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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.
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Value: %d.
The strength of the unit's melee attack. Determines the damage the unit inflicts on the enemies he strikes.
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Value: %d.
The power of the unit's retaliatory strike. Determines the damage the unit's counterattack inflicts on an enemy that attacked him.
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Value: %d.
The unit's defense against melee attacks. Decreases the damage received by the unit in melee.
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Value: %d.
The unit's defense against arrows and missiles. Decreases the damage received from enemy ranged units.
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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.
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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.
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Value: %d.
The power of the unit's shot. Determines the damage inflicted on a target by the unit's missile attack.
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Value: %d.
The maximum range of the unit's ranged attack or healing skill.
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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.
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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.
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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.
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Wounds have no impact on the unit's attack.
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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.
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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.
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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.
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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.
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The unit spends no stamina on any actions.
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The unit's morale does not decrease, but increases half as fast.
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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.
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The unit's stamina regain while resting is increased by %d.
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While resting, the unit recharges his magical ammo by %d.
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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.
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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.
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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.
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Agile units ignore the opponents' counterattacks while engaging them in melee. Agility allows evading roots faster.
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The unit's melee attack inflicts magic damage, which is only mitigated by the enemy's resistance, not its defense.
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The unit's ranged attack inflicts magic damage, which is only mitigated by the enemy's resistance, not its ranged defense.
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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.
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The unit is not affected by any spells.
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The unit can use a ranged attack to reduce the duration of enemy spells by %d.
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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.
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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.
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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.
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While resting, the unit regains %d more hit points. Speeds up hit points restoration when not in combat.
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The unit is unable to do anything.
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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.
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The unit is not able to attack or counterattack an enemy in melee.
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The target's defense is effectively halved against this unit's attacks. Not valid when attacking incorporeal enemies.
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Each blow reduces the target's stamina by %d (but only by %d if the attack deals no damage). No effect on incorporeal enemies.
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The unit poisons the enemies it attacks in melee, making them lose %d hit points per turn for 3 turns.
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The unit is not affected by poison.
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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.
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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.
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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.
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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.
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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.
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The unit recovers %d hit points per turn. Speeds up hit points restoration when not in combat.
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This special ability allows the unit to consume corpses, thus regaining up to %d hit points.
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When attacking an enemy in melee, the unit reduces the target's morale by %d.
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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.
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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.
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When the unit is attacked in melee for the first time during the current turn, its defense is increased by %d.
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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.
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Increases the speed with which enemy fortifications are destroyed by %d.
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The unit claims a portion of the trophies after a battle, reducing the looting income by %d%.
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Having killed an enemy in melee, the unit consumes its soul, restoring %d hit points.
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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.
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Stamina consumption: %d.
This special skill allows the unit to perform a melee strike inflicting 50% more damage at the cost of some stamina.
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The unit's ranged attacks inflict %d points of magical damage on the enemy in addition to physical damage.
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Value: %d.
The unit inflicts additional damage on enemies whose souls are tainted by evil.
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Changes the unit type.
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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.
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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.
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The unit attacks all enemies in adjacent tiles.
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Stamina consumption: %d.
This special ability allows the unit to attack all enemies in adjacent tiles at the cost of some stamina.
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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.
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Having struck an enemy in melee, the unit recovers %d% of the damage dealt as hit points.
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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.
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The unit's melee attacks are particularly accurate, ignoring up to %d of the enemy's defense. No effect on incorporeal enemies.
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The unit's ranged attacks are particularly accurate, ignoring up to %d of the enemy's ranged defense. No effect on incorporeal enemies.
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The unit poisons the target with its shots, making it lose %d hit points per turn for 3 turns.
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Whenever the unit inflicts melee damage to an enemy, it affects the target with the «Vulnerability» spell.
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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.
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Increases gold income by %d.
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Increases gem income by %d.
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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.
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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.
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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.
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The unit is unable to move.
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Increases the power of spells cast by %d.
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Increases the duration of spells cast by %d.
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Increases the Power of most summoned units by %d. If the summoned creature is Undead, Power only increases by %d.
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Decreases the spell target's resistance by %d.
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Increases the strength of undead risen by %d.
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The hero can change weapons in battle without spending a turn.
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Increases the level of the Scouting skill, and the effect of acts of Sabotage by %d.
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Increases the income from plundering the provinces by %d%.
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Decreases the cost of spellcasting by %d% gems.
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Can cast 2 spells per turn, if their levels combined is less than %d.
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Increases the gold rewards for quest completion by %d%.
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Increases experience gained by the troops by %d%.
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Increases experience gained by the hero by %d%.
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Increases the amount of gold and gems received by %d% when collecting trophies. Increases the chance of obtaining an item from a fallen enemy.
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Increases shooting strength by %d.
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Increases wand shooting strength by %d.
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Lowers the deterioration of weapons and armor by %d%.
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Value: %d.
Speeds up province exploration.
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The unit's gold upkeep is reduced by %d% and its gem upkeep by %d%.
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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.
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Value: %d.
In combat, the party whose commander's initiative is higher, moves first. When leaders have equal initiative, the attacker moves first.
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This unit was transformed into something else by a powerful spell.
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This unit was summoned by magic. When the battle is over, it will disappear. If the unit dies, its body disappears from the battlefield.
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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.
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This unit can cast the Vulnerability spell, reducing the target's defense and resistance.
Ammo units consumed by casting: %d.
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This unit can cast the Blast spell, which inflicts magic damage to several enemies.
Ammo units consumed by casting: %d.
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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.
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This unit can cast the Exorcism spell, which damages Demons and Undead, and briefly immobilizes them.
Ammo units consumed by casting: %d.
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This unit can cast the Air Shield Spell, increasing the target's ranged defense and resistance.
Ammo units consumed by casting: %d.
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This unit can cast the Fear spell, reducing the target's morale.
Ammo units consumed by casting: %d.
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This unit can cast the Raise Skeleton spell, creating a skeleton from a slain unit's corpse.
Ammo units consumed by casting: %d.
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This unit can cast the Inspiration spell, restoring some of the target's morale and stamina.
Ammo units consumed by casting: %d.
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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.
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This unit can cast the Dispel spell, dispelling enemy incantations and inflicting damage on summoned creatures.
Ammo units consumed by casting: %d.
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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.
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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.
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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.
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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.
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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.
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A guard contract is not placed into the hero's inventory. Instead, it is added to the list of guards available for hire.
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Building schematics are not placed into the hero's inventory. Instead, they are added to the list of buildings available for construction in provinces.
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This unit can cast the Astral Energy spell, restoring the target's stamina and increasing its resistance.
Ammo units consumed by casting: %d.
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This unit can cast the Raise Zombie spell, creating a zombie from a slain unit's corpse.
Ammo units consumed by casting: %d.
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This unit can cast the Haste spell, increasing the target's speed and gradually restoring its stamina.
Ammo units consumed by casting: %d.
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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.
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This scroll is not placed into the hero's inventory. Instead, it is added to the list of available rituals.
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The hero gains %d% more gold and gems while searching special locations.
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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.
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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.
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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.
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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.
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The ability to control magic energy allows the unit to ignore %d points of the target's resistance while using a magical ranged attack.
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The flesh of this creature is so venomous that anyone attacking it in melee will be intoxicated with poison of strength %d.
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If this creature is killed in battle, it will rise again with maximum health. This ability only works once per battle.
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The unit's morale does not decrease when his alignment conflicts with the Master's or with other units in the party.
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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%.
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This unit can cast the Raise Ghoul Spell, creating a Ghoul from a slain unit's corpse.
Ammo units consumed by casting: %d.
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This unit can cast the Raise Ghost Spell, creating a Ghost from a slain unit's corpse.
Ammo units consumed by casting: %d.
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Restores hit points of the target by 7. Has no effect on the Undead and Mechanical units.
Ammo units consumed by casting: %d.
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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.
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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.
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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.
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Under the influence of this spell the undead restore hit points each turn. Duration 4 turns.
Ammo units consumed by casting: %d.
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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.
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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.
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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.
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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.
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This unit can cast the Fireblast Spell, creating a huge fireblast that ignites the targets.
Ammo units consumed by casting: %d.
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This unit can cast the Hellgates Spell, which can move a friendly demon unit into a free tile.
Ammo units consumed by casting: %d.
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This unit can cast the Suicide Spell, causing one enemy unit to inflict damage on itself.
Ammo units consumed by casting: %d.
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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.
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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.
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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.
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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.
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This unit can cast the Summon Huorn Spell, summoning a Huorn to an adjacent tile.
Ammo units consumed by casting: %d.
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This unit can cast the Magic Shield Spell, increasing the target's defense by 4 points.
Ammo units consumed by casting: %d.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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This unit can cast the "Rune of Restoration" spell, restoring health and ammo to all friendly mechanical units.
Ammo units consumed by casting: %d.
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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.
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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.
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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.
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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.
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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.
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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.
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The unit can cast the "Soothe Spirits" spell, which restores 6 HP to friendly elementals.
Ammo units consumed by casting: %d.
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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.
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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.
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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.
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This unit can cast the Quagmire spell, reducing the target's speed and its defense and ranged defense.
Ammo units consumed by casting: %d.
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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.
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This unit can cast the Armor Break spell, decreasing the target's defense and ranged defense by 6.
Ammo units consumed by casting: %d.
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This unit can cast the Plague spell, infecting all living creatures within 1 tile with disease.
Ammo units consumed by casting: %d.
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This unit can cast the Geyser spell, dealing 15 magical damage to all units within 1 tile.
Ammo units consumed by casting: %d.
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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.
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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.
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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.
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This unit can cast the Summon Water Elemental spell, summoning a Water Elemental to an adjacent tile.
Ammo units consumed by casting: %d.
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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.
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This unit can cast the Freeze spell, immobilizing the target, and dealing 8 points of magic damage.
Ammo units consumed by casting: %d.
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This unit can cast the Ice Chunk spell, dealing physical damage to the target.
Ammo units consumed by casting: %d.
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This unit can cast the Armor Piercing Shot spell, giving the target the armorpiercing shot ability.
Ammo units consumed by casting: %d.
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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.
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This unit can cast the Double Shot spell, granting a friendly unit the double shot ability.
Ammo units consumed by casting: %d.
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This unit can cast the Enchanted Arrow spell, dealing 10 points of physical damage to the target.
Ammo units consumed by casting: %d.
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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.
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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.
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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.
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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.
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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.
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This unit can cast the Hornet Swarm spell, which poisons an enemy and causes them to itch.
Ammo units consumed by casting: %d.
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This unit can cast the Poison Claw spell, which makes an allied animal's melee attack poisonous.
Ammo units consumed by casting: %d.
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This unit can cast the Set Trap spell, which places a trap in an adjacent tile.
Ammo units consumed by casting: %d.
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This unit can cast the Set Snare spell, which places a snare in an adjacent tile.
Ammo units consumed by casting: %d.
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This unit can cast the Set Hive spell, which places a hornet's nest in an adjacent tile.
Ammo units consumed by casting: %d.
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This unit can cast the Swamp Blood spell, which grants an ally poison immunity.
Ammo units consumed by casting: %d.
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This unit can cast the Voracity spell, which grants an animal ally the Necrophage ability.
Ammo units consumed by casting: %d.
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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.
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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.
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This unit can cast the Mass Heal spell, restoring hit points of all friendly units.
Ammo units consumed by casting: %d.
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This unit can cast the Mass Defense spell, increasing the armor and resistance of all friendly units.
Ammo units consumed by casting: %d.
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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.
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This unit can cast the Swiftness spell, increasing its speed and restoring stamina each turn.
Ammo units consumed by casting: %d.
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The unit can cast the "Dispel Magic" spell, which deals damage to summoned enemy units.
Ammo units consumed by casting: %d.
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This unit can cast the Demon Slayer spell, increasing damage dealt to evil creatures, especially demons and undead.
Ammo units consumed by casting: %d.
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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.
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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.
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This unit can cast the Armor of Faith spell, which reduces damage from Undead and Demons by 50%.
Ammo units consumed by casting: %d.
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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.
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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.
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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.
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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.
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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.
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This unit can cast the Divine Vengeance spell, dealing damage to all demons and undead within 2 tiles.
Ammo units consumed by casting: %d.
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This unit can cast the Summon Skeleton spell, summoning a skeleton to an adjacent tile.
Ammo units consumed by casting: %d.
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This unit can cast the Enslave Mind spell, taking control of an enemy unit.
Ammo units consumed by casting: %d.
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This unit can cast the Summon Wyvern spell, summoning a Wyvern to an adjacent tile.
Ammo units consumed by casting: %d.
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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.
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This unit can cast the Chilling Lightning Spell, which deals magic damage to a single target.
Ammo units consumed by casting: %d.
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This unit can cast the Order Spell, taking control of an enemy unit.
Ammo units consumed by casting: %d.
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Grants the unit immunity to ice and cold based spells: Word of Ice, Geyser, Freeze, Ice Storm and Ice Snake.
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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.
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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.
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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.
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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.
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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.
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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.
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This unit can cast the Sluggishness spell, slowing the target and making it lose stamina each turn.
Ammo units consumed by casting: %d.
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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.
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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.
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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.
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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.
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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.
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This unit can cast the Summon Air Elemental spell, summoning an Air Elemental to an adjacent tile.
Ammo units consumed by casting: %d.
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This unit can cast the Summon Earth Elemental spell, summoning an Earth Elemental to an adjacent tile.
Ammo units consumed by casting: %d.
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This unit can cast the Summon Fire Elemental spell, summoning a Fire Elemental to an adjacent tile.
Ammo units consumed by casting: %d.
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This unit can cast the Summon Living Armor spell, summoning Living Armor to an adjacent tile.
Ammo units consumed by casting: %d.
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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.
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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.
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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.
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This unit can cast the Skeleton Transformation spell, transforming a friendly or enemy unit into a skeleton.
Ammo units consumed by casting: %d.
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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.
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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.
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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.
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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.
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This unit can cast the Summon Phantom spell, summoning a phantom to an adjacent tile.
Ammo units consumed by casting: %d.
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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.
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This unit can cast the Deadly Terror spell, reducing the morale of the unit.
Ammo units consumed by casting: %d.
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This unit can cast the Panic spell, reducing the morale of all enemies within 1 tile.
Ammo units consumed by casting: %d.
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This unit can cast the Imaginary Assassin spell, making an enemy see things and hurting itself.
Ammo units consumed by casting: %d.
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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.
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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.
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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.
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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.
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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.
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This unit can cast the "Mockery" spell, reducing an enemy's stamina. Ignores magic immunity.
Ammo units consumed by casting: %d.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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This unit can cast the Summon Beholder spell, summoning a Beholder to a tile adjacent to the summoner.
Ammo units consumed by casting: %d.
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This unit can cast the Dark Crystal spell, which creates a Dark Crystal in an adjacent tile.
Ammo units consumed by casting: %d.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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This unit can cast the Raise Reaper spell, creating a reaper from a slain unit's corpse.
Ammo units consumed by casting: %d.
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This unit can cast the Cloud of Restoration spell, restoring the health of all undead within 1 tile.
Ammo units consumed by casting: %d.
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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.
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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.
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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.
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Reduces target's morale by 8. Magic Resistance only partially reduces the effect. Ignores magic immunity.
Ammo units consumed by casting: %d.
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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.
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This unit can cast the Raise Mummy spell, creating a mummy from a slain unit's corpse.
Ammo units consumed by casting: %d.
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This unit can cast the Raise Cadaver spell, creating a cadaver from a slain unit's corpse.
Ammo units consumed by casting: %d.
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This unit can cast the Raise Vampire spell, creating a vampire from a slain unit's corpse.
Ammo units consumed by casting: %d.
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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.
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This unit can cast the Summon Devil spell, summoning a devil to an adjacent tile.
Ammo units consumed by casting: %d.
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This unit can cast the Raise Banshee spell, creating a banshee from a slain unit's corpse.
Ammo units consumed by casting: %d.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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When using Healing this unit can reduce the duration of poisoning and bleeding in friendly target by %d turns.
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Unit can cast the Chaos Distortion spell, allowing all friendly demons to make a second move.
Ammo units consumed by casting: %d.
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Unit can cast the Chaos Surge spell, allowing a friendly demon to make a second move.
Ammo units consumed by casting: %d.
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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.
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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.
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This unit can cast the Containment spell, decreasing the target's speed and making it lose stamina.
Ammo units consumed by casting: %d.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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The unit gets an extra turn whenever it kills an enemy in melee. Works only once per turn.
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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.
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When a unit falls into a Battle Frenzy, counter-attack increases by %d. Reduces a unit's propensity for unpredictable hostility.
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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.
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This unit can entangle an enemy in roots from a distance, preventing it from moving for several turns. No effect on incorporeal enemies.
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Further improves a Scavenger's chances to find loot in province sites. Increase by %d%.
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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.
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This unit can cast the "Abysmal Joke" spell, causing damage to all enemy creatures around it.
Ammo units consumed by casting: %d.
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This unit can cast the "Abysmal Swallow" spell, supplying ammo to friendly units.
Ammo units consumed by casting: %d.
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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.
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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.
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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.
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This unit can cast the Mass Slow spell, slowing all enemies.
Ammo units consumed by casting: %d.
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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.
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This unit can cast the Armageddon spell, inflicting huge fire damage to all creatures on the battlefield.
Ammo units consumed by casting: %d.
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The unit spends its spare time working, increasing the income from a province he is stationed in by %d%.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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This unit's wounds - if it is a living creature - cannot be cured through healing, regeneration or first aid.
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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.
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This unit ignites the enemies it attacks in melee, making them lose %d hit points per turn for 3 turns.
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This unit ignites the target with its shots, making it lose %d hit points per turn for 3 turns.
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This unit emits such heat that any melee attack against it will ignite and burn the attacker, inflicting %d points of damage.
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This unit does not bleed when wounded.
|
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.
|
Stamina consumption: %d.
The unit can perform a ranged attack inflicting 50% more damage at the expense of some stamina.
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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.
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The unit uses special ammo that deals 50% splash damage to all creatures around the target.
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This unit cannot cast spells from his spell book.
|
This unit can cast spells while spending %d less stamina points.
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This unit can cast the "Warp" spell, moving the target unit to a free tile.
Ammo units consumed by casting: %d.
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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.
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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.
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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.
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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.
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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.
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This unit can cast the Summon Hnara spell, summoning a hnara to a tile adjacent to the summoner.
Ammo units consumed by casting: %d.
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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.
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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.
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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.
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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.
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This unit can cast the Reload spell, restoring a friendly mechanical unit with 1 ammo.
Ammo units consumed by casting: %d.
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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.
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This unit can cast the Summon Dire Bear spell, summoning a dire bear to an adjacent tile.
Ammo units consumed by casting: %d.
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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.
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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.
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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.
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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.
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This unit can cast the Summon Luminary spell, summoning a Luminary to a tile adjacent to the summoner.
Ammo units consumed by casting: %d.
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This unit can cast the Soul Trap spell, creating a soul taken from corpses on the battlefield.
Ammo units consumed by casting: %d.
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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.
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This unit can cast the Death Bell spell, increasing the health, stamina and morale of friendly units.
Ammo units consumed by casting: %d.
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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.
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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.
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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.
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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.
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When the unit dies, all adjacent enemy units will be affected by a Magic Spark spell.
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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.
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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.
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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.
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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.
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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.
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This unit can cast the Battle Cry spell, restoring a friendly unit's morale and stamina.
Ammo units consumed by casting: %d.
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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.
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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.
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This unit can cast the Curse spell, reducing the target's Attacks.
Ammo units consumed by casting: %d.
|
Ammo restored: %d.
If the unit has the "Magic Shot" ability or is a Spellcaster, it will recover ammo each turn.
|
Having killed an enemy in melee, the unit replenishes %d ammo.
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Value: %d.
This unit can inflict additional damage to undead creatures (the higher the level, the higher the extra damage).
|
Value: %d.
This unit can inflict additional damage to demons (the higher the level, the higher the extra damage).
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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.
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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.
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This unit can cast the Pestilence spell, infecting all enemy creatures with a disease.
Ammo units consumed by casting: %d.
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After combat this unit can search enemies, increasing the income of trophies by %d%.
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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.
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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.
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This unit can cast the Poison Rain spell, weakly but permanently poisoning all living creatures within 2 tiles.
Ammo units consumed by casting: %d.
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Value: %d.
This unit deals extra damage to enemies serving the Light.
|
It's impossible to entangle the unit in a web.
|
Petrification spells have no effect on the unit.
|
It's impossible to entangle the unit in roots.
|
This unit can cast the Summon Imp spell, summoning an imp to an adjacent tile.
Ammo units consumed by casting: %d.
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This unit can cast the Summon Spawn spell, summoning a spawn to a tile adjacent to the summoner.
Ammo units consumed by casting: %d.
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This unit can cast the Summon Fiend spell, summoning a fiend to an adjacent tile.
Ammo units consumed by casting: %d.
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This unit can cast the Summon Hellhound spell, summoning a hellhound to an adjacent tile.
Ammo units consumed by casting: %d.
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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.
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This unit can cast the Summon Cerberus spell, summoning a Cerberus to a tile adjacent to the summoner.
Ammo units consumed by casting: %d.
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This unit can cast the Summon Succubus spell, summoning a Succubus to a tile adjacent to the summoner.
Ammo units consumed by casting: %d.
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This unit can cast the Summon Demon spell, summoning a Demon to an adjacent tile.
Ammo units consumed by casting: %d.
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This unit can cast the Summon Destroyer spell, summoning a Destroyer to a tile adjacent to the summoner.
Ammo units consumed by casting: %d.
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This unit can cast the Summon Devil Spell, summoning a Devil to a tile adjacent to the summoner.
Ammo units consumed by casting: %d.
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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.
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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.
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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.
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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.
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This unit can cast the "Dash" spell, giving a friendly unit another turn.
Ammo units consumed by casting: %d.
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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.
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This unit can cast the "Hero's Ballad" spell, restoring stamina and morale to all friendly units.
Ammo units consumed by casting: %d.
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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.
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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.
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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.
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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.
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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.
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Oinor's staff causes its enemies to become partially illusory and thus unable to do any damage.
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Garros' Blade makes the front of the enemy's armor thinner.
|
Returns as a %s.
After it dies, a unit with this ability will return to life in a different body.
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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.
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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.
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Increases Undead allies' Attack and Counterattack by 2 - Defense, Ranged Defense, and Resistance by 1. Lasts 4 turns.
Ammo units consumed by casting: %d.
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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.
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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.
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This unit can cast the Mental Duel spell, reducing an enemy's magical abilities.
Ammo units consumed by casting: %d.
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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.
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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.
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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.
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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.
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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.
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This unit can cast the Mental Shadow spell, reducing the magical abilities of all enemies.
Ammo units consumed by casting: %d.
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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.
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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.
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The target's defense is effectively halved against this unit's shots or strikes.
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This unit restores %d stamina points per turn.
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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.
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When using Magic Shot on the enemy, the unit restores hit points equal to %d% of the damage dealt.
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Each shot reduces the target's stamina by %d, unless the attack does no damage - then only by %d. No effect on incorporeal enemies.
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Each of the unit's attacks reduces the target's morale by %d.
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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.
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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.
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The unit's melee attacks inflict %d points of magical damage on the enemy in addition to physical damage.
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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.
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Melee attacks reduce the enemy's Resistance by 1 - no effect on mechanical units and golems. The effect lasts for 3 turns.
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Effect duration - %d.
Ranged attacks reduce the enemy's Resistance by 1 - no effect on mechanical units and golems.
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Vigilance allows the unit to counterattack even against an agile enemy's melee attack.
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The hero's Diplomacy skill is considered %d points higher.
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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.
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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.
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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.
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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.
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This unit can cast the Reincarnation spell, immediately resurrecting a friendly unit in the event of its death.
Ammo units consumed by casting: %d.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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If an ally in an adjacent tile is attacked by an enemy, the unit takes the blow instead of the ally.
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Unit loses %d HP each turn. The unit's Spellpower and Spell Duration are increased by 1, Summoning Power by 3.
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Skill Level: %d.
Nearby allies receive Bloodlust 2, and Intimidation 1, as long as they remain close.
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Skill Level: %d.
Nearby allies receive Bloodlust 2, Intimidation 1, and Intimidating Shot 1, as long as they remain close.
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Skill Level: %d.
Nearby allies receive Bloodlust 4, Intimidation 2, and Intimidating Shot 1, as long as they remain close.
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Skill Level: %d.
Nearby allies receive Flaming Blade 1, and Flaming Arrows 1, and are immune to fire, as long as they remain close.
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Skill Level: %d.
Nearby allies receive Flaming Blade 2, and Flaming Arrows 2, and are immune to fire, as long as they remain close.
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Skill Level: %d.
Nearby allies receive Flaming Blade 3, and Flaming Arrows 3, and are immune to fire, as long as they remain close.
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Skill Level: %d.
Nearby allies receive Bloodsucker 35, as long as they remain close.
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Skill Level: %d.
Nearby allies receive Bloodsucker 65, as long as they remain close.
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Skill Level: %d.
Nearby allies receive Bloodsucker 100, as long as they remain close.
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The unit can cast the "Earth Totem" spell, which summons an Earth Totem in an adjacent tile.
Ammo units consumed by casting: %d.
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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.
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The unit can cast the "Fire Totem" spell, which summons a Fire Totem in an adjacent tile.
Ammo units consumed by casting: %d.
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The unit can cast the "Blood Totem" spell, which summons a Blood Totem in an adjacent tile.
Ammo units consumed by casting: %d.
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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.
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Increases the Summoning Range of creatures by %d.
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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.
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Skill Level: %d.
Nearby allies receive Bloodlust 4, Intimidation 2, and Intimidating Shot 2, as long as they remain close.
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Each blow increases the unit's Defense by %d until the next turn.
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Orc Leader and all adjacent units receive Armorpiercing Strike.
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Outside battle, unit heals %d% faster.
|
Skill Level: %d.
Nearby allies receive Regeneration 1, as long as they remain close.
|
Skill Level: %d.
Nearby allies receive Regeneration 1 and Surge of Strength 1, as long as they remain close.
|
Skill Level: %d.
Nearby allies receive Regeneration 2 and Surge of Strength 1, as long as they remain close.
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Skill Level: %d.
Nearby allies receive Regeneration 3 and Surge of Strength 2, as long as they remain close.
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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.
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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.
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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.
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Creatures caught in a Snare lose 5 stamina, and cannot deal any damage until the next turn.
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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.
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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.
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This unit can cast the Prod spell, which grants an allied animal another turn.
Ammo units consumed by casting: %d.
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This unit can cast the Subdue Beast spell, to take control of an enemy animal temporarily.
Ammo units consumed by casting: %d.
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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!
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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.
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This unit can cast the Summon Rat Swarm spell, which summons six giant rats in an adjacent tile.
Ammo units consumed by casting: %d.
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Nearby allies receive Interception, as long as they remain close.
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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.
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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.
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By eating a corpse, the unit recovers some ammo (0-%d).
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The unit's armor is so heavy that just moving costs %d stamina.
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Every shot at the unit increases its Ranged Defense by %d until the end of the next turn.
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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.
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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.
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Unit can cast the Forest Protection spell on itself, increasing by 2 Defense and Ranged Defense of all nearby allies.
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This unit can cast the Forest Might spell on himself, increasing by 2 all types of Attack and Armor of all allies nearby.
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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.
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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.
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This unit chose the Path of Power, and is able to transform into Grunas - a powerful, heavy beast with tremendous strength and endurance.
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This unit chose the Path of Agility, and is able to transform into a Hippogryph - a flying beast.
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This unit chose the Path of Fire. They gained the ability Flaming Arrows 2.
|
This unit chose the Path of Wind. His Ranged Attack and Shooting Range have been increased by 1.
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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.
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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.
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Unit can cast the Bear Form spell, which turns an ally into a Dire Bear.
Ammo units consumed by casting: %d.
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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.
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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.
|
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.
|
Unit chose the Path of Life. Health is increased by 4, First Aid by 2.
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Unit chose the Path of Tenacity. Defense, Ranged Defense, and Recuperation are increased by 2.
|
Pathfinder chose Path of the Warrior. Ranged Attack is increased by 1, Precise Shot by 2.
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Pathfinder chose Path of the Hunter. Unit's gold and gem upkeep decreased by 40%. First Aid increased by 2.
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Pathfinder chose Path of the Hunter. Unit's gold and gem upkeep decreased by 80%. First Aid increased by 2.
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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.
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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.
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Unit's gold and gem upkeep decreased by %d%.
|
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.
|
Unit deals double damage to all mortal creatures in melee, and 1.5x from range.
|
Unit deals double damage to all Undead in melee, and 1.5x from range.
|
Unit deals double damage to all Demons in melee, and 1.5x from range.
|
Mercenary premium is reduced
by %d%.
|
Unit can use a spell ability on himself without spending a turn for it. When using the ability, Speed will be reduced.
|
Unit does not expend extra Stamina when attacking after moving.
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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.
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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.
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With this unit alive, all allies on the battlefield receive +%d to all types of Attack and Defense.
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With this unit alive, all allies on the battlefield receive +%d to Attack.
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With this unit alive, all allies on the battlefield receive +%d to Counterattack.
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With this unit alive, all allies on the battlefield receive +%d to Defense.
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With this unit alive, all allies on the battlefield receive +%d to Ranged Defense.
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With this unit alive, all allies on the battlefield receive +%d to Resistance.
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With this unit alive, all allies on the battlefield receive +%d to Ranged Attack.
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Every turn, the hero repairs his own equipment, restoring +%d Durability to all items.
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Units in the hero's party heal %d% faster.
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Units with negative karma in the hero's party receive an extra
+%d Morale.
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Units with positive karma in the hero's party receive an extra
+%d Morale.
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Hero always starts battle with increased Morale.
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Nearby allies receive +%d Resistance.
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Hero's sabotage power increased by %d.
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Each turn, unit may electrocute one random enemy unit nearby. If there are no enemies nearby, the ability cannot be used.
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When the unit dies, all nearby creatures will sustain a Blast spell.
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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.
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Unit can cast Mass Cold Immunity, which makes all allies immune to cold, and increases Defense by 1.
Ammo units consumed by casting: %d.
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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.
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Unit can cast Summon Eagle spell, to summon an Eagle next to the caster.
Ammo units consumed by casting: %d.
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Unit has power over Death itself. All Undead raised by the unit are his level or higher.
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Unit has power over Chaos itself. All Demons raised by the unit are his level or higher.
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Unit is resistant to fear. They do not lose more than one point of Morale from abilities that reduce Morale.
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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.
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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.
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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.
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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.
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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.
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Unit improves Attack and Counterattack of adjacent allies by %d.
Bonuses from multiple similar buffs from different allies do not stack.
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Unit improves Defense and Ranged Defense of adjacent allies by %d.
Bonuses from multiple similar buffs from different allies do not stack.
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Unit improves Ranged Attack of adjacent allies by %d.
Bonuses from multiple similar buffs from different allies do not stack.
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Unit improves Attack, Ranged Attack, Defense, Ranged Defense of adjacent allies by %d.
Bonuses from multiple similar buffs from different allies do not stack.
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