but also causing health loss. Ammo units consumed by casting: %d.

 

/390 Gas Bomb

Instead of its usual shot the unit can use a shell with poisonous gas, poisoning all living creatures within 1 tile of the target. This shot expends 4 units of stamina. Damage to all creatures is applied like a normal shot. The poison gas causes %d damage each turn.

 

/391 Cause Leprosy

Whenever the unit inflicts melee damage to an enemy, it infects the target with a disease. Target's Attack and Resistance attributes are reduced by 2, and loses 2 morale points each turn.

 

/392 Magic Spark

When the unit dies, all adjacent enemy units will be affected by a Magic Spark spell.

 

/393 Fever Carrier

This unit can cast the Fever Carrier spell, which grants an ally Interception and the ability to transmit Fever in melee, at the cost of some health each turn. Ammo units consumed by casting: %d.

 

/394 Atrophy Carrier

This unit can cast the Atrophy Carrier spell, which grants an ally First Strike and the ability to transmit Atrophy in melee, at the cost of some stamina each turn. Ammo units consumed by casting: %d.

 

/395 Leprosy Carrier

This unit can cast the Leprosy Carrier spell, which grants an ally Agility and the ability to transmit Leprosy in melee, at the cost of some morale each turn. Ammo units consumed by casting: %d.

 

/396 Summon Rat Spell

This unit can cast the Summon Rat spell, summoning a Giant Rat to a tile adjacent to the summoner. Ammo units consumed by casting: %d.

 

/397 Fever Hotbed

This unit can cast the Fever Hotbed spell, which grants every ally within 1 tile Interception and the ability to transmit Fever in melee, at the cost of some health each turn. When the infected unit dies, all adjacent enemy units are infected. Ammo units consumed by casting: %d.

 

/398 Battle Cry Spell

This unit can cast the Battle Cry spell, restoring a friendly unit's morale and stamina. Ammo units consumed by casting: %d.

 

/399 Atrophy Hotbed

This unit can cast the Atrophy Hotbed spell, which grants every ally within 1 tile First Strike and the ability to transmit Atrophy in melee, at the cost of some stamina each turn. When the infected unit dies, all adjacent enemy units are infected. Ammo units consumed by casting: %d.

 

/400 Leprosy Hotbed

This unit can cast the Leprosy Hotbed spell, which grants every ally within 1 tile Agility and the ability to transmit Leprosy in melee, at the cost of some morale each turn. When the infected unit dies, all adjacent enemy units are infected. Ammo units consumed by casting: %d.

 

/401 Curse Spell

This unit can cast the Curse spell, reducing the target's Attacks. Ammo units consumed by casting: %d.

 

/402 Self-control

Ammo restored: %d. If the unit has the "Magic Shot" ability or is a Spellcaster, it will recover ammo each turn.

 

/403 Dark Replenishment

Having killed an enemy in melee, the unit replenishes %d ammo.

 

/404 Hunter of Undead

Value: %d. This unit can inflict additional damage to undead creatures (the higher the level, the higher the extra damage).

 

/405 Hunter of Demons

Value: %d. This unit can inflict additional damage to demons (the higher the level, the higher the extra damage).

 

/406 Stone Crust Spell

This unit can use ammo to cast the Stone Crust spell at will: it covers the enemy unit in an airtight crust for 4 turns, immobilizing it and making it lose 4 hit points per turn; armor is increased by 4 and resistance by 2. The spell has no effect on tireless creatures and those immune to pain, and resistance significantly reduces the duration of the spell. Using these arrows the unit expends 2 additional stamina points.

 

/407 Shadow Form Spell

Guardsmen can cast this Shadow Form spell to give them special powers: The unit becomes incorporeal and gets agility, Bloodlust 2, Magic Strike and is now able to inflict a Crushing Blow, ignoring half of the enemy's resistance to the attack. Its resistance is reduced by half and it loses 3 morale points each turn. The unit loses the ability First Strike and Vigilance.

 

/408 Pestilence Spell

This unit can cast the Pestilence spell, infecting all enemy creatures with a disease. Ammo units consumed by casting: %d.

 

/409 Scavenger

After combat this unit can search enemies, increasing the income of trophies by %d%.

 

/410 Shadow Form Spell

Darkness Cravers can cast this Shadow Form spell to give them special powers: Shooting range is increased by 1, restores 3 stamina points and 1 ammo each turn. The unit becomes incorporeal, gets Bloodlust 2 and Double Shot, and each shot reduces the target's resistance. The unit's resistance is reduced by half, it loses 2 morale points each turn and it cannot cast spells.

 

/411 Blind Faith Spell

This unit can cast the Blind Faith spell, reducing all types of a unit's attack to zero, but granting it Smite Evil (10). Ammo units consumed by casting: %d.

 

/412 Poison Rain Spell

This unit can cast the Poison Rain spell, weakly but permanently poisoning all living creatures within 2 tiles. Ammo units consumed by casting: %d.

 

/413 Dark Dominion

Value: %d. This unit deals extra damage to enemies serving the Light.

 

/414 Web Immunity

It's impossible to entangle the unit in a web.

 

/415 Petrification Immunity

Petrification spells have no effect on the unit.

 

/416 Entanglement Immunity

It's impossible to entangle the unit in roots.

 

/417 Summon Imp Spell

This unit can cast the Summon Imp spell, summoning an imp to an adjacent tile. Ammo units consumed by casting: %d.

 

/418 Summon Spawn Spell

This unit can cast the Summon Spawn spell, summoning a spawn to a tile adjacent to the summoner. Ammo units consumed by casting: %d.

 

/419 Summon Fiend Spell

This unit can cast the Summon Fiend spell, summoning a fiend to an adjacent tile. Ammo units consumed by casting: %d.

 

/420 Summon Hellhound Spell

This unit can cast the Summon Hellhound spell, summoning a hellhound to an adjacent tile. Ammo units consumed by casting: %d.

 

/421 Summon Fiend Lord Spell

This unit can cast the Summon Fiend Lord spell, summoning a Fiend Lord to a tile adjacent to the summoner. Ammo units consumed by casting: %d.

 

/422 Summon Cerberus Spell

This unit can cast the Summon Cerberus spell, summoning a Cerberus to a tile adjacent to the summoner. Ammo units consumed by casting: %d.

 

/423 Summon Succubus Spell

This unit can cast the Summon Succubus spell, summoning a Succubus to a tile adjacent to the summoner. Ammo units consumed by casting: %d.

 

/424 Summon Demon Spell

This unit can cast the Summon Demon spell, summoning a Demon to an adjacent tile. Ammo units consumed by casting: %d.

 

/425 Summon Destroyer Spell

This unit can cast the Summon Destroyer spell, summoning a Destroyer to a tile adjacent to the summoner. Ammo units consumed by casting: %d.

 

/426 Summon Devil Spell

This unit can cast the Summon Devil Spell, summoning a Devil to a tile adjacent to the summoner. Ammo units consumed by casting: %d.

 

/427 Black Blood Spell

A Lizardman Archer can cast the Black Blood spell on himself, increasing his poisonous melee and ranged attack by 3, but making him lose 3 hit points each turn.

 

/428 Healing Circle Spell

This unit can cast the "Healing Circle" spell, healing the caster and all friendly units around it for 4 HP. Ammo units consumed by casting: %d.

 

/429 Incorporeal

This being has no physical body. The following spells have no effect: Magic Armor, Phantom Form, Stone Skin, Armor Break, Trap, Snare, Head Wind, Undead Recovery, Dissolve Armor, Cocoon of Darkness, Gaseous Form, and Rune Magic.

 

/430 Gaseous Form Spell

A vampire can cast the Gaseous Form spell on itself, greatly reducing attack and counter-attack, and significantly increasing both defense attributes and granting fast regeneration.

 

/431 Dash Spell

This unit can cast the "Dash" spell, giving a friendly unit another turn. Ammo units consumed by casting: %d.

 

/432 Scorn Spell

This unit can cast the "Scorn" spell, reducing the counterattack, defense and ranged defense of friendly or enemy creatures, but increasing their attack. Ammo units consumed by casting: %d.

 

/433 Hero's Ballad Spell

This unit can cast the "Hero's Ballad" spell, restoring stamina and morale to all friendly units. Ammo units consumed by casting: %d.

 

/434 Rune Armor Spell

This unit can cast the "Rune Armor" spell, increasing the armor of friendly units within 1 tile around the caster. Ammo units consumed by casting: %d.

 

/435 Rune Weapon Spell

This unit can cast the "Rune Weapon" spell, increasing all types of Attack of allies within 1 tile around the caster. Ammo units consumed by casting: %d.

 

/436 Rune Amulet Spell

This unit can cast the "Rune Amulet" spell, increasing the resistance of friendly units within 1 tile around the caster. Ammo units consumed by casting: %d.

 

/437 Caustic Mixture Spell

Each shot of the alchemist casts the Caustic Mixture spell: For 4 turns, the enemy's Defense and Ranged Defense are reduced by 3, while the acid deals 3 HP damage each turn. The spell is not cumulative, does not work on incorporeal creatures, and Spell Immunity and Spell Resistance do not apply.

 

/438 Chilling Touch

Chilling touch immobilizes any living creature for 3 turns, ignoring magic immunity and almost ignoring resistance to magic spells. When the unit is out of ammo, the ability does not work.

 

/439 Phantom Form

Oinor's staff causes its enemies to become partially illusory and thus unable to do any damage.

 

/440 Dissolve Armor

Garros' Blade makes the front of the enemy's armor thinner.

 

/441 Reincarnation

Returns as a %s. After it dies, a unit with this ability will return to life in a different body.

 

/442 Shadow Form Spell

A Darkness Chosen can cast this Shadow Form spell to give it special powers: The unit's spell duration is increased by 2, its summoning power by 6 and its resistance negation by 2. The Darkness Chosen becomes incorporeal and replenishes 1 ammo each turn. Its resistance is reduced by half and it can no longer shoot.

 

/443 Necrosurge Spell

This unit can cast the Necrosurge spell, instantly restoring 3 hit points to all undead creatures within 1 tile. Ammo units consumed by casting: %d.

 

/444 Word of the Lord Spell

Increases Undead allies' Attack and Counterattack by 2 - Defense, Ranged Defense, and Resistance by 1. Lasts 4 turns. Ammo units consumed by casting: %d.

 

/445 Hunter's Net

Instead of the usual shot the unit casts a hunter's net: Immobilizes the target for 3 turns, but increases its defenses. The entangled target cannot fight. The stronger the enemy, the faster he will get rid of the net. Using the hunter's net, the unit expends 1 additional stamina point.

 

/446 Mental Support Spell

This unit can cast the Mental Support spell, temporarily increasing the summoning power of all friendly Alkari by 4. Ammo units consumed by casting: %d.

 

/447 Mental Duel Spell

This unit can cast the Mental Duel spell, reducing an enemy's magical abilities. Ammo units consumed by casting: %d.

 

/448 Mental Sermon Spell

This unit can cast the Mental Sermon spell, restoring health and stamina of all Alkari allies each turn and granting them Smite Evil. Ammo units consumed by casting: %d.

 

/449 Mental Resonance Spell

This unit can cast the Mental Resonance spell, greatly increasing the magical abilities of a friendly unit and giving it another turn. Ammo units consumed by casting: %d.

 

/450 Act of Faith Spell

This unit can cast the Act of Faith spell, causing 70 points of damage to the caster, but granting Reincarnation, Immunity to Pain and strong Smite Evil to all friendly Alkari. Ammo units consumed by casting: %d.

 

/451 Summon Arisen Spell

This unit can cast the Summon Arisen spell, summoning an Arisen Luminary, a mighty Alkali warrior, to a tile adjacent to the summoner. Ammo units consumed by casting: %d.

 

/452 Summon Keeper Spell

This unit can cast the Summon Keeper spell, summoning a Memory Keeper, a strong spellcasting Alkari warrior, to a tile adjacent to the summoner. Ammo units consumed by casting: %d.

 

/453 Mental Shadow Spell

This unit can cast the Mental Shadow spell, reducing the magical abilities of all enemies. Ammo units consumed by casting: %d.

 

/454 Frenzy

Special ability allowing a unit to spend 2 additional stamina points to deal melee damage to an enemy, while restoring %d hit points. Health restored cannot be greater than the damage dealt.

 

/455 Crippling Shot

With its shot the unit is able to reduce an enemy's speed by 1 for %d turns. If no damage is dealt, the effect does not trigger. No effect on incorporeal enemies.

 

/456 Overwhelming Force

The target's defense is effectively halved against this unit's shots or strikes.

 

/457 Surge of Strength

This unit restores %d stamina points per turn.

 

/458 Shield Wall

A special ability that allows the unit to increase their defense and ranged defense by %d and have vigilance until the next turn. The unit's attack is reduced by %d.

 

/459 Life Leech

When using Magic Shot on the enemy, the unit restores hit points equal to %d% of the damage dealt.

 

/460 Stunning Shot

Each shot reduces the target's stamina by %d, unless the attack does no damage - then only by %d. No effect on incorporeal enemies.

 

/461 Intimidating Shot

Each of the unit's attacks reduces the target's morale by %d.

 

/462 Wounding Strike

The unit wounds the enemies it attacks in melee, making them lose blood and %d hit points per turn for 2 turns. If the health of the enemy is half of its maximum or less, bleeding will last for 4 turns. The regeneration ability halves the bleeding's duration. No effect on incorporeal enemies.

 

/463 Wounding Shot

The unit wounds the enemies it shoots at, making them lose blood and %d hit points per turn for 2 turns. If the health of the enemy is half of its maximum or less, bleeding will last for 4 turns. The regeneration ability halves the bleeding's duration. No effect on incorporeal enemies.

 

/464 Enchanted Blade

The unit's melee attacks inflict %d points of magical damage on the enemy in addition to physical damage.

 

/465 Bloodlust

Damage received increases unit's morale by %d. Also, killing an enemy in melee attack boosts the morale of the unit by an additional %d. When killing by a counterattack or a ranged attack, the unit receives only half of this value.

 

/466 Damaged Aura

Melee attacks reduce the enemy's Resistance by 1 - no effect on mechanical units and golems. The effect lasts for 3 turns.

 

/467 Astral Ammo

Effect duration - %d. Ranged attacks reduce the enemy's Resistance by 1 - no effect on mechanical units and golems.

 

/468 Vigilance

Vigilance allows the unit to counterattack even against an agile enemy's melee attack.

 

/469 Skillful Diplomat

The hero's Diplomacy skill is considered %d points higher.

 

/470 Stone Statue Spell

Unit can cast the Stone Statue spell on itself, turning into a regular stone statue capable of restoring health for 3 turns. In this state its armor and resistance are increased by 3.

 

/471 Raise Skeleton of Doom Spell

This unit can cast the Raise Skeleton of Doom spell, creating a Skeleton of Doom from a slain enemy's corpse. Ammo units consumed by casting: %d.

 

/472 Switch Weapon

This unit is able to use additional enchanted weapons. When it attacks with this weapon, it casts the spell "%s" upon the enemy (if it is able to influence the creature). The attacker will spend an additional %d stamina.

 

/473 Switch Ammo

The unit can switch to different and enchanted ammunition. When it attacks with this ammunition, it casts the spell "%s" upon the enemy (if it is able to influence the creature). The attacker will spend an additional %d stamina.

 

/474 Reincarnation Spell

This unit can cast the Reincarnation spell, immediately resurrecting a friendly unit in the event of its death. Ammo units consumed by casting: %d.

 

/475 Armageddon

The Armageddon's Blade, a powerful relic, allows the unit to use the Armageddon spell at will without harming its own allies. Such use of the blade usually leads to consequences for its owner.

 

/476 Dark Balance Spell

This unit can cast the Dark balance spell, increasing a friendly unit's resistance and its morale by 2 each turn. Ammo units consumed by casting: %d.

 

/477 Blood Shadow Spell

This unit can cast the Blood Shadow spell, increasing spell casting strength and duration by 1 in exchange for some of the caster's health and instantly replenishing 2 ammo. Ammo units consumed by casting: %d.

 

/478 Summon Slave Spell

This unit can cast the Summon Slave spell, summoning a kobold slave to a tile adjacent to the summoner. Ammo units consumed by casting: %d.

 

/479 Stimulus Spell

This unit can cast the Stimulus spell, causing several kobold slaves to act again. Increases their speed by 1 until end of turn. Ammo units consumed by casting: %d.

 

/480 Shadow Form Spell

Hunters can cast this Shadow Form spell to give them special powers: In this state, Terrain Knowledge is increased by 4 and Speed by 1. The unit may make an enhanced shot and wounds left by this crippling shot take 3 turns longer to heal. The unit becomes incorporeal, receives Bloodlust 2, and recovers 2 stamina points each turn. Its resistance is reduced by half and it loses 2 morale points each turn. The unit's shooting range is reduced by 2.

 

/481 Trembling Shadow Spell

This unit can cast the Trembling Shadow spell, reducing an enemy unit's ranged attack and slightly reducing morale. Ammo units consumed by casting: %d.

 

/482 Shadow Dance Spell

This unit can cast the Shadow Dance spell, reducing the ranged attack of all enemy units and slightly reducing their morale. Ammo units consumed by casting: %d.

 

/483 Pike Wall

If the unit attacks a charging enemy, it deals extra damage based on the enemy's charging distance. This unit always strikes first against charging enemies.

 

/484 Interception

If an ally in an adjacent tile is attacked by an enemy, the unit takes the blow instead of the ally.

 

/485 Ghost Wrath

Unit loses %d HP each turn. The unit's Spellpower and Spell Duration are increased by 1, Summoning Power by 3.

 

/486 Mass Bloodlust

Skill Level: %d. Nearby allies receive Bloodlust 2, and Intimidation 1, as long as they remain close.

 

/487 Mass Bloodlust

Skill Level: %d. Nearby allies receive Bloodlust 2, Intimidation 1, and Intimidating Shot 1, as long as they remain close.

 

/488 Mass Bloodlust

Skill Level: %d. Nearby allies receive Bloodlust 4, Intimidation 2, and Intimidating Shot 1, as long as they remain close.

 

/489 Mass Combustion

Skill Level: %d. Nearby allies receive Flaming Blade 1, and Flaming Arrows 1, and are immune to fire, as long as they remain close.

 

/490 Mass Combustion

Skill Level: %d. Nearby allies receive Flaming Blade 2, and Flaming Arrows 2, and are immune to fire, as long as they remain close.

 

/491 Mass Combustion

Skill Level: %d. Nearby allies receive Flaming Blade 3, and Flaming Arrows 3, and are immune to fire, as long as they remain close.

 

/492 Mass Vampirism

Skill Level: %d. Nearby allies receive Bloodsucker 35, as long as they remain close.

 

/493 Mass Vampirism

Skill Level: %d. Nearby allies receive Bloodsucker 65, as long as they remain close.

 

/494 Mass Vampirism

Skill Level: %d. Nearby allies receive Bloodsucker 100, as long as they remain close.

 

/495 Earth Totem Spell

The unit can cast the "Earth Totem" spell, which summons an Earth Totem in an adjacent tile. Ammo units consumed by casting: %d.

 

/496 Rage Totem Spell

The unit can cast the "Rage Totem" spell, which summons a Rage Totem in an adjacent tile. The caster loses 2 hit points. Ammo units consumed by casting: %d.

 

/497 Fire Totem Spell

The unit can cast the "Fire Totem" spell, which summons a Fire Totem in an adjacent tile. Ammo units consumed by casting: %d.

 

/498 Blood Totem Spell

The unit can cast the "Blood Totem" spell, which summons a Blood Totem in an adjacent tile. Ammo units consumed by casting: %d.

 

/499 Elemental Strength Spell

The unit can cast the "Elemental Strength" spell, which damages allied Elementals for 3 HP, but increases Spell Power and Duration by 1, Summoning Power by 3. Ammo units consumed by casting: %d.

 

/500 Summoning Range

Increases the Summoning Range of creatures by %d.

 

/501 Summon Fire Elemental Spell

This unit can cast the Summon Fire Elemental spell, summoning a Fire Elemental to an adjacent tile. Caster loses 50 hit points. Ammo units consumed by casting: %d.

 

/502 Mass Bloodlust

Skill Level: %d. Nearby allies receive Bloodlust 4, Intimidation 2, and Intimidating Shot 2, as long as they remain close.

 

/503 Alertness

Each blow increases the unit's Defense by %d until the next turn.

 

/504 Orc Commander

Orc Leader and all adjacent units receive Armorpiercing Strike.

 

/505 Vitality

Outside battle, unit heals %d% faster.

 

/506 Lifeblood

Skill Level: %d. Nearby allies receive Regeneration 1, as long as they remain close.

 

/507 Lifeblood

Skill Level: %d. Nearby allies receive Regeneration 1 and Surge of Strength 1, as long as they remain close.

 

/508 Lifeblood

Skill Level: %d. Nearby allies receive Regeneration 2 and Surge of Strength 1, as long as they remain close.

 

/509 Lifeblood

Skill Level: %d. Nearby allies receive Regeneration 3 and Surge of Strength 2, as long as they remain close.

 

/510 Armor of Faith

Damage dealt by Undead and Demons is reduced by %d%. Bonuses for Armor of Faith and Heavenly Armor (if any) stack. Armor of Faith only works when a unit's Morale is above 10. Each time it triggers, Morale is reduced based on the attacker's power, but also, triggering it prevents the effects of other types of Intimidation. With Ranged Dfefense, Morale decreases less.

 

/511 Panic

Stamina consumption: %d. The unit can, at the cost of extra stamina, retreat faster towards its edge of the battlefield, and desert. When in effect, the unit's morale decreases by 1.

 

/512 Trap

Creatures falling in a Trap lose 10 HP, and will remain injured for 3 turns. A trap increases the cost of crossing the tile by 1.

 

/513 Snare

Creatures caught in a Snare lose 5 stamina, and cannot deal any damage until the next turn.

 

/514 Hornet's Nest

Any living creature careless enough to poke a Hornet's Nest will have to face the spiteful insects. Unit loses 4 HP and 2 Stamina each turn, and suffers from Itch.

 

/515 Itch

As long as a living creature itches, it does not receive the benefits of Rest and Self-control. The following abilities are disabled: Recuperation, First Aid, Meditation, Self-control.

 

/516 Prod Spell

This unit can cast the Prod spell, which grants an allied animal another turn. Ammo units consumed by casting: %d.

 

/517 Subdue Beast Spell

This unit can cast the Subdue Beast spell, to take control of an enemy animal temporarily. Ammo units consumed by casting: %d.

 

/518 Hit and Run

A special ability which allows a unit, at the cost of extra stamina, to return to the tile it started from before the attack. Be wary of abilities Roots and Crippling Strike: if an enemy counterattacks with either of them, the ability will fail!

 

/519 Backstab

With Backstab, a unit deals %d additional damage. An attack is considered a backstab when an ally stands in the opposite tile. A successful backstab increases the unit's morale.

 

/520 Rat Swarm Spell

This unit can cast the Summon Rat Swarm spell, which summons six giant rats in an adjacent tile. Ammo units consumed by casting: %d.

 

/521 Vexillary

Nearby allies receive Interception, as long as they remain close.

 

/522 Cause Fever

When dealing raned damage, this unit infects the enemy with Fever. Infected unit's attributes are all decreased by 1, and it loses 1 stamina each turn.

 

/523 Cause Atrophy

When dealing ranged damage, this unit infects the enemy with Atrophy. Infected unit's Attack attributes are reduced by 3 and Speed by 1, and it loses 2 Stamina each turn.

 

/524 Restore Ammo

By eating a corpse, the unit recovers some ammo (0-%d).

 

/525 Heavy Armor

The unit's armor is so heavy that just moving costs %d stamina.

 

/526 Dodge

Every shot at the unit increases its Ranged Defense by %d until the end of the next turn.

 

/527 Acid

This unit can use ammo to cast the Acid spell at will: target takes 15 HP damage, and their Armor is reduced by 2. The spell lasts 3 turns, armor partially protects from the effects of Acid. Spell Immunity and Resistance offer no protection. Using these projectiles costs 3 additional stamina points.

 

/528 Gobble

If an enemy, a living creature but not a giant, has less than %d health left, the unit can swallow it whole. Unit's Speed is reduced by 1, and recovers %d HP each turn, while the swallowed enemy loses as much. If the unit dies before digestion is complete, it will perish forever, and the swallowed enemy will be able to escape. Once a swallowed unit has been digested, it can no longer be resurrected. It is not possible to swallow multiple units, enemy must be fully digested before unit may swallow another unit. To use the ability, unit must have more than 3 Stamina.

 

/529 Forest Protection Spell

Unit can cast the Forest Protection spell on itself, increasing by 2 Defense and Ranged Defense of all nearby allies.

 

/530 Forest Might Spell

This unit can cast the Forest Might spell on himself, increasing by 2 all types of Attack and Armor of all allies nearby.

 

/531 Forest Blessing Spell

This unit can cast the Forest Blessing spell on himself, increasing by 2 all types of Attack and Armor of all allies nearby, and also enabling them to recover additional health and stamina when resting.

 

/532 Improved Charm Spell

This unit can cast the Improved Charm spell, which increases the duration of positive spells on an ally, or negative spells on an enemy by 2. Also heals summoned creatures, restoring 10 HP. Ammo units consumed by casting: %d.

 

/533 Path of Power

This unit chose the Path of Power, and is able to transform into Grunas - a powerful, heavy beast with tremendous strength and endurance.

 

/534 Path of Agility

This unit chose the Path of Agility, and is able to transform into a Hippogryph - a flying beast.

 

/535 Path of Fire

This unit chose the Path of Fire. They gained the ability Flaming Arrows 2.

 

/536 Path of Wind

This unit chose the Path of Wind. His Ranged Attack and Shooting Range have been increased by 1.

 

/537 Path of Water

This unit chose the Path of Water, and they are able to strike their enemies from the distance. Ranged Attack is increased by 10, Range by 5, unit receives the ability Magic Shot.

 

/538 Path of Earth

This unit chose the Path of Earth, and can use this power to cast spells and summon beasts. Summoning Power increased by 6, Summoning Range by 2. Unit can summon a wolf. In the future, it will be able to learn other spells.

 

/539 Bear Form Spell

Unit can cast the Bear Form spell, which turns an ally into a Dire Bear. Ammo units consumed by casting: %d.

 

/540 Mass Improved Charm Spell

Unit can cast the Mass Improved Charm spell, which increases the duration of positive spells on all allies, or negative spells on all enemies by 3. Also reduces the duration of negative spells on an ally, or positive spells on an enemy by 1. Ammo units consumed by casting: %d.

 

/541 Path of the Sun

Unit chose the Path of the Sun, and is significantly deadlier against his enemies from a distance. Ranged Attack is increased by 8, Range by 1, unit receives the ability Energy Control 3.

 

/542 Path of the Stars

Unit chose the Path of the Stars, and can use his strngth to create powerful spells. In the future, unit will be able to study other spells.

 

/543 Path of Life

Unit chose the Path of Life. Health is increased by 4, First Aid by 2.

 

/544 Path of Tenacity

Unit chose the Path of Tenacity. Defense, Ranged Defense, and Recuperation are increased by 2.

 

/545 Path of the Warrior

Pathfinder chose Path of the Warrior. Ranged Attack is increased by 1, Precise Shot by 2.

 

/546 Path of the Hunter

Pathfinder chose Path of the Hunter. Unit's gold and gem upkeep decreased by 40%. First Aid increased by 2.

 

/547 Path of the Hunter

Pathfinder chose Path of the Hunter. Unit's gold and gem upkeep decreased by 80%. First Aid increased by 2.

 

/548 Spiritual Link Spell

Unit can cast the Spiritual Link spell, which allows sharing the Stamina cost of spells cast by the enchanted creature. Additionally, resting the caster using Recuperation, and being the target of spells that restore Stamina, will also apply to the enchanted unit. Ammo units consumed by casting: %d.

 

/549 Life Bond Spell

Unit can cast the Life Bond spell, which allows sharing the damage between the caster and the enchanted creature. Additionally, resting the caster using First Aid, and being the target of spells that restore Health, will also apply to the enchanted unit. Ammo units consumed by casting: %d.

 

/550 Decreased Upkeep

Unit's gold and gem upkeep decreased by %d%.

 

/551 Soul Sipping Spell

This unit can cast the Soul Sipping spell, which deals damage to all enemies around the caster, and heals his own wounds. Ammo units consumed by casting: %d.

 

/552 Bane of Mortals

Unit deals double damage to all mortal creatures in melee, and 1.5x from range.

 

/553 Bane of Undead

Unit deals double damage to all Undead in melee, and 1.5x from range.

 

/554 Bane of Demons

Unit deals double damage to all Demons in melee, and 1.5x from range.

 

/555 Decreased Upkeep

Mercenary premium is reduced by %d%.

 

/556 Wizard Mastery

Unit can use a spell ability on himself without spending a turn for it. When using the ability, Speed will be reduced.

 

/557 Mobility

Unit does not expend extra Stamina when attacking after moving.

 

/558 Heavenly Armor

Damage dealt to unit by creatures with negative karma is reduced by 10-30% (depending on their karma) Bonuses for Heavenly Armor and Armor of Faith (if any) stack. Heavenly Armor only works when a unit's Morale is above 10. Each time it triggers, Morale is reduced based on the attacker's power, but also, triggering it prevents the effects of other types of Intimidation. With Ranged Dfefense, Morale decreases less.

 

/559 Cursed Armor

Damage dealt to unit by creatures with positive karma is reduced by 10-30% (depending on their karma) Cursed Armor only works when unit's Morale is above 10. Each time it triggers, Morale is reduced based on the attacker's power, but also, triggering it prevents the effects of other types of Intimidation. With Ranged Dfefense, Morale decreases less.

 

/560 Commander

With this unit alive, all allies on the battlefield receive +%d to all types of Attack and Defense.

 

/561 Commander

With this unit alive, all allies on the battlefield receive +%d to Attack.

 

/562 Commander

With this unit alive, all allies on the battlefield receive +%d to Counterattack.

 

/563 Commander

With this unit alive, all allies on the battlefield receive +%d to Defense.

 

/564 Commander

With this unit alive, all allies on the battlefield receive +%d to Ranged Defense.

 

/565 Commander

With this unit alive, all allies on the battlefield receive +%d to Resistance.

 

/566 Commander

With this unit alive, all allies on the battlefield receive +%d to Ranged Attack.

 

/567 Blacksmith

Every turn, the hero repairs his own equipment, restoring +%d Durability to all items.

 

/568 Doctor

Units in the hero's party heal %d% faster.

 

/569 Authority

Units with negative karma in the hero's party receive an extra +%d Morale.

 

/570 Leader

Units with positive karma in the hero's party receive an extra +%d Morale.

 

/571 Inspired

Hero always starts battle with increased Morale.

 

/572 Magic Shield

Nearby allies receive +%d Resistance.

 

/573 Saboteur

Hero's sabotage power increased by %d.

 

/574 Spark

Each turn, unit may electrocute one random enemy unit nearby. If there are no enemies nearby, the ability cannot be used.

 

/575 Blast

When the unit dies, all nearby creatures will sustain a Blast spell.

 

/576 Mass Grounding Spell

Unit can cast Mass Grounding, which makes all allies immune to spells dealing electric damage, and increases Resistance by 1. Ammo units consumed by casting: %d.

 

/577 Mass Cold Immunity Spell

Unit can cast Mass Cold Immunity, which makes all allies immune to cold, and increases Defense by 1. Ammo units consumed by casting: %d.

 

/578 Gnoll Might

Gnoll's Attack increased by %d. In addition, every time another Gnoll, or any creature with this ability, dies on the battlefield, one of the remaining Gnolls absorbs their Gnoll Might ability. If the unit has Rebirth, each ability level increases the power of the new creature.

 

/579 Summon Eagle Spell

Unit can cast Summon Eagle spell, to summon an Eagle next to the caster. Ammo units consumed by casting: %d.

 

/580 Lord of the Dead

Unit has power over Death itself. All Undead raised by the unit are his level or higher.

 

/581 Lord of Demons

Unit has power over Chaos itself. All Demons raised by the unit are his level or higher.

 

/582 Resistance to Fear

Unit is resistant to fear. They do not lose more than one point of Morale from abilities that reduce Morale.

 

/583 Summon Naiad Spell

Unit can cast the "Summon Naiad" spell, which summons a Naiad, a minor water spirit, to an adjacent tile. Ammo units consumed by casting: %d.

 

/584 Wolf Pack

Wolves attack as a pack, when given the opportunity. After a wolf has attacked and survived, wolves adjacent to it and its target, which have already completed their turn, also attack. This attack does not consume Stamina.

 

/585 Ranged Support

After a Centaur has shot, all adjacent Centaurs able to shoot who have already completed their turn, also fire an arrow at the target, if range and ammo allows, at the cost of two points of Stamina. Unit expends two points of Stamina during Ranged Support.

 

/586 Strength in Unity

After a Centaur has attacked and survived, other Centaurs are inspired to immediately attack the target. Centaurs must be adjacent to the unit and its target, be able to attack, and must have completed their turn by this point. This attack consumes one Stamina point.

 

/587 Ranged Support

After a Centaur has shot, all adjacent Centaurs able to shoot who have already completed their turn, also fire an arrow at the target, if range and ammo allows, at the cost of two points of Stamina. Unit expends one point of Stamina during Ranged Support.

 

/588 Tribe Power

Unit improves Attack and Counterattack of adjacent allies by %d. Bonuses from multiple similar buffs from different allies do not stack.

 

/589 Tribe Resilience

Unit improves Defense and Ranged Defense of adjacent allies by %d. Bonuses from multiple similar buffs from different allies do not stack.

 

/590 Tribe Marksmanship

Unit improves Ranged Attack of adjacent allies by %d. Bonuses from multiple similar buffs from different allies do not stack.

 

/591 Tribe Might

Unit improves Attack, Ranged Attack, Defense, Ranged Defense of adjacent allies by %d. Bonuses from multiple similar buffs from different allies do not stack.