Unit upgrades
 
 

/1 Hit Points +1

Increase the unit's vitality.

 

/2 Hit Points +2

Increase the unit's vitality.

 

/3 Hit Points +3

Increase the unit's vitality.

 

/4 Attack +1

Increase the damage done by the unit in a melee attack.

 

/5 Attack +2

Increase the damage done by the unit in a melee attack.

 

/6 Attack +3

Increase the damage done by the unit in a melee attack.

 

/7 Counterattack +1

Increase the damage done by the unit in a retaliatory strike.

 

/8 Counterattack +2

Increase the damage done by the unit in a retaliatory strike.

 

/9 Counterattack +3

Increase the damage done by the unit in a retaliatory strike.

 

/10 Defense +1

Increase the unit's defense against melee attacks.

 

/11 Defense +2

Increase the unit's defense against melee attacks.

 

/12 Defense +3

Increase the unit's defense against melee attacks.

 

/13 Ranged Defense +1

Increase the unit's defense against arrows and other missiles.

 

/14 Ranged Defense +2

Increase the unit's defense against arrows and other missiles.

 

/15 Ranged Defense +3

Increase the unit's defense against arrows and other missiles.

 

/16 Resistance +1

Increase the unit's defense against magic attacks and harmful spells.

 

/17 Resistance +2

Increase the unit's defense against magic attacks and harmful spells.

 

/18 Decreased Upkeep

Reduce mercenary's upkeep by 25%.

Needed ability: Increased Upkeep

 

/19 Speed +1

Increases the unit's movement speed.

 

/20 Ranged Attack +1

Increase the unit's shooting strength.

 

/21 Ranged Attack +2

Increase the unit's shooting strength.

 

/22 Ranged Attack +3

Increase the unit's shooting strength.

 

/23 Range +1

Increase the maximum firing range.

 

/24 Range +2

Increase the maximum firing range.

 

/25 Hit Points +4

Increase the unit's vitality.

 

/26 Healing +1

Increases the number of hit points healed by the unit.

Needed ability: Healing

 

/27 Ammo +1

Increase the number of shots that the unit can take.

 

/28 Ammo +2

Increase the number of shots that the unit can take.

 

/29 Ammo +3

Increase the number of shots that the unit can take.

 

/30 Stamina +1

Increase the unit's energy reserve.

 

/31 Stamina +2

Increase the unit's energy reserve.

 

/32 Stamina +3

Increase the unit's energy reserve.

 

/33 Morale +1

Increase the unit's courage.

 

/34 Morale +2

Increase the unit's courage.

 

/35 Morale +3

Increase the unit's courage.

 

/36 Health +1

Increases the unit's vitality and energy.

Composite skill, which consists of the following skills:

Hit Points +1
Stamina +1

 

/37 Health +2

Increases the unit's vitality and energy.

Composite skill, which consists of the following skills:

Hit Points +2
Stamina +2

 

/38 Strength +1

Increases the damage done by the unit in a melee attack or a counterattack.

Composite skill, which consists of the following skills:

Attack +1
Counterattack +1

 

/39 Strength +2

Increases the damage done by the unit in a melee attack or a counterattack.

Composite skill, which consists of the following skills:

Attack +2
Counterattack +2

 

/40 Armor +1

Increases defense against melee and ranged attacks.

Composite skill, which consists of the following skills:

Defense +1
Ranged Defense +1

 

/41 Armor +2

Increases defense against melee and ranged attacks.

Composite skill, which consists of the following skills:

Defense +2
Ranged Defense +2

 

/42 Willpower +1

Increases defense against magic attacks and harmful spells. Increases the unit's morale.

Composite skill, which consists of the following skills:

Resistance +1
Morale +1

 

/43 Willpower +2

Increases defense against magic attacks and harmful spells. Increases the unit's morale.

Composite skill, which consists of the following skills:

Resistance +2
Morale +2

 

/44 Flying

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

 

/45 Floating

The unit can float over other units. It takes 1 movement point to pass over any terrain, without spending any stamina.

 

/46 First Strike

A special ability allowing the unit to perform a counterattack before he is actually struck by an enemy.

 

/47 Armor Piercing Shot

The unit's missile attacks ignore half of the enemy's ranged defense.

 

/48 Tireless

The unit spends no stamina on any actions.

 

/49 Intrepid

The unit's morale no longer decreases, but increases half as fast.

 

/50 Double Shot

A special ability allowing the unit to take 2 shots at the target at once by spending some stamina.

 

/51 Recuperation +1

The unit will restore 1 more stamina point while resting.

 

/52 Meditation +1

The unit will restore his ammo while resting.

 

/53 Collect Ammo

This special ability allows the unit to collect a few units of ammunition per turn.

 

/54 Healing +3

A special ability allowing the unit to heal a friendly unit within shooting range.

 

/55 Battle Frenzy +2

When heavily wounded, the unit falls into a battle rage. His attack value increases by 2 and wounds cease to affect it. The unit's morale cannot get lower than its base value.

 

/56 Agility

The unit receives the ability to avoid the enemy's counterattack in melee, and escape roots faster.

 

/57 Magic Strike

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

 

/58 Magic Shot

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

 

/59 Forced March

A special ability allowing the unit to increase his movement by 1 point (active for 1 turn) by spending some stamina.

 

/60 Spell Immunity

The unit is not affected by any spells.

 

/61 Lesser Undead

The unit is undead, which means it's tireless, fearless, feels no pain, cannot be poisoned and is immune to cold spells.

Composite skill, which consists of the following skills:

Feels No Pain
Intrepid
Tireless
Poison Immunity
Ice Immunity

 

/62 Forest Knowledge +4

The unit becomes a forest expert. Forest tiles cost only 1 movement point to cross, and increase Ranged Defense by 6.

 

/63 Hills Knowledge +4

The unit becomes a hills expert. It spends only 1 movement point to cross a hills tile, without wasting any stamina. In addition, hills tiles increase Defense and Counterattack by 3.

 

/64 Swamp Knowledge +4

The unit becomes a swamp expert. It spends only 1 movement point to cross a swamp tile, without wasting any stamina. In addition, swamp tiles increase Resistance by 3.

 

/65 First Aid +1

A special ability allowing the unit to partially heal his wounds while resting.

 

/66 Healing (4)

A special ability allowing the unit to heal a friendly unit within shooting range.

 

/67 Charge

The unit is taught to deal additional damage in melee, depending on how far away the opponent is at the start of the turn.

 

/68 Does not fight

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

 

/69 Armorpiercing Strike

The unit's weapon is improved, allowing him to ignore half of the enemy's defense.

 

/70 Stunning Blow +1

Each of the unit's attacks drains the enemy of 1 stamina point.

 

/71 Poison Attack +1

The unit's melee attack will poison the enemy. The higher this ability is, the more damage the poison inflicts.

 

/72 Poison Immunity

The unit becomes immune to poison.

 

/73 Hex

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.

 

/74 Steal Ammo

An ability allowing the unit to reduce the enemy's ammo in a melee attack by 2.

 

/75 Damage Armor

The unit learns to inflict severe damage on the enemy's armor in melee, decreasing its defense by 1.

 

/76 Petrification (4)

This special type of ranged attack allows the unit to turn the enemy into a statue for 3 turns. The petrified enemy cannot do anything, but its defense is increased. An enemy's resistance can reduce the duration of the petrification.

 

/77 Web

This special ranged attack allows the unit to entangle an enemy in a web for 3 turns. An entangled enemy cannot do anything. The higher the enemy's Attack, Counterattack, or magical Ranged Attack, the faster he will get rid of the net.

 

/78 Poison Attack (2)

The unit's melee attack will poison the enemy. The higher this ability is, the more damage the poison inflicts.

 

/79 Necrophagy +10

A special ability allowing the unit to devour the dead bodies, thereby restoring 10 hit points.

 

/80 Intimidation +1

When attacking in melee, the unit reduces the morale of the enemy by 1.

 

/81 Crippling Strike (2)

When attacking the enemy in melee, the unit decreases the target's speed by 1. The effect lasts for 2 turns.

 

/82 Damage Weapon (3)

Any creature attacking this unit in melee damages its weapon - attack and counterattack are reduced by 1. The effect lasts for 3 turns.

 

/83 Parry (2)

When the unit is attacked in melee for the first time in a given turn, his defense is increased by 2.

 

/84 Forager

The unit learns to obtain food by hunting. Its upkeep is reduced by 5 gold. The higher the unit's level, the greater the savings in gold.

 

/85 Parry +2

The unit's parrying skill improves, allowing him to increase his defense against the first melee attack an enemy makes against him in a given turn.

Needed ability: Parry

 

/86 Marauder 10

After the battle, the unit plunders some trophies, reducing the loot income by 10%.

 

/87 Marauder 15

After the battle, the unit plunders some trophies, reducing the loot income by 15%.

 

/88 Plunderer 10

The unit spends his free time plundering, reducing the income of the province he is stationed in by 10%.

 

/89 Crushing Blow

A special skill allowing the unit to perform a second melee attack per turn at the expense of some stamina. This attack inflicts half as much damage.

 

/90 Enchanted Arrows 4

The unit is taught to employ enchanted arrows, inflicting magic damage on the enemy in addition to standard damage.

 

/91 Enchanted Arrows +1

Increases the magic damage inflicted by the unit's missiles.

Needed ability: Enchanted Arrows

 

/92 Become a Spearman

A Militiaman can receive new armor and weapons and join the active service as a full-fledged spearman.

 

/93 Battle Frenzy +1

Increases the attack bonus received by the unit when falling into battlerage.

Needed ability: Battle Frenzy

 

/94 Healing (7)

A special ability allowing the unit to heal a friendly unit within shooting range.

 

/95 Battle Frenzy (5)

When heavily wounded, the unit falls into a battle rage. His attack value increases by 5 and wounds cease to affect it. The unit's morale cannot get lower than its base value.

 

/96 First Aid +3

A special ability allowing the unit to partially heal his wounds while resting.

 

/97 Regeneration (3)

This unit recovers 3 hit points per turn.

 

/98 Regeneration +1

Increases the number of hit points the unit recovers each turn.

 

/99 Siege (4)

Increases the rate of destruction of enemy fortifications by 4.

 

/100 Siege +2

Increases the rate of destruction of enemy fortifications.

 

/101 Siege (6)

Increases the rate of destruction of enemy fortifications by 6.

 

/102 Soul Stealing (5)

After killing an enemy in melee, the unit steals its soul, restoring 5 hit points.

 

/103 Smite Evil +1

The unit inflicts additional damage on enemies whose souls are tainted by evil.

 

/104 Trample +2

Increases the upper threshold of hit points an enemy unit has to be under in order to be susceptible to trampling.

 

/105 Trample (15)

When attacking an enemy in melee, the unit can trample it down if enemy has 15 or fewer hit points left after the attack. Having made the kill, the unit moves to the tile previously occupied by its opponent.

 

/106 Cause Atrophy

Whenever the unit inflicts melee damage to an enemy, it infects the target with a disease.

 

/107 Attack All Enemies

The unit attacks all enemies in the neighboring tiles.

 

/108 Round Attack (4)

A special ability allowing the unit to spend some stamina to attack all the enemies in the neighboring tiles.

 

/109 Roots

When attacking an enemy in melee, the unit entangles it with his roots, preventing it from moving for 3 turns.

 

/110 First Aid +6

A special ability allowing the unit to partially heal his wounds while resting.

 

/111 Trample (10)

When attacking an enemy in melee, the unit can trample it down if enemy has 10 or fewer hit points left after the attack. Having made the kill, the unit moves to the tile previously occupied by its opponent.

 

/112 Bloodsucker (50)

When inflicting melee damage on the enemy, the unit restores hit points equal to 50% of the damage dealt.

 

/113 Intimidation (3)

When attacking in melee, the unit reduces the morale of the enemy by 3.

 

/114 Heavy Ammo (3)

The unit receives special missiles able to damage the target's armor, reducing its ranged defense by 1.

 

/115 Hex

The unit learns the Hex spell, which reduces the target's Defense and Resistance.

Spell "Hex" (Cost: 1)

 

/116 Summon Imp

The unit is taught to cast Summon Imp, summoning an imp in a neighboring tile for 3 HP.

Needed ability: Vulnerability Spell

Spell "Summon Imp" (Cost: 2)

 

/117 Blast

The unit learns the Blast spell, which inflicts magic damage to several enemies.

Spell "Blast" (Cost: 4)

 

/118 Bless

The unit learns the Bless spell, which improves all types of Attack, all types of Defense, and Resistance.

Spell "Bless" (Cost: 1)

 

/119 Exorcism

The unit learns the Exorcism spell, which damages Demons and Undead, and briefly immobilizes them.

Spell "Exorcism" (Cost: 2)

 

/120 Air Shield

The unit is taught to cast Air Shield, increasing the target's ranged defense and resistance.

Spell "Air Shield" (Cost: 1)

 

/121 Fear

The unit is taught to cast Fear, reducing the target's morale.

Spell "Fear" (Cost: 1)

 

/122 Raise Skeleton

The unit is taught to cast Raise Skeleton, creating a skeleton from a fallen unit's dead body.

Spell "Raise Skeleton" (Cost: 2)

 

/123 Inspiration

The unit is taught to cast Inspiration, restoring the target's morale.

Spell "Inspiration" (Cost: 1)

 

/124 Vulnerability Spell

The unit is taught to cast Vulnerability, reducing the target's defense and resistance. Later on, the unit may undergo initiation, and become a Demonologist. In that case, it cannot become a Necromancer.

Composite skill, which consists of the following skills:

Vulnerability Spell
Spell "Vulnerability" (Cost: 1)

 

/125 Dispel

The unit is taught to cast Dispel, dispelling enemy incantations and inflicting damage on summoned creatures.

Spell "Dispel" (Cost: 1)

 

/126 Life Drain

The unit is taught to cast Life Drain, inflicting damage on all enemies within 1 tile and healing the caster's wounds.

Spell "Life Drain" (Cost: 3)

 

/127 Precise Strike +1

The unit is taught to make precise attacks in melee, ignoring part of the enemy's defense.

 

/128 Precise Shot +1

The unit is taught how to aim before shooting, ignoring part of the enemy's ranged defense.

 

/129 Precise Strike 2

The unit is taught to make precise attacks in melee, ignoring part of the enemy's defense.

 

/130 Precise Shot 2

The unit is taught how to aim before shooting, ignoring part of the enemy's ranged defense.

 

/131 Soul Stealing +1

After killing an enemy in melee, the unit recovers more hit points.

Needed ability: Soul Stealing

 

/132 Poison Shot +1

The unit's missiles are envenomed, allowing it to poison an enemy with a ranged attack. The higher this ability, the more lethal the poison.

 

/133 Poison Attack (4)

The unit's melee attack will poison the enemy. The higher this ability is, the more damage the poison inflicts.

 

/134 Collect Ammo

This special ability allows the unit to collect a few units of ammunition per turn.

 

/135 Fear

The unit is taught to cast Fear, reducing the target's morale. Later on, the unit may undergo initiation, and become a Necromancer. In that case, it cannot become a Demonologist.

Composite skill, which consists of the following skills:

Fear
Spell "Fear" (Cost: 1)

 

/136 Raise Zombie

The unit is taught to cast Raise Zombie, creating a zombie from a fallen unit's dead body.

Spell "Raise Zombie" (Cost: 2)

 

/137 Lord of the Undead

Raises slain enemies as undead.

 

/138 Haste

The unit is taught to cast Haste, increasing the target's movement points and gradually restoring its stamina.

Spell "Haste" (Cost: 2)

 

/139 Swamp Rage +1

Unit learns to use Interception more effectively, receiving additional bonuses when injured.

Needed ability: Interception

 

/140 Poison +1

Increases poison damage by 1.

 

/141 Restoration

The unit is taught to cast Restoration, restoring a friendly unit's hit points and mitigating negative effects.

Spell "Restoration" (Cost: 3)

 

/142 Word of Power

The unit is taught to cast Word of Power, allowing it to control an enemy unit for 1 turn.

Spell "Word of Power" (Cost: 4)

 

/143 Resurrection

The unit is taught to cast Resurrection, allowing it to bring a slain friendly unit back to life.

Spell "Resurrection" (Cost: 4)

 

/144 Mass Curse

The unit is taught to cast Mass Curse, reducing the combat attributes of the entire enemy army.

Spell "Mass Curse" (Cost: 4)

 

/145 Petrification (6)

This special ranged attack allows the unit to turn the enemy into a statue for 6 turns. The petrified enemy cannot do anything, but its defense is increased. An enemy's resistance can reduce the duration of the petrification.

 

/146 Petrification +1

Increases the duration of petrification by 1.

Composite skill, which consists of the following skills:

Petrification +1
Ranged Attack +1

 

/147 Poison Flesh (2)

The flesh of this creature is so venomous that anyone attacking it in melee will be intoxicated with a poison of 2-point strength.

 

/148 Poison Flesh +1

The creature's flesh is made even more poisonous, affecting the strength of the poison affecting anyone who attacks it in melee.

 

/149 Energy Control (2)

The ability to control magic energy allows the unit to ignore 2 points of target's resistance while using a magical ranged attack.

 

/150 Energy Control +1

The ability to control magic energy is increased, allowing the unit to ignore an additional point of enemy resistance while using a magical ranged attack.

 

/151 Poison Shot (2)

The unit poisons the target with its missiles, making it lose 2 hit points per turn over 3 turns.

 

/152 Reincarnation

In the case of the death of a soldier he could be reborn immediately.

 

/153 Raise Ghoul

The unit is taught to cast "Raise Ghoul" spell, creating a ghoul from the corpse of the fallen warrior.

Spell "Raise Ghoul" (Cost: 3)

 

/154 Raise Ghost

The unit is taught to cast "Raise Ghost" spell, creating a ghost from the corpse of the fallen warrior.

Spell "Raise Ghost" (Cost: 7)

 

/155 Cure Wounds

The unit is taught to cast "Cure Wounds" spell which restores health to the friendly unit.

Spell "Cure Wounds" (Cost: 1)

 

/156 Witcher's Signs

Teach a soldier to cast the "Aard" sign that can stun the enemy. Teach a soldier to cast the "Igni" sign that does damage to the enemy. Teach a unit to cast the "Quen" sign that increases armor and resistance.

Composite skill, which consists of the following skills:

Spell "Aard Sign" (Cost: 2)
Spell "Igni Sign" (Cost: 3)
Spell "Quen Sign" (Cost: 1)

 

/157 Orcish Fury +1

When the unit falls into a Battle Frenzy, Attack and Counterattack increase by 1.

Composite skill, which consists of the following skills:

Cold Rage +1
Battle Frenzy +1

 

/158 Blood Frenzy

When the unit kills an enemy in melee, it receives an extra turn.

 

/159 Undead Regeneration

The unit is taught to cast "Undead Regeneration" spell, restoring health to friendly undead unit.

Spell "Undead Regeneration" (Cost: 1)

 

/160 Manic Rage 1

When the unit takes damage, it falls into a rage. It immediately gets the perks of the Battle Frenzy ability, but loses 1 HP each turn.

 

/161 Death Touched

The unit is taught to cast "Stinking Cloud" spell, poisoning all living creatures within 1 tile. In addition, the unit receives "Explosive Weapon" and "Intimidating Shot 1".

Composite skill, which consists of the following skills:

Spell "Stinking Cloud" (Cost: 3)
Explosive Weapon
Intimidating Shot +1

 

/162 Lord of the Undead

Unit learns to create Warriors of Darkness when killing enemies in melee.

Needed ability: Lord of the Undead

 

/163 Parry (4)

Increase the ability to defend against the first attack.

 

/164 Lizardman 1

Unit learns the abilities "Interception" and "Swamp Rage 1".

Composite skill, which consists of the following skills:

Swamp Rage +1
Interception

 

/165 Lizardman 2

Unit learns the abilities "Interception" and "Swamp Rage 2".

Composite skill, which consists of the following skills:

Swamp Rage +2
Interception

 

/166 Ranger Shot

The unit is taught to use a double shot more effectively, so the cost of stamina is reduced by 2.

Needed ability: Double Shot

 

/167 Sinister Howl

The unit is taught to use Terrible Howl, frightening its enemies.

Spell "Sinister Howl" (Cost: 2)

 

/168 Heavy Armor 1

The unit's armor is so heavy that just moving costs 1 stamina.

 

/169 Heavy Armor 2

The unit's armor is so heavy that just moving costs 2 stamina.

 

/170 Dodge +1

Improves unit's ability to defend against multiple shots.

 

/171 Dodge +2

The unit learns to improve his Ranged Defense for each shot fired at him.

 

/172 Sparks on Contact

Composite skill, which consists of the following skills:

Special ability
Resistance Negation +10
Magic Spark
Spark

 

/173 Poison Shot (3)

Archer poisons his arrows that shots will poison the enemy. The higher this ability, the more lethal the poison.

 

/174 Poison Attack (3)

The unit's melee attack will poison the enemy. The higher this ability is, the more damage the poison inflicts.

 

/175 Recover Ammo

A special ability allowing the unit to devour corpses to recover up to 3 ammo.

 

/176 Recover Ammo +1

When eating a corpse, the unit recovers an additional ammo.

 

/177 First Aid +5

A special ability allowing the unit to partially heal his wounds while resting.

 

/178 Necrophagy

A special ability allowing the unit to devour corpses, thereby restoring 5 hit points. Additionally, the unit recovers up to 3 ammo.

Composite skill, which consists of the following skills:

Necrophage +5
Restore Ammo

 

/179 Cause Fever

When dealing ranged damage, this unit infects the enemy with a mild disease.

Composite skill, which consists of the following skills:

Special ability
Cause Fever

 

/180 Cause Atrophy

Switch to ammo that infect enemies with Atrophy.

Needed ability: Cause Fever

Composite skill, which consists of the following skills:

Special ability
Cause Fever
Cause Atrophy

 

/181 Cause Leprosy

Whenever the unit inflicts melee damage to an enemy, it infects the target with a disease.

 

/182 Mind Control

The unit is taught to cast "Mind Control" spell, which allows them to take control some of your enemies for a turn.

Spell "Mind Control" (Cost: 4)

 

/183 Siege (8)

Increases the rate of destruction of enemy fortifications by 8.

 

/184 Mass Attack (2)

Warrior can attack all enemies on neighboring tiles in the cost of a small additional expenditure of stamina.

 

/185 Sacrifice

The unit is taught to use the vitality of other allied troops to heal the others.

Spell "Sacrifice" (Cost: 1)

 

/186 Fireblast

The unit is taught to unleash great flash of flame inflicting fire damage to large area and igniting units in target area.

Spell "Fireblast" (Cost: 3)

 

/187 Hellgates

The unit is taught to cast the "Hellgates" spell in battle, bringing friendly demonic creatures onto the battlefield.

Spell "Hellgates" (Cost: 2)

 

/188 Suicide

The unit is taught to cast "Suicide" spell, forcing the enemy to cause damage to himself.

Spell "Suicide" (Cost: 3)

 

/189 Submission

The unit is taught to cast "Submission" spell that allows you to control the actions of the enemy units.

Spell "Submission" (Cost: 4)

 

/190 Unholy Word

The unit is taught to cast "Unholy Word" spell, dealing damage to all mortals.

Spell "Unholy Word" (Cost: 4)

 

/191 Recovery

The unit is taught to cast the "Healing" spell, restoring health to a friendly soldier and dispelling negative effects.

Spell "Recovery" (Cost: 2)

 

/192 Fire Immunity

Grants the unit immunity from fire spells.

 

/193 Summon Huorn

The unit is taught to cast "Summon Huorn" spell, summoning giant living tree to neighboring unit tile.

Needed ability: Path of Earth

Spell "Summon Huorn" (Cost: 3)

 

/194 Magic Shield

The unit is taught to cast "Magic Shield" spell, increasing the defense of an ally unit.

Needed ability: Path of Earth

Spell "Magic Shield" (Cost: 2)

 

/195 Summon Wasp Swarm

The unit learns 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.

Needed ability: Path of Earth

Spell "Summon Wasp Swarm" (Cost: 1)

 

/196 Summon Wasp Cloud

The unit learns the Summon Wasp Cloud spell, summoning several swarms of stinging insects, which disable Ranged Attack for multiple enemies. Has no effect on the Undead and Mechanical units.

Needed ability: Path of Earth

Spell "Summon Wasp Cloud" (Cost: 5)

 

/197 Life Breath

The unit is taught to cast "Life Breath" spell, restoring health to friendly units and cure the poison.

Spell "Life Breath" (Cost: 1)

 

/198 Explosive Shot

A cannon with an explosive charge is equipped, dealing physical damage in a small area.

 

/199 Fire Shot

A cannon with a fire charge is equipped, dealing magical damage in a small area.

 

/200 Rune of Renewal

This unit can cast the "Rune of Renewal" spell, which gives an extra turn to a friendly mechanical unit.

Spell "Rune of Renewal" (Cost: 3)

 

/201 Rune of Decay

The unit is taught to cast the "Rune of Decay" spell, inflicting damage to an enemy mechanical unit and burn some ammo.

Spell "Rune of Decay" (Cost: 1)

 

/202 Rune of Restoration

Teach unit to cast the "Rune of Restoration" spell, restoring health and ammo to all friendly mechanical units.

Spell "Rune of Restoration" (Cost: 2)

 

/203 Rune of Power

The unit is taught to cast the "Rune of Power" spell, with which you can take control of two enemy mechanical units.

Spell "Rune of Power" (Cost: 3)

 

/204 Stone Spikes

The unit is taught to cast "Stone Spikes" spell, damaging all creatures within 1 tile for 3 points of damage.

Spell "Stone Spikes" (Cost: 1)

 

/205 Vampiric Touch

The unit can cast the "Vampiric Touch" spell, which allows a friendly unit to drain life with melee damage, without incurring counterattacks.

Spell "Vampiric Touch" (Cost: 1)

 

/206 Earth Shield

The unit learns the Earth Shield spell, which increases the defenses of all nearby friendly units by 2, and confers Regeneration 2.

Spell "Earth Shield" (Cost: 1)

 

/207 Fire Rage

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.

Spell "Fire Rage" (Cost: 1)

 

/208 Rage

The unit learns the Rage spell, which confers friend or foe Fearless, Intimidation 1, Bloodlust 2, increases Resistance by 1 and Speed by 2. The unit's Ranged Attack is disabled.

Spell "Rage" (Cost: 1)

 

/209 Soothe Spirits

The unit can cast the "Soothe Spirits" spell, which restores 6 HP to friendly elementals.

Spell "Soothe Spirits" (Cost: 1)

 

/210 Mass Rage

The unit can cast the "Mass Rage" spell, which gives all friendly units Fearless, Intimidation 2, and Bloodlust 3.

Spell "Mass Rage" (Cost: 1)

 

/211 Tribe's Blood

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.

Spell "Tribe's Blood" (Cost: 1)

 

/212 Chieftain Order

The unit learns to cast the "Chieftain Order" spell, inflicting 5 HP damage to an ally, but allowing them to move a second time.

Spell "Chieftain Order" (Cost: 1)

 

/213 Summoning Range +1

Increase the range of summoned creatures by 1.

 

/214 Quagmire

The unit is taught to cast "Quagmire" spell, slowing the enemy and reduces its defense and ranged defense.

Spell "Quagmire" (Cost: 2)

 

/215 Weakness

The unit is taught to cast "Weakness" spell, reducing attack of the target unit.

Spell "Weakness" (Cost: 2)

 

/216 Armor Break

The unit is taught to cast "Break Armor" spell, reducing defense and ranged defense of the target unit.

Spell "Armor Break" (Cost: 2)

 

/217 Plague

The unit is taught to cast "Plague" spell, infecting all living units within 1 tile with disease.

Spell "Plague" (Cost: 4)

 

/218 Geyser

The unit is taught to cast "Geyser" spell, inflicts 15 magic damage to all units within 1 tile.

Spell "Geyser" (Cost: 4)

 

/219 Power Word - Curse

The unit is taught to cast "Power Word - Curse", reducing attack of the target to 0. Resistance protects only partially against this spell.

Spell "Power Word - Curse" (Cost: 3)

 

/220 Power Word - Hold

The unit is taught to cast "Power Word - Hold", target unit can't move and fight. Resistance protects only partially against this spell.

Spell "Power Word - Hold" (Cost: 3)

 

/221 Power Word - Pain

The unit is taught to cast "Power Word - Pain", causing severe pain to the target. Resistance protects only partially against this spell.

Spell "Power Word - Pain" (Cost: 3)

 

/222 Summon Water Elemental

The unit is taught to cast "Summon Water Elemental" spell, summoning water elemental on the adjacent tile.

Spell "Summon Water Elemental" (Cost: 4)

 

/223 Glacial Heart

The unit is taught to cast "Glacial Heart" spell, granting immunity to poison and fear to target unit, but inflicts 3 points of damage each turn. Ignores magic resistance.

Spell "Glacial Heart" (Cost: 1)

 

/224 Freeze

The unit is taught to cast "Freeze" spell, immobilizing and inflicting 8 points of magical damage to target unit, but increases armor of the target by 1.

Spell "Freeze" (Cost: 2)

 

/225 Ice Chunk

The unit is taught to cast the "Ice Chunk" spell, inflicting 12 points of physical damage to target unit.

Spell "Ice Chunk" (Cost: 3)

 

/226 Snare

Composite skill, which consists of the following skills:

Snare
Special ability
Special ability

 

/227 Trap

Composite skill, which consists of the following skills:

Trap
Special ability
Special ability
Special ability

 

/228 Hornet's Nest

Composite skill, which consists of the following skills:

Hornet's Nest
Special ability

 

/229 Become Crossbowman

This unit may be promoted to Crossbowman.

 

/230 Become Bowman

This unit may be promoted to Bowman.

 

/231 Become Barbarian

When militiaman shows great fury and rage in battles, he could be promoted to Barbarian.

 

/232 Become Healer

When militiaman is taught medical skills, he could be promoted to Healer.

 

/233 Become Pikeman

This unit may be promoted to Pikeman.

 

/234 Become Brigand

If you let this unit walk the slippery slope of Brigands, he will soon become one.

 

/235 Become Shaman

When a militiaman is taught techniques and rituals of wild magic, he can be promoted to a Shaman.

 

/236 Become Slinger

This unit may be promoted to Slinger.

 

/237 Become Swordsman

This unit may be promoted to Swordsman.

 

/238 Become Thief

If you let this unit walk the slippery slope of Thieves, he will soon become one.

 

/239 Armor Piercing Shot

The unit is taught to cast "Armor Piercing Shot" spell, adding armor-piercing effect to friendly unit shots.

Spell "Armor Piercing Shot" (Cost: 1)

 

/240 Thick Fog

This unit learns 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.

Spell "Thick Fog" (Cost: 4)

 

/241 Double Shot

The unit is taught to cast the "Double Shot" spell, giving a friendly unit the ability Double Shot at the cost of some stamina.

Spell "Double Shot" (Cost: 2)

 

/242 Enchanted Arrow

The unit is taught to cast "Enchanted Arrow" spell, inflicting 10 physical damage to target unit.

Spell "Enchanted Arrow" (Cost: 2)

 

/243 Ancestral Rage

The unit is taught to cast "Ancestral Rage" spell, increasing attack and counterattack of the target by 3 and speed by 1.

Spell "Ancestral Rage" (Cost: 1)

 

/244 Ancestral Shield

The unit is taught to cast "Ancestral Shield", increasing defense and ranged defense of the target unit by 3 and resistance by 1.

Spell "Ancestral Shield" (Cost: 1)

 

/245 Path of the Stars

By chosing the Path of the Stars, the unit will eventually be able to learn powerful spells, and immediately learns the Sparks spell, which deals 6 magical damage to multiple enemies over a large area.

Composite skill, which consists of the following skills:

Spell "Sparks" (Cost: 1)
Path of the Stars

 

/246 Electric Shock

The unit is taught to cast "Electric Shock" spell, inflicting 18 magic damage to target unit.

Needed ability: Path of the Stars

Spell "Electric Shock" (Cost: 2)

 

/247 Storm

The unit is taught to cast "Storm" spell, inflicting 16 magic damage to multiple enemies.

Needed ability: Path of the Stars

Spell "Storm" (Cost: 3)

 

/248 Hornet swarm

This unit learns the Hornet Swarm spell, which poisons an enemy and causes them to itch.

Spell "Hornet swarm" (Cost: 1)

 

/249 Poison Claw

This unit learns the Poison Claw spell, which makes an allied animal's melee attack poisonous.

Spell "Poison Claw" (Cost: 2)

 

/250 Set Trap

This unit learns the Set Trap spell, which places a trap in an adjacent tile.

Spell "Set Trap" (Cost: 1)

 

/251 Set Snare

This unit learns the Set Snare spell, which places a snare in an adjacent tile.

Spell "Set Snare" (Cost: 1)

 

/252 Set Hive

This unit learns the Set Hive spell, which places a hornet's nest in an adjacent tile.

Spell "Set Hive" (Cost: 1)

 

/253 Swamp Blood

This unit learns the Swamp Blood spell, which grants an ally poison immunity.

Spell "Swamp Blood" (Cost: 2)

 

/254 Voracity

This unit learns the Voracity spell, which grants an animal ally the Necrophage ability.

Spell "Voracity" (Cost: 1)

 

/255 Devour

The unit is taught to cast "Devour" spell, consuming health from friendly units and healing the caster.

Spell "Devour" (Cost: 1)

 

/256 Summoning Power +1

Increase the level of summoned creatures by 1.

 

/257 Pathfinder +1

Teaches the unit to freely pass in any terrain.

Composite skill, which consists of the following skills:

Forest Knowledge +1
Hills Knowledge +1
Swamp Knowledge +1

 

/258 Word of Life

The unit is taught to cast "Word of Life" spell, increasing attack, counter-attack and the speed of the target unit by 1, and restoring health and stamina each turn.

Spell "Word of Life" (Cost: 2)

 

/259 Mass Healing

The unit is taught to cast "Mass Heal" spell, restoring health to all friendly units.

Spell "Mass Healing" (Cost: 3)

 

/260 Mass Defense

The unit is taught to cast "Mass Defense" spell, increasing armor and resistance of all friendly units.

Spell "Mass Defense" (Cost: 4)

 

/261 White Magic

The unit is taught to cast "White Magic" spell, inflicting damage to enemies and heals allied units.

Spell "White Magic" (Cost: 5)

 

/262 Swiftness

The unit is taught to cast "Swiftness" spell, increasing the speed and gradually restoring stamina.

Spell "Swiftness" (Cost: 2)

 

/263 Dispel Magic

The unit can cast the "Dispel Magic" spell, which deals damage to summoned enemy units.

Spell "Dispel Magic" (Cost: 2)

 

/264 Demon Slayer

The unit is taught to cast the "Demon Slayer" spell, increasing damage dealt to evil creatures, especially demons and undead.

Spell "Bane of the Wicked" (Cost: 1)

 

/265 Grace

The unit is taught to cast "Grace" spell, increasing all kinds of attacks, all defenses and resistance of the target unit by 2. The target recovers 2 hit points each turn.

Spell "Grace" (Cost: 2)

 

/266 Divine Seal

The unit is taught to cast the "Divine Seal" spell, preventing the target from casting spells. Magic immunity does not apply.

Spell "Divine Seal" (Cost: 3)

 

/267 Armor of Faith

The unit can cast the "Armor of Faith" spell, which reduces damage from Undead and Demons by 50%.

Spell "Armor of Faith" (Cost: 2)

 

/268 True Resurrection

The unit is taught to cast the "True Resurrection" spell, with which you can resurrect fallen friendly units.

Composite skill, which consists of the following skills:

Spell "True Resurrection" (Cost: 4)
Avatar of Light

 

/269 Sanctuary

Teach unit to 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%. The spell has no effect on undead and demons.

Spell "Sanctuary" (Cost: 4)

 

/270 Divine Warp

The unit is taught to cast "Divine Warp" spell, moving the target unit on free tile. Works only on friendly units. The spell has no effect on undead and demons.

Spell "Divine Warp" (Cost: 3)

 

/271 Divine Light

The unit is taught to cast the "Divine Light" spell, which resets all kinds of attacks of all enemies within 2 tiles. Resistance protects only partially against this spell.

Spell "Divine Light" (Cost: 5)

 

/272 Holy Word

The unit is taught to cast "Holy Word" spell, inflicting damage to all enemies on the battlefield. Ignores magic resistance.

Spell "Holy Word" (Cost: 5)

 

/273 Divine Vengeance

The unit is taught to cast the "Divine Vengeance" spell, inflicting damage to all demons and undead within 2 tiles.

Spell "Divine Vengeance" (Cost: 5)

 

/274 Hit and Run

The unit learns to return to the tile it started from before the attack.

 

/275 Prod

This unit learns the Prod spell, which grants an allied animal another turn.

Spell "Prod" (Cost: 2)

 

/276 Subdue Beast

This unit learns the Subdue Beast spell, to take control of an enemy animal temporarily.

Spell "Subdue Beast" (Cost: 3)

 

/277 Panic

Unit learns to retreat in panic. If, in a fit of despair, a unit flees the battlefield, they will not take part in the next battle.

 

/278 Smite Evil +2

The unit inflicts additional damage on enemies whose souls are tainted by evil.

 

/279 Smite Evil +3

The unit inflicts additional damage on enemies whose souls are tainted by evil.

 

/280 Become Necromancer

Perform special consecration after which the soldier can join the ranks of the Necromancers.

Needed ability: Fear

 

/281 Become Demonologist

Perform a special initiation, which promotes the unit to Demonologist.

Needed ability: Vulnerability Spell

 

/282 Web +1

Increase the duration of Web entanglement by 1.

Needed ability: Web

Composite skill, which consists of the following skills:

Ranged Attack +1
Web +1

 

/283 Lifeblood

Nearby allies receive Regeneration 1, as long as they remain close.

Composite skill, which consists of the following skills:

Lifeblood +1
Aura: Regeneration +1

 

/284 Lifeblood

Nearby allies receive Regeneration 1 and Surge of Strength 1, as long as they remain close.

Needed ability: Lifeblood

Composite skill, which consists of the following skills:

Lifeblood -1
Lifeblood +2
Aura: Surge of Strength +1

 

/285 Lifeblood

Nearby allies receive Regeneration 2 and Surge of Strength 1, as long as they remain close.

Needed ability: Lifeblood

Composite skill, which consists of the following skills:

Lifeblood -2
Lifeblood +3
Aura: Regeneration +1

 

/286 Lifeblood

Nearby allies receive Regeneration 3 and Surge of Strength 2, as long as they remain close.

Needed ability: Lifeblood

Composite skill, which consists of the following skills:

Lifeblood -3
Lifeblood +4
Aura: Regeneration +1
Aura: Surge of Strength +1

 

/287 Mechanical

Immunity to poison, morale has no effect on combat capabilities and unit can't fight in close combat.

Composite skill, which consists of the following skills:

Tireless
Intrepid
Does not fight
Poison Immunity

 

/288 Archmage ablities

Composite skill, which consists of the following skills:

Meditation +1
Spell "Chilling Lightning" (Cost: 4)
Spellpower +1
Spell Duration +1

 

/289 Magic Damage

Unit deals magic damage instead of physical damage. Resistance is used to reduce damage form those kinds of attacks.

Composite skill, which consists of the following skills:

Magic Strike
Magic Shot

 

/290 Enslave

The unit is taught to cast "Enslave Mind" spell, gaining control of target enemy unit.

Spell "Enslave" (Cost: 5)

 

/291 Healing (10)

A special ability allowing the unit to heal a friendly unit within shooting range.

 

/292 Patriarch ablities

Composite skill, which consists of the following skills:

Magic Strike
Magic Shot
Meditation +1
Smite Evil +1
Spell "Mass Healing" (Cost: 3)

 

/293 Elven Marksmanship

Increase the unit's shooting strength and accuracy.

Composite skill, which consists of the following skills:

Ranged Attack +1
Precise Shot +1

 

/294 Summon Wyvern

The unit is taught to cast "Summon Wyvern" spell, summoning the wyvern on summoner's adjacent tile.

Composite skill, which consists of the following skills:

Spell "Summon Wyvern" (Cost: 4)
Summoning Power +4

 

/295 Orc Commander

Orc Leader and all adjacent units receive Armorpiercing Strike.

 

/296 Fire Storm

The unit is taught to cast the "Fire Storm" spell, inflicting damage to all units within 2 tiles and igniting them.

Spell "Fire Storm" (Cost: 5)

 

/297 Chilling Lightning

This unit learns the Chilling Lightning Spell, which deals magic damage to a single target.

Spell "Chilling Lightning" (Cost: 4)

 

/298 Order

The unit is taught to cast "Order" spell, returning the control of target unit to owner.

Spell "Order" (Cost: 5)

 

/299 Ice Immunity

Grants unit immunity to ice and cold based spells.

 

/300 Air Immunity

Grants unit immunity to air and electricity based spells.

 

/301 Manic Rage 2

When the unit takes damage, it falls into a rage. It immediately gets the perks of the Battle Frenzy ability, but loses 2 HP each turn.

 

/302 Water Elemental

Composite skill, which consists of the following skills:

Swamp Knowledge +2
Ice Immunity
Spell "Glacial Heart" (Cost: 1)
Spell "Freeze" (Cost: 3)
Spell "Ice Chunk" (Cost: 2)

 

/303 Bombardment

The unit is taught to execute a bombardment that not only affects the main target, but also all the creatures around it. It does half the amount of damage.

 

/304 Mind Control Immunity

Grants unit immune to mind affecting spells and abilities.

 

/305 Elemental

Composite skill, which consists of the following skills:

Mind Control Immunity
Feels No Pain
Intrepid
Poison Immunity

 

/306 Celestial Thunder

The unit is taught to cast "Celestial Thunder" spell, causing damage to one enemy. Resistance protects only partially against this spell.

Spell "Celestial Thunder" (Cost: 2)

 

/307 Chain Lightning

The unit is taught to cast "Chain Lightning", inflicting damage to all units within two tiles. Resistance protects only partially against this spell.

Spell "Chain Lightning" (Cost: 4)

 

/308 Head Wind

The unit is taught to cast the "Head Wind" spell, which reduces an enemy's Speed by 2, Range by 1, and causes Stamina loss every turn.

Spell "Head Wind" (Cost: 1)

 

/309 Air Elemental

Composite skill, which consists of the following skills:

Recuperation +2
Air Immunity
Spell "Celestial Thunder" (Cost: 2)
Spell "Chain Lightning" (Cost: 4)
Spell "Head Wind" (Cost: 1)

 

/310 Sluggishness

The unit is taught to cast "Sluggishness" spell, slowing the target and causing to gradually lose stamina.

Spell "Sluggishness" (Cost: 1)

 

/311 Quicksand

The unit is taught to 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.

Spell "Quicksand" (Cost: 3)

 

/312 Earthquake

The unit is taught to cast "Earthquake" spell, inflicting physical damage to all enemy units. Resistance protects only partially against this spell. Magic immunity does not apply.

Spell "Earthquake" (Cost: 5)

 

/313 Earth Elemental

Composite skill, which consists of the following skills:

Spell "Sluggishness" (Cost: 1)
Spell "Quicksand" (Cost: 3)
Spell "Earthquake" (Cost: 5)
Stunning Blow +2

 

/314 Fire Rain

The unit is taught to cast "Fire Rain" spell, inflicting damage to all units within a single tile and causing severe burns.

Spell "Fire Rain" (Cost: 2)

 

/315 Mass Fire Immunity

Teach unit to cast "Mass Fire Immunity", which makes all allies immune to fire, and slightly increases their Ranged Defense.

Spell "Mass Fire Immunity" (Cost: 4)

 

/316 Cleansing Flame

The unit is taught to cast "Cleansing Flame" spell, inflicting damage to all units on the battlefield and igniting them. Caster loses 50 hit points.

Spell "Cleansing Flame" (Cost: 1)

 

/317 Fire Elemental

Composite skill, which consists of the following skills:

Spell "Fire Rain" (Cost: 2)
Spell "Mass Fire Immunity" (Cost: 4)
Spell "Cleansing Flame" (Cost: 1)
Scorching +1

 

/318 Summon Air Elemental

The unit is taught to cast "Summon Air Elemental" spell, calling incarnation of air to summoner's adjacent tile.

Spell "Summon Air Elemental" (Cost: 4)

 

/319 Summon Earth Elemental

The unit is taught to cast "Summon Earth Elemental" spell, calling incarnation of earth to summoner's adjacent tile.

Composite skill, which consists of the following skills:

Spell "Summon Earth Elemental" (Cost: 4)
Ammo +1

 

/320 Elemental Strength

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.

Spell "Elemental Strength" (Cost: 1)

 

/321 Necromancer ablities

Composite skill, which consists of the following skills:

Magic Strike
Magic Shot
Hex +5
Spell "Summon Skeleton" (Cost: 3)

 

/322 Summon Living Armor

The unit is taught to cast "Summon Living Armor" spell, summoning live armor to summoner's adjacent tile.

Spell "Summon Living Armor" (Cost: 6)

 

/323 Summon Lord of Abyss

The unit is taught to cast "Summon Lord of Abyss" spell, summoning Lord of Abyss to summoner's adjacent tile. Caster loses 15 hit points.

Spell "Summon Lord of Abyss" (Cost: 2)

 

/324 Charge

The unit is taught to deal additional damage in melee, depending on how far away the opponent is at the start of the turn.

 

/325 Anthem Of The Damned

The unit is taught to cast "Anthem Of The Damned" spell, dealing damage to all mortals. Resistance protects only partially against this spell.

Spell "Anthem Of The Damned" (Cost: 3)

 

/326 Summon Hellhound

The unit is taught to cast the "Summon Hellhound" spell, summoning a Hellhound to a tile adjacent to the summoner. Caster loses 5 hit points.

Spell "Summon Hellhound" (Cost: 1)

 

/327 Archdemon

Composite skill, which consists of the following skills:

Spell "Summon Cerberus" (Cost: 2)
Soul Stealing +10
Lord of Demons
Dark Dominion +2
Cursed Armor

 

/328 Elementalist Tome

Composite skill, which consists of the following skills:

Spell "Summon Water Elemental" (Cost: 4)
Spell "Summon Air Elemental" (Cost: 4)
Spell "Summon Earth Elemental" (Cost: 4)
Spell "Summon Fire Elemental" (Cost: 4)

 

/329 Skeleton Transformation

The unit is taught to cast "Skeleton Transformation" spell, transforming friendly or enemy unit into the skeleton.

Spell "Skeleton Transformation" (Cost: 2)

 

/330 Fiend Transformation

The unit is taught to cast "Fiend Transformation" spell, transforming a friendly or enemy unit into fiend. Resistance protects only partially against this spell.

Spell "Fiend Transformation" (Cost: 3)

 

/331 Cleric Transformation

The unit is taught to cast "Cleric Transformation" spell, transforming a friendly or enemy unit into cleric. Resistance has almost no protection against this spell. Magic immunity does not apply.

Spell "Cleric Transformation" (Cost: 4)

 

/332 Fire Blade

The unit is taught to cast "Fire Blade" spell, increasing all kinds of attacks of friendly unit by 4 and changing damage to magical.

Spell "Fire Blade" (Cost: 1)

 

/333 Mass Dispel

The unit is taught to cast "Mass Dispel" spell, reduces the duration of negative spells on all friendly troops and positive spells on all hostile units.

Spell "Mass Dispel" (Cost: 4)

 

/334 Summon Phantom

The unit is taught to cast "Summon Phantom" spell, summoning phantom to summoner's adjacent tile.

Spell "Summon Phantom" (Cost: 3)

 

/335 Fanaticism

The unit is taught to cast the "Fanaticism" spell, resurrecting a friendly unit to full health when it dies in combat. The spell also makes the unit intrepid.

Spell "Fanaticism" (Cost: 3)

 

/336 Deadly Terror

The unit is taught to cast "Deadly Terror" spell, reducing morale of the enemy.

Spell "Deadly Terror" (Cost: 2)

 

/337 Panic

The unit is taught to cast "Panic", reducing the morale of multiple targets.

Spell "Panic" (Cost: 3)

 

/338 Imaginary Assassin

The unit is taught to cast "Imaginary Assassin" Spell, forcing the enemy unit to cause damage to itself.

Spell "Imaginary Assassin" (Cost: 4)

 

/339 Psion Tome

Composite skill, which consists of the following skills:

Spell "Summon Phantom" (Cost: 3)
Spell "Fanaticism" (Cost: 3)
Spell "Deadly Terror" (Cost: 2)
Spell "Bind Will" (Cost: 4)
Spell "Imaginary Assassin" (Cost: 4)

 

/340 Bind Will

The unit is taught to cast "Bind Will" spell, that allows to control the actions of the enemy unit.

Spell "Bind Will" (Cost: 4)

 

/341 Strong Mind

The unit is taught to cast the "Strong Mind" spell, granting all friendly units immunity to mind-affecting spells and effects.

Spell "Strong Mind" (Cost: 2)

 

/342 Faith Devotee

Composite skill, which consists of the following skills:

First Aid +3
Crushing Blow +4
Smite Evil +2
Spell "Blind Faith" (Cost: 3)

 

/343 Faith Devotee ablities

Composite skill, which consists of the following skills:

Meditation +1
Healing +6
Magic Shot
Spell "Inspiration" (Cost: 1)

 

/344 Vitality 30

Teach unit to recover an additional 30% health between battles.

 

/345 Vitality +20

Increase a unit's ability to recover an additional 20% health.

Needed ability: Vitality

 

/346 Trample 5

When attacking an enemy in melee, the unit can trample it down if enemy has 5 or fewer hit points left after the attack. Having made the kill, the unit moves to the tile previously occupied by its opponent.

 

/347 Trample +5

Increases the upper threshold of hit points an enemy unit has to be under in order to be susceptible to trampling.

 

/348 Arrow Shower

The unit is taught to cast the "Arrow Shower" spell, giving all friendly units the abilities Double Shot and Enchanted Arrows, causing magical damage, and restores Ammo. The enchanted units' actions do not consume stamina.

Needed ability: Path of the Stars

Spell "Arrow Shower" (Cost: 4)

 

/349 Control Undead

The unit is taught to cast "Control Undead" spell, with which you can take control of hostile undead for 2 turns.

Spell "Control Undead" (Cost: 4)

 

/350 Seismic Charge

A cannon with a special charge is equipped, capable of stunning and slowing down several non-flying creatures.

 

/351 Mockery

The unit is taught to cast the "Mockery" spell, reducing and enemy's stamina.

Spell "Mockery" (Cost: 1)

 

/352 Immobilized

Target unit can't move.

 

/353 Levitation

The unit is taught to 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.

Spell "Levitation" (Cost: 2)

 

/354 Embrace of Darkness

The unit is taught to cast the "Embrace of Darkness" Spell, giving 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.

Spell "Embrace of Darkness" (Cost: 3)

 

/355 Deadly Touch

The unit is taught to cast the "Deadly Touch" spell, instantly killing a friendly or enemy creature. Magic Resistance and Magic Immunity offer no protection from this spell. Does not affect the undead, mechanical units and heroes.

Spell "Deadly Touch" (Cost: 10)

 

/356 Soul Stealing (3)

After killing an enemy in melee, the unit steals its soul, restoring 3 hit points.

 

/357 Become Reaper

Add two more hands to the skeleton, turning it into a deadly Reaper.

 

/358 Alertness (2)

Unit's Defense improves each time it is attacked.

 

/359 Alertness +1

Improves unit's ability to defend against a large number of enemies.

Needed ability: Alertness

 

/360 Orcish Fury

When the unit falls into a Battle Frenzy, Attack increases by 1, and Counterattack increase by 2.

Composite skill, which consists of the following skills:

Battle Frenzy +1
Cold Rage +2

 

/361 Banshee

Composite skill, which consists of the following skills:

Flying
Magic Strike
Soul Stealing +8
Spell "Banshee's Howl" (Cost: 1)

 

/362 Antimagic

The unit is taught to cast "Antimagic" spell, increasing target unit's resistance by 10 and granting it spell immunity.

Spell "Antimagic" (Cost: 1)

 

/363 Phantom

Composite skill, which consists of the following skills:

Tireless
Intrepid
Poison Immunity
Feels No Pain
Mind Control Immunity

 

/364 Summoning Power +4

Increase power of summoned creatures by 4 (Undead - by 1) and summoning range by 1.

Composite skill, which consists of the following skills:

Summoning Power +4
Summoning Range +1

 

/365 Paralyze

The unit is taught to cast the "Paralyze" spell, paralyzing a target unit which can't move and fight. The target's resistance only partially protects it from the spell. Has no effect on the Undead and Mechanical units.

Spell "Paralyze" (Cost: 4)

 

/366 Mass Sleep

The unit is taught to cast the "Mass Sleep" spell, making all enemies fall asleep. 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.

Spell "Mass Sleep" (Cost: 6)

 

/367 Shadow Form

The unit is taught to cast the "Shadow Form Butterfly" spell, giving it special powers.

Composite skill, which consists of the following skills:

Spell "Shadow Form" (Cost: 1)
Shadow Form Spell

 

/368 Shadow Form

The unit is taught to cast the "Shadow Form Priestess" spell, giving it special powers.

Composite skill, which consists of the following skills:

Spell "Shadow Form" (Cost: 1)
Shadow Form Spell

 

/369 Summon Beholder

The unit is taught to cast the "Summon Beholder" spell, summoning a Beholder to a tile adjacent to the summoner.

Spell "Summon Beholder" (Cost: 6)

 

/370 Dark Crystal

This unit learns the Dark Crystal spell, which creates a Dark Crystal in an adjacent tile.

Spell "Dark Crystal" (Cost: 4)

 

/371 Drow Rage

The unit is taught to cast the "Drow Rage" spell, increasing attack and ranged attack of a friendly unit by 2, speed by 1 and grants bloodlust.

Spell "Drow Rage" (Cost: 2)

 

/372 Blinding Darkness

The unit is taught to cast the "Blinding Darkness" spell, which sets the attack of an enemy unit to 0.

Spell "Blinding Darkness" (Cost: 2)

 

/373 Summoning Power +8

Increase power of summoned creatures by 8 (Undead - by 2) and summoning range by 2.

Composite skill, which consists of the following skills:

Summoning Power +8
Summoning Range +2

 

/374 Kiss of Darkness

The unit can cast the "Kiss of Darkness" spell, which gives an extra turn to a friendly Drow unit.

Spell "Kiss of Darkness" (Cost: 3)

 

/375 Astral Parasite

Provides the unit with special arrows - as per "Astral Parasite" spell.

Composite skill, which consists of the following skills:

Switch Ammo
Astral Parasite Spell

 

/376 Hands of Darkness

The unit is taught to cast the "Hands of Darkness" spell, granting a friendly unit the ability to attack all enemies around it at an additional cost of stamina.

Spell "Hands of Darkness" (Cost: 2)

 

/377 Warp

The unit is taught to cast the "Warp" spell, moving the target unit to a free tile.

Spell "Warp" (Cost: 2)

 

/378 Astral Thief

This unit learns the Astral Thief spell, which steals 3 ammo from the target, and transfers them to the caster.

Spell "Astral Thief" (Cost: 2)

 

/379 Dark Depletion

The unit is taught to cast the "Dark Decimation" spell, destroying 8 ammo to each target within 2 tiles and causing an equal amount of damage to it.

Spell "Dark Depletion" (Cost: 4)

 

/380 Dark Resurrection

The unit is taught to cast "Dark Resurrection" spell, which can resurrect fallen allies at the cost of a sacrifice.

Spell "Dark Resurrection" (Cost: 4)

 

/381 Cloud of Darkness

The unit is taught to cast "Cloud of Darkness" spell, sets the attack of all living units within 2 tile to 0.

Spell "Cloud of Darkness" (Cost: 3)

 

/382 Raise Reaper

The unit is taught to cast "Raise Reaper" spell, creating reaper from the corpse of the dead unit.

Spell "Raise Reaper" (Cost: 4)

 

/383 Cloud of Restoration

The unit is taught to cast the "Cloud of Restoration" spell, restoring the health of all undead within 1 tile.

Spell "Cloud of Restoration" (Cost: 5)

 

/384 Mass Undead Restoration

The unit is taught to cast "Mass Undead Restoration" spell, gradually restoring health to all friendly undead units.

Spell "Mass Undead Restoration" (Cost: 3)

 

/385 Eternal Slave

The unit is taught to cast "Eternal Slave" spell, allows one undead unit which was under effect of the spell to rise again with full health when it is destroyed in battle.

Spell "Eternal Slave" (Cost: 4)

 

/386 Feels No Pain

Wounds have no impact on the unit's attack.

 

/387 Recuperation +3

The unit recovers 3 more stamina point while resting.

 

/388 Dissolve Armor

The unit is taught to cast the Dissolve Armor spell, reducing defense and ranged defense of the target unit.

Spell "Dissolve Armor" (Cost: 3)

 

/389 Axii Sign

The unit is taught to cast Axii Sign, frightening the enemy.

Spell "Axii Sign" (Cost: 3)

 

/390 Yrden Sign

The unit is taught to cast Yrden Sign, able to cause pain to the enemy.

Spell "Yrden Sign" (Cost: 2)

 

/391 Lich abilities

Composite skill, which consists of the following skills:

Spell "Death Cloud" (Cost: 4)
Spell "Undead Regeneration" (Cost: 1)
Spell "Raise Skeleton" (Cost: 2)
Spell "Summon Skeleton" (Cost: 3)
Spell "Dissolve Armor" (Cost: 3)

 

/392 Word of Death

The unit is taught to cast "Word of Death" spell, greatly reducing stamina of all living units on the battlefield.

Spell "Word of Death" (Cost: 8)

 

/393 Raise Mummy

The unit is taught to cast "Raise Mummy" spell, creating a mummy from the corpse of the dead unit.

Spell "Raise Mummy" (Cost: 3)

 

/394 Raise Cadaver

The unit is taught to cast "Raise Cadaver" spell, creating a cadaver from the corpse of the dead unit.

Spell "Raise Cadaver" (Cost: 5)

 

/395 Sinister Howl

The unit is taught to use Terrible Howl, frightening its enemies.

Composite skill, which consists of the following skills:

Spell "Sinister Howl" (Cost: 1)
Ammo +1

 

/396 Raise Vampire

The unit is taught to cast "Raise Vampire" spell, creating a vampire from the corpse of the dead unit.

Spell "Raise Vampire" (Cost: 10)

 

/397 Summon Devil

The unit is taught to cast the "Summon Devil" spell, summoning a Devil to a tile adjacent to the summoner.

Spell "Summon Devil" (Cost: 8)

 

/398 Raise Banshee

The unit is taught to cast "Raise Banshee" spell, creating a banshee from the corpse of the dead unit.

Spell "Raise Banshee" (Cost: 8)

 

/399 Death Cloud

The unit is taught to cast the "Death Cloud" spell, poisoning all living units within 2 tiles.

Spell "Death Cloud" (Cost: 4)

 

/400 Mass Life Drain

The unit is taught to cast "Mass Life Drain" spell, inflicting minor damage to all enemies and healing injuries of the caster.

Spell "Mass Life Drain" (Cost: 8)

 

/401 Summon Imp

The unit is taught to cast Summon Imp, summoning an imp in a neighboring tile. The caster loses 3 hit points.

Spell "Summon Imp" (Cost: 2)

 

/402 Summon Hellhound

The unit is taught to cast the "Summon Hellhound" spell, summoning a Hellhound to a tile adjacent to the summoner. Caster loses 5 hit points.

Spell "Summon Hellhound" (Cost: 4)

 

/403 Summon Fiend

The unit is taught to cast the "Summon Fiend" spell, summoning a Fiend to a tile adjacent to the summoner. Caster loses 6 hit points.

Spell "Summon Fiend" (Cost: 5)

 

/404 Summon Demon

The unit is taught to cast "Summon Demon", summoning a Demon to a tile adjacent to the summoner. The sacrifice of a friendly unit is required for this summoning.

Spell "Summon Demon" (Cost: 8)

 

/405 Demon Blood

Teach unit to cast the Demon Blood spell, inflicting damage to all enemy and allied demons within a 1-tile radius, and healing the caster.

Spell "Demon Blood" (Cost: 1)

 

/406 Mass Bless

This unit learns the Mass Bless spell, which increases the attributes of all its allies, except Undead and Demons.

Spell "Mass Bless" (Cost: 3)

 

/407 Healing Sleep

The unit is taught to cast "Healing Sleep", putting to sleep all units within 1 tile and restoring health and stamina during sleep.

Spell "Healing Sleep" (Cost: 5)

 

/408 Corrupt

The unit is taught to cast the "Corruption" spell, greatly reducing all stats of all units within 2 tiles, ignoring the resistance and immunity to magic.

Spell "Corrupt" (Cost: 6)

 

/409 Dark Pact

The unit is taught to cast "Dark Pact" spell, allowing friendly creatures to raise after death as a demon of corresponding rank.

Spell "Dark Pact" (Cost: 3)

 

/410 Ammo Bearer

The unit is taught to supply their neighbors with ammo on the battlefield.

 

/411 Golem

Composite skill, which consists of the following skills:

Feels No Pain
Tireless
Intrepid
Poison Immunity
Petrification Immunity

 

/412 Springald

Composite skill, which consists of the following skills:

Armor Piercing Shot
Tireless
Heavy Ammo +3

 

/413 Manic Rage 3

When the unit takes damage, it falls into a rage. It immediately gets the perks of the Battle Frenzy ability, but loses 3 HP each turn.

 

/414 Orcish Fury

When the unit falls into a Battle Frenzy, Attack increases by 2, and Counterattack increase by 4.

Composite skill, which consists of the following skills:

Battle Frenzy +2
Cold Rage +4

 

/415 Chaos Distortion

Teach the unit to cast "Chaos Distortion" spell, allowing all friendly demons to make a second move.

Spell "Chaos Distortion" (Cost: 5)

 

/416 Chaos Surge

Teach the unit to cast "Chaos Surge" spell, allowing a friendly demon to make a second move.

Spell "Chaos Surge" (Cost: 1)

 

/417 Deadly Touch

The unit is taught to cast the "Deadly Touch" spell, instantly killing a friendly or enemy creature. Magic Resistance and Magic Immunity offer no protection from this spell. Does not affect the undead, mechanical units and heroes.

Spell "Deadly Touch" (Cost: 10)

 

/418 Become Preacher

This unit may be promoted to Preacher.

 

/419 Fearlessness

The unit is taught to cast "Fearless" spell, restoring the morale of friendly unit and increasing its attack for a while.

Spell "Fearlessness" (Cost: 3)

 

/420 Immobilization

Immobilizing an enemy unit with the melee attack, preventing to move during its turn.

 

/421 Spectre

Composite skill, which consists of the following skills:

Floating
Magic Strike
Magic Shot
Dark Replenishment +1

 

/422 Rune Shot

The unit is taught to cast the "Rune Shot" spell, increasing ranged attack to mechanical unit, changing damage type to magical and restoring 2 ammo.

Spell "Rune Shot" (Cost: 2)

 

/423 Recuperation +2

The unit recovers 2 more stamina point while resting.

 

/424 Tarrasque

Composite skill, which consists of the following skills:

Armorpiercing Strike
Stunning Blow +1
Damage Armor
Crippling Strike +4

 

/425 Energy Control (4)

The ability to control magic energy allows the unit to ignore 4 points of target's resistance while using a magical ranged attack.

 

/426 Energy Control (8)

The ability to control magic energy allows the unit to ignore 8 points of target's resistance while using a magical ranged attack.

 

/427 Energy Control (12)

The ability to control magic energy allows the unit to ignore 12 points of target's resistance while using a magical ranged attack.

 

/428 Containment

The unit is taught to cast the "Containment" spell, reducing the speed of the enemy unit and making it lose stamina.

Spell "Containment" (Cost: 3)

 

/429 Dark Redemption

The unit is taught to cast the "Dark Redemption" spell, which increases the magical abilities of all friendly creatures, and gives a small boost to morale.

Spell "Dark Redemption" (Cost: 3)

 

/430 Siege Mode

The unit can switch to siege mode, doubling its Ranged Attack. In that case, shooting Range cannot exceed 3.

Composite skill, which consists of the following skills:

Special ability
Special ability
Special ability
Siege Mode

 

/431 Change Ammo

The unit changes to its second missile, dealing magical damage.

 

/432 Meditation +2

The unit will restore his ammo while resting.

 

/433 Ice Snake

The unit is taught to cast "Ice Snake" spell, inflicting very heavy damage to one enemy and slows it down significantly.

Spell "Ice Snake" (Cost: 4)

 

/434 Lightning Ball

The unit is taught to cast "Lightning Ball" spell, inflicting heavy damage to all units within 1 tile and reducing their defense and ranged defense.

Spell "Lightning Ball" (Cost: 5)

 

/435 Scorching Ground

The unit is taught to cast "Scorching Ground" spell, inflicting lasting damage to all non-flying enemies and slowing them.

Spell "Scorching Ground" (Cost: 4)

 

/436 Solar Blast

The unit is taught to cast "Solar Blast" spell, inflicting heavy damage to all enemies.

Needed ability: Path of the Sun

Spell "Solar Blast" (Cost: 5)

 

/437 Necromancer's Cry

Teach the unit to cast "Necromancer's Cry" spell, allowing almost all friendly undead make a second move.

Spell "Necromancer's Cry" (Cost: 4)

 

/438 Elemental Master 1

Composite skill, which consists of the following skills:

Spell "Ice Snake" (Cost: 4)
Spell "Lightning Ball" (Cost: 5)
Spell "Scorching Ground" (Cost: 4)
Spell "Solar Blast" (Cost: 6)

 

/439 Elemental Master 2

Composite skill, which consists of the following skills:

Fire Immunity
Ice Immunity
Air Immunity

 

/440 Turn into Imp

When the unit dies, an Imp rises.

Composite skill, which consists of the following skills:

Special ability
Reincarnation
Special ability
Special ability

 

/441 Sinister Howl

The unit can use Sinister Howl, to terrify a single enemy.

Composite skill, which consists of the following skills:

Spell "Sinister Howl" (Cost: 1)
Ammo +1
Dark Replenishment +1

 

/442 Fiend Transformation

When the unit dies, a Mocker rises.

Composite skill, which consists of the following skills:

Special ability
Reincarnation
Special ability
Special ability

 

/443 Mocker Inscription

Spill the blood of a Pack Warrior to unleash stronger Chaos. The Gnoll's sacrifice opens a portal for a Mocker. Unit Stamina -4.

Needed ability: Special ability

Composite skill, which consists of the following skills:

Reincarnation
Stamina -4

 

/444 Demon Transformation

When the unit dies, a Demon rises.

Composite skill, which consists of the following skills:

Special ability
Reincarnation
Special ability
Special ability

 

/445 Avenger Inscription

Spill the blood of a Tyrant to unleash stronger Chaos. The Gnoll's sacrifice opens a portal for a Demon. Unit HP -5.

Needed ability: Special ability

Composite skill, which consists of the following skills:

Reincarnation
Hit Points -5

 

/446 Fiend Lord Inscription

Spill the blood of a Tormenter to unleash stronger Chaos. The Gnoll's sacrifice opens a portal for a Fiend Lord.

Needed ability: Special ability

 

/447 Avenger Inscription

Spill the blood of a Devourer to unleash stronger Chaos. The Gnoll's sacrifice opens a portal for an Avenger. Unit HP -8. Unit Speed +1.

Needed ability: Special ability

Composite skill, which consists of the following skills:

Special ability
Special ability
Reincarnation
Hit Points -8
Speed +1

 

/448 Turn into Lord of Abyss

When the unit dies, a Lord of Abyss rises.

Composite skill, which consists of the following skills:

Special ability
Reincarnation
Special ability
Special ability

 

/449 Devil Inscription

Spill the blood of a Devourer to unleash stronger Chaos. The Gnoll's sacrifice opens a portal for a Devil. Unit HP -5. Unit Stamina -5.

Needed ability: Special ability

Composite skill, which consists of the following skills:

Special ability
Special ability
Reincarnation
Hit Points -5
Stamina -5

 

/450 Troll Brand

Stigmatizing the Gnoll with another creature's blood. Unit Regeneration +1. Unit Speed -1.

Composite skill, which consists of the following skills:

Troll Brand
Regeneration +1
Speed -1

 

/451 Wolf Brand

Stigmatizing the Gnoll with another creature's blood. Wounding Strike +1. Intimidation +1. Unit Defense -1.

Composite skill, which consists of the following skills:

Wolf Brand
Wounding Strike +1
Intimidation +1
Defense -1

 

/452 Cerberus Brand

Stigmatizing the Gnoll with another creature's blood. Crippling Strike +2. Speed +1. Unit Armor -1.

Composite skill, which consists of the following skills:

Cerberus Brand
Crippling Strike +2
Speed +1
Defense -1
Ranged Defense -1

 

/453 Spawn Brand

Stigmatizing the Gnoll with another creature's blood. Fire Immunity. Battle Frenzy +3. Unit Resistance -1.

Composite skill, which consists of the following skills:

Spawn Brand
Battle Frenzy +3
Fire Immunity
Resistance -1

 

/454 Avenger Brand

Stigmatizing the Gnoll with another creature's blood. Hex. Fire Immunity. Summoning Power +2. Unit Resistance -1.

Composite skill, which consists of the following skills:

Avenger Brand
Hex +4
Summoning Power +2
Fire Immunity
Resistance -1

 

/455 Succubus Brand

Stigmatizing the Gnoll with another creature's blood. Fire Immunity. Scorching Blow 1. Unit Resistance -1.

Composite skill, which consists of the following skills:

Succubus Brand
Flaming Blade +1
Fire Immunity
Resistance -1

 

/456 Human Brand

Stigmatizing the Gnoll with another creature's blood. Smite Evil +1. Dark Dominion +1. Unit Strength -1.

Composite skill, which consists of the following skills:

Human Brand
Smite Evil +1
Dark Dominion +1
Attack -1
Counterattack -1

 

/457 Ogre Brand

Stigmatizing the Gnoll with another creature's blood. Crushing Blow (4). Unit Strength -1.

Composite skill, which consists of the following skills:

Ogre Brand
Crushing Blow +4
Attack -1
Counterattack -1

 

/458 Mass Slow

This unit learns the Mass Slow spell, slowing all enemies.

Spell "Mass Slow" (Cost: 5)

 

/459 Alkaryl Brand

Stigmatizing the Gnoll with another creature's blood. Agility. Marauding -5. Unit HP -8.

Composite skill, which consists of the following skills:

Alkaryl Brand
Agility
Marauder -5%
Hit Points -8

 

/460 Armageddon

The unit is taught to cast "Armageddon" spell, inflicting huge fire damage to all units on the battlefield.

Spell "Armageddon" (Cost: 5)

 

/461 Siege +4

Increases the rate of destruction of enemy fortifications.

 

/462 Summon Hnara

The unit is taught to cast the "Summon Hnara" spell, summoning a Hnara to a tile adjacent to the summoner.

Spell "Summon Hnara" (Cost: 2)

 

/463 Intimidation (4)

When attacking in melee, the unit reduces the morale of the enemy by 4.

 

/464 Intimidation +2

When attacking in melee, the unit reduces the morale of an enemy by additional 2 points of morale.

Needed ability: Intimidation

 

/465 Miracle

The unit is taught to cast the "Miracle" spell, healing friendly units within 1 tile and causing damage to enemies whose are in the same place.

Spell "Miracle" (Cost: 2)

 

/466 Fix (5)

The unit is taught the special ability to repair a friendly mechanical unit within shooting range.

 

/467 Mobility

The unit is taught to cast the "Mobility" spell, increasing the speed of friendly mechanical unit by 1 for 1 turn.

Spell "Mobility" (Cost: 2)

 

/468 Fix

The unit is taught the special ability to repair a friendly mechanical unit within shooting range.

Composite skill, which consists of the following skills:

Fix +5
Range +1
Ammo +1

 

/469 Fix +1

Increase the amount of health restored by means of repair.

Needed ability: Fix

 

/470 Become Workman

When militiaman is taught repair skills, he could be promoted to Workman.

 

/471 Reload

The unit is taught to cast "Reload" spell, restoring 1 ammo to friendly mechanical unit.

Spell "Reload" (Cost: 2)

 

/472 Summon Wolves

Teach unit to cast "Summon Wolves", which summons two wolves plus one per unit rank on tiles adjacent to the unit.

Spell "Summon Wolves" (Cost: 2)

 

/473 Summon Dire Bear

The unit is taught to cast "Summon Dire Bear" spell, summoning dire bear to summoner's adjacent tile.

Needed ability: Path of Earth

Spell "Summon Dire Bears" (Cost: 3)

 

/474 Manic Rage -1

Reduce the damage inflicted by Manic Rage by 1.

Needed ability: Manic Rage

 

/475 Regeneration (2)

This unit recovers 2 hit points per turn.

 

/476 Regeneration (4)

This unit recovers 4 hit points per turn.

 

/477 Test of Faith

The unit is taught to cast the "Test of Faith" spell, restoring hit points and stamina to a friendly unit for a short time, granting it Smite Evil and instantly replenishing one ammo.

Spell "Test of Faith" (Cost: 1)

 

/478 Summon Icarus

The unit is taught to cast the "Summon Icarus" spell, summoning the Alkari warrior to a tile adjacent to the summoner.

Spell "Summon Icarus" (Cost: 2)

 

/479 Summon Stalker

The unit is taught to cast the "Summon Stalker" spell, summoning the Alkari hunter to a tile adjacent to the summoner.

Spell "Summon Stalker" (Cost: 2)

 

/480 Summon Luminary

The unit is taught to cast the "Summon Luminary" spell, summoning an Luminary to a tile adjacent to the summoner.

Spell "Summon Luminary" (Cost: 2)

 

/481 Soul Trap

The unit is taught to cast the "Soul Trap" spell, trapping the soul when cast on a recently deceased.

Spell "Soul Trap" (Cost: 2)

 

/482 Strike of Pain

The unit is taught to cast the "Strike of Pain" spell, causing pain to the enemy.

Spell "Strike of Pain" (Cost: 1)

 

/483 Death Bell

The unit is taught to cast the "Death Bell" spell, which restores health to a friendly unit.

Spell "Death Bell" (Cost: 1)

 

/484 Trapped Soul

Composite skill, which consists of the following skills:

Does not fight
Cannot Move
Spell "Hex" (Cost: 1)
Spell "Death Bell" (Cost: 1)

 

/485 Enhanced Trapped Soul

Composite skill, which consists of the following skills:

Hit Points +1
Ammo +1

 

/486 Forest Knowledge +2

Unit spends only 1 movement point to cross a forest tile. And standing on a forest tile increases Ranged Defense by 2 x (Lvl-1).

 

/487 Hills Knowledge +2

Unit 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.

 

/488 Swamp Knowledge +2

Unit 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.

 

/489 Ratman

Composite skill, which consists of the following skills:

Necrophage +5
Hills Knowledge +1
Swamp Knowledge +1

 

/490 Concoction

This unit learns the Concoction spell, temporarily increasing a friendly creature's Attack, Defense and Ranged Defense, and granting the Necrophage ability, but also causing health loss.

Spell "Concoction" (Cost: 2)

 

/491 Gas Bomb

The unit is taught to use special bombs that poison all living creatures within 1 tile of the target.

Composite skill, which consists of the following skills:

Special ability
Gas Bomb +2

 

/492 Grey Overlord

The unit is taught to use Fierce Roar, frightening its enemies.

Composite skill, which consists of the following skills:

First Strike
Agility
Poison Immunity
Spell "Leprosy Carrier" (Cost: 1)
Spell "Summon Rat Swarm" (Cost: 4)

 

/493 Evasion Strategy

The unit learns to use predominantly defensive tactics.

 

/494 Fever Carrier

This unit learns 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.

Spell "Fever Carrier" (Cost: 1)

 

/495 Atrophy Carrier

This unit learns 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.

Spell "Atrophy Carrier" (Cost: 2)

 

/496 Leprosy Carrier

This unit learns 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.

Spell "Leprosy Carrier" (Cost: 2)

 

/497 Summon Rat

The unit is taught to cast the "Summon Rat" spell, summoning a Giant Rat to a tile adjacent to the summoner.

Spell "Summon Rat" (Cost: 2)

 

/498 Fever Hotbed

This unit learns 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 unit dies, all adjacent enemy units are infected.

Spell "Fever Hotbed" (Cost: 2)

 

/499 Summon Rat

The unit is taught to cast the "Summon Rat" spell, summoning a Giant Rat to a tile adjacent to the summoner.

Composite skill, which consists of the following skills:

Spell "Summon Rat" (Cost: 2)
Ammo +2

 

/500 Hunger +5

Makes a rat warrior more susceptible to its instincts. Necrophage +5.

 

/501 Severe Hunger

Makes a rat warrior more susceptible to its instincts. Attack +2. Necrophage +5.

Composite skill, which consists of the following skills:

Attack +2
Necrophage +5

 

/502 Dark Hunger

Makes a rat warrior more susceptible to its instincts. Battle Frenzy +1. Bloodsucker +10.

Composite skill, which consists of the following skills:

Battle Frenzy +1
Bloodsucker +10

 

/503 Hunger +2

Makes a rat warrior more susceptible to its instincts. Battle Frenzy +2.

 

/504 Severe Hunger +10

Makes a rat warrior more susceptible to its instincts. Necrophage +10.

 

/505 Dark Hunger +10

Makes a rat warrior more susceptible to its instincts. Bloodsucker +10.

 

/506 Heavy Ammo (2)

The unit receives special missiles able to damage the target's armor, reducing its ranged defense by 1.

 

/507 Heavy Ammo +1

The unit's ammo is capable of lowering the ranged defense by 1 turn longer.

 

/508 Backstab +1

The unit learns to deal 1 additional damage when backstabbing.

 

/509 Backstab +2

The unit learns to deal 2 additional damage when backstabbing.

 

/510 Battle Cry

The unit is taught to cast the "Battle Cry" spell, restoring a friendly unit's morale and stamina.

Spell "Battle Cry" (Cost: 4)

 

/511 Atrophy Hotbed

This unit learns 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 unit dies, all adjacent enemy units are infected.

Spell "Atrophy Hotbed" (Cost: 4)

 

/512 Leprosy Hotbed

This unit learns 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 unit dies, all adjacent enemy units are infected.

Spell "Leprosy Hotbed" (Cost: 4)

 

/513 Backstab +4

The unit learns to deal 4 additional damage when backstabbing.

 

/514 Curse

This unit learns the Curse spell, reducing the target's Attacks.

Spell "Curse" (Cost: 1)

 

/515 Frenzy (10)

The unit may spend two 2 extra stamina points to recover 10 HP when dealing melee damage.

 

/516 Destroyer

Composite skill, which consists of the following skills:

Siege +10
Armorpiercing Strike
Stunning Blow +1
Web Immunity

 

/517 Demonic Howl

The unit can use Sinister Howl, to terrify all creatures within 1 tile.

Composite skill, which consists of the following skills:

Spell "Demonic Howl" (Cost: 2)
Ammo +1

 

/518 Infernal Howl

The unit can use Sinister Howl, to terrify all creatures on the battlefield.

Composite skill, which consists of the following skills:

Spell "Infernal Howl" (Cost: 1)
Ammo +1
Dark Replenishment +1

 

/519 Faerie Dragon

Composite skill, which consists of the following skills:

Spell "Skeleton Transformation" (Cost: 2)
Spell "Fire Blade" (Cost: 1)
Web Immunity
Entanglement Immunity

 

/520 Phoenix

Composite skill, which consists of the following skills:

Mind Control Immunity
Fire Immunity
Web Immunity
Entanglement Immunity

 

/521 Break spell

The unit is taught to dispel positive spells affecting enemies through a ranged attack.

 

/522 Halfling Rogue

Composite skill, which consists of the following skills:

Scavenger +10%
Skillful Looter

 

/523 Bombardment

The unit is taught to execute a bombardment that not only affects the main target, but also all the creatures around it. It does half the amount of damage.

 

/524 Huorn

Composite skill, which consists of the following skills:

Cannot Move
Roots
First Aid +5

 

/525 Totem

Composite skill, which consists of the following skills:

Mind Control Immunity
Web Immunity
Petrification Immunity
Entanglement Immunity
Special ability

 

/526 Summoning Power +4

Increase the power of summoned units by 4 (Undead just by 1).

 

/527 Armor of Faith +25

Reduces damage from Undead and Demons by 25%.

 

/528 Trample (20)

When attacking an enemy in melee, the unit can trample it down if enemy has 20 or fewer hit points left after the attack. Having made the kill, the unit moves to the tile previously occupied by the enemy.

 

/529 Healing

A special ability allowing the unit to heal a friendly unit within shooting range.

Composite skill, which consists of the following skills:

Healing +12
Avatar of Light

 

/530 Maleficar

Composite skill, which consists of the following skills:

Magic Strike
Magic Shot
Meditation +2
Lord of the Undead
Energy Control +6

 

/531 Paragon of Light

Composite skill, which consists of the following skills:

First Strike
Recuperation +1
First Aid +2
Charge +4
Reincarnation

 

/532 Pestilence

This unit learns the Pestilence spell, infecting all enemy creatures with a disease.

Spell "Pestilence" (Cost: 5)

 

/533 Self-control +1

Every turn the unit will restore 1 more ammo.

 

/534 Entangling Shot 2

This unit can entangle an enemy in roots from a distance, preventing it from moving for 2 turns.

 

/535 Necrophagy +5

A special ability allowing the unit to devour corpses, thereby restoring 5 hit points.

 

/536 Cause Fever

Whenever the unit inflicts melee damage to an enemy, it infects the target with a mild disease.

 

/537 Plague Master

Composite skill, which consists of the following skills:

Poison Attack +2
Poison Shot +2
Poison Immunity
Aura: Interception
Vexillary

 

/538 Tolerance

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

 

/539 Plague Warrior

Composite skill, which consists of the following skills:

Poison Attack +2
Mind Control Immunity
Tolerance
Spell "Fever Carrier" (Cost: 1)
Spell "Summon Rat" (Cost: 2)

 

/540 Driller

Composite skill, which consists of the following skills:

Magic Shot
Armorpiercing Strike
Damage Armor
Tolerance

 

/541 Shadow Claw

Composite skill, which consists of the following skills:

Agility
Cause Atrophy
Precise Strike +2
Tolerance

 

/542 Blind Faith

The unit is taught to cast the "Blind faith" spell, which puts all types of a unit's attack at 0, but grants it Smite Evil (10).

Spell "Blind Faith" (Cost: 3)

 

/543 Poison Rain

The unit is taught to cast the "Poison Rain" spell, weakly but permanently poisoning all living creatures within 2 tiles.

Spell "Poison Rain" (Cost: 4)

 

/544 Web Immunity

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

 

/545 Petrification Immunity

Petrification spells have no effect on the unit.

 

/546 Entanglement Immunity

It's impossible to entangle the unit in roots.

 

/547 Spellpower +1

Increase the unit's Spellpower by 1.

 

/548 Spell Duration +1

Increase the unit's Spell Duration by 1.

 

/549 Thaumaturgy +1

Increase the unit's ability to negate enemy resistance by 1.

 

/550 Marauder -5

Makes the unit temper his greed. Decreases the Marauder skill by 5% and increases morale by 1.

Needed ability: Marauder

Composite skill, which consists of the following skills:

Marauder -5%
Morale -1

 

/551 Plunderer -5

Makes the unit temper its predatory inclinations. Decreases the Plunderer skill by 5% and increases morale by 2.

Needed ability: Plunderer

Composite skill, which consists of the following skills:

Plunderer -5%
Morale -2

 

/552 Incorporeality

The unit has no physical body, so it cannot become entangled in webs or roots or turned to stone.

Composite skill, which consists of the following skills:

Incorporeal
Web Immunity
Petrification Immunity
Entanglement Immunity

 

/553 Abysmal Joke

The unit is taught to cast the "Abysmal Joke" spell, causing damage to all enemy creatures around it.

Spell "Abysmal Joke" (Cost: 2)

 

/554 Abysmal Swallow

The unit is taught to cast the "Abysmal Swallow" spell, supplying ammo to friendly units.

Spell "Abysmal Swallow" (Cost: 4)

 

/555 Summon Mocker

The unit is taught to cast the "Summon Mocker" spell, summoning a mocker to a tile adjacent to the summoner. Caster loses 5 hit points.

Spell "Summon Mocker" (Cost: 3)

 

/556 Mighty Tarrasque

Composite skill, which consists of the following skills:

Poison Immunity
Trample +10
Mind Control Immunity
Web Immunity
Entanglement Immunity

 

/557 Gates of Chaos 1

Composite skill, which consists of the following skills:

Feels No Pain
Tireless
Intrepid
Meditation +1
Poison Immunity

 

/558 Gates of Chaos 2

Composite skill, which consists of the following skills:

Does not fight
Cannot Move
Fire Immunity
Mind Control Immunity

 

/559 Summon Imp

The unit is taught to cast Summon Imp, summoning an imp in a neighboring tile.

Spell "Summon Imp" (Cost: 1)

 

/560 Summon Spawn

The unit is taught to cast the "Summon Spawn" spell, summoning Spawn in a tile adjacent to the summoner.

Spell "Summon Spawn" (Cost: 2)

 

/561 Summon Fiend

The unit is taught to cast the "Summon Fiend" spell, summoning a Fiend to a tile adjacent to the summoner.

Spell "Summon Fiend" (Cost: 3)

 

/562 Summon Hellhound

The unit is taught to cast the "Summon Hellhound" spell, summoning a Hellhound to a tile adjacent to the summoner.

Spell "Summon Hellhound" (Cost: 3)

 

/563 Summon Fiend Lord

The unit is taught to cast the "Summon Fiend Lord" spell, summoning a Fiend Lord to a tile adjacent to the summoner.

Spell "Summon Fiend Lord" (Cost: 5)

 

/564 Summon Cerberus

The unit is taught to cast the "Summon Cerberus" spell, summoning a Cerberus to a tile adjacent to the summoner.

Spell "Summon Cerberus" (Cost: 5)

 

/565 Summon Succubus

The unit is taught to cast the "Summon Succubus" spell, summoning a Succubus to a tile adjacent to the summoner.

Spell "Summon Succubus" (Cost: 4)

 

/566 Summon Demon

The unit is taught to cast "Summon Demon", summoning a Demon to a tile adjacent to the summoner.

Spell "Summon Demon" (Cost: 6)

 

/567 Summon Destroyer

The unit is taught to cast the "Summon Destroyer" spell, summoning a Destroyer to a tile adjacent to the summoner.

Spell "Summon Destroyer" (Cost: 8)

 

/568 Summon Devil

The unit is taught to cast the "Summon Devil" spell, summoning a Devil to a tile adjacent to the summoner.

Spell "Summon Devil" (Cost: 10)

 

/569 Black Blood

The Lizard Archer is taught to cast the "Black Blood" spell on himself, which increases its poison melee and ranged attack, but makes him lose some health each turn.

Composite skill, which consists of the following skills:

Spell "Black Blood" (Cost: 1)
Wizard Mastery
Black Blood Spell

 

/570 Dark Dominion 1

This unit deals extra damage to enemies serving the Light.

 

/571 Dark Dominion 2

This unit deals extra damage to enemies serving the Light.

 

/572 Dark Dominion 3

This unit deals extra damage to enemies serving the Light.

 

/573 Undead Summoning Power +1

Increase the strength of the summoned undead unit by 1.

 

/574 Undead Summoning Power +2

Increase the strength of the summoned undead unit by 2.

 

/575 Undead Summoning Power +4

Increase the strength of the summoned undead unit by 4.

 

/576 Healing Circle

The unit is taught to cast the "Healing Circle" spell, healing the caster and all friendly units around it for 4 HP.

Spell "Healing Circle" (Cost: 1)

 

/577 Lord of Darkness

Composite skill, which consists of the following skills:

First Strike
Hex +6
Intimidation +3

 

/578 Summon Hnara

The unit is taught to cast the "Summon Hnara" spell, summoning a Hnara to a tile adjacent to the summoner.

Spell "Summon Hnara" (Cost: 4)

 

/579 Gaseous Form

Teaches a vampire to cast a "Gaseous Form" spell on itself, greatly reducing attack and counter-attack, and significantly increasing both defense attributes and granting a fast regeneration.

Composite skill, which consists of the following skills:

Spell "Gaseous Form" (Cost: 1)
Gaseous Form Spell

 

/580 Healing Circle

Enhance the "Healing Circle" spell cast by this unit.

Needed ability: Healing Circle Spell

Composite skill, which consists of the following skills:

Spell "Healing Circle" (Cost: -1)
Spell "Healing Circle" (Cost: 1)

 

/581 Shield Wall 5

Unit may skip its turn and reduce its Attack in order to increase Defenses by 5 until the next turn. When activated the unit gets Vigilance.

 

/582 Scorn

The unit is taught to cast the "Scorn" spell, reducing the counterattack, defense and ranged defense of friendly or enemy creatures, but increasing their attack.

Spell "Scorn" (Cost: 2)

 

/583 Hero's Ballad

The unit learns the "Hero's Ballad" spell, which restores stamina and morale to all friendly units.

Spell "Hero's Ballad" (Cost: 3)

 

/584 Rune Armor

The unit is taught to cast the "Rune Armor" spell, increasing the armor of friendly units within 1 tile around the caster.

Composite skill, which consists of the following skills:

Spell "Rune Armor" (Cost: 2)
Ammo +1

 

/585 Rune Weapon

The unit is taught to cast the "Rune Weapon" spell, increasing all types of Attack of allies within 1 tile around the caster.

Spell "Rune Weapon" (Cost: 1)

 

/586 Rune Amulet

The unit is taught to cast the "Rune Amulet" spell, increasing the resistance of friendly units within 1 tile around the caster.

Composite skill, which consists of the following skills:

Spell "Rune Amulet" (Cost: 2)
Ammo +1

 

/587 Caustic Mixture

The unit is taught to cast the Caustic Mixture spell, which reduces the enemy's Defense and Ranged Defense by 3, and covers them in acid.

Composite skill, which consists of the following skills:

Special ability
Caustic Mixture Spell

 

/588 Raise Demon

After its death the unit is resurrected as a regular demon.

Composite skill, which consists of the following skills:

Reincarnation
Special ability

 

/589 Chilling Touch

Spectre's touch immobilizing any living creature for 3 turns, ignoring magic immunity and almost ignoring resistance to magic spells.

Composite skill, which consists of the following skills:

Chilling Touch
Special ability

 

/590 Parry (3)

When the unit is attacked in melee for the first time in a given turn, his defense is increased by 3.

 

/591 Forest Knowledge +1

Unit spends only 1 movement point to cross a forest tile. And standing on a forest tile increases Ranged Defense by 2 x (Lvl-1).

 

/592 Change Weapon

The unit changes to its second weapon, dealing magical damage.

 

/593 Hills Knowledge +1

Unit 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.

 

/594 Dash

The unit is taught to cast the "Dash" spell, giving a friendly unit another turn.

Spell "Dash" (Cost: 4)

 

/595 Swamp Knowledge +1

Unit 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.

 

/596 Supplier

The unit is taught to help its neighbors by restoring health and stamina.

Composite skill, which consists of the following skills:

Special ability
Supplier +2

 

/597 Necrosurge

The unit is taught to cast the "Necrosurge" spell, instantly restoring 3 health points to all undead creatures within 1 tile.

Composite skill, which consists of the following skills:

Spell "Necrosurge" (Cost: 3)
Hit Points +1
Ammo +1

 

/598 Thaumaturgy +2

Increase the unit's ability to negate enemy resistance by 2.

 

/599 Word of the Lord

The unit can cast the "Word of the Lord" spell, which increases Strength, Armor and Resistance of all Undead allies.

Composite skill, which consists of the following skills:

Spell "Word of the Lord" (Cost: 1)
Dark Replenishment +1

 

/600 Mass Bloodlust

Nearby allies receive Bloodlust 4, Intimidation 2, and Intimidating Shot 2, as long as they remain close.

Needed ability: Mass Bloodlust

Composite skill, which consists of the following skills:

Mass Bloodlust -3
Mass Bloodlust +4
Aura: Intimidating Shot +1

 

/601 Double Shot

A special ability allowing the unit to take 2 shots at the target at once by spending some stamina.

Composite skill, which consists of the following skills:

Double Shot +3
Special ability

 

/602 Soul Stealing +3

After killing an enemy in melee, the unit recovers more hit points.

Needed ability: Soul Stealing

 

/603 Flaming Arrows +1

Increases the fire damage inflicted by the unit's missiles.

Needed ability: Path of Fire

 

/604 Alkaryl

Composite skill, which consists of the following skills:

Flying
Agility
Smite Evil +1

 

/605 Enchanted Arrows 6

Increases the magic damage inflicted by the unit's missiles by 6.

 

/606 Stalker Shot +1

Increases ranged attack by 1 and inflicts damage from enchanted arrows.

Composite skill, which consists of the following skills:

Ranged Attack +1
Enchanted Arrows +1

 

/607 Hunter's Net

Provides the unit with a hunter's net, allowing a shot to entangle the enemy for 3 turns. An entangled enemy cannot do anything. The stronger the enemy, the faster he will get rid of the net.

Composite skill, which consists of the following skills:

Switch Ammo
Hunter's Net

 

/608 Arisen Luminary

Composite skill, which consists of the following skills:

Battle Frenzy +3
Charge +1
Regeneration +4
Reincarnation

 

/609 Strong Mind

The unit is taught to cast the "Strong Mind" spell, granting all friendly units immunity to mind-affecting spells and effects.

Composite skill, which consists of the following skills:

Ammo +2
Spell "Strong Mind" (Cost: 2)

 

/610 Eternal Mentor

Composite skill, which consists of the following skills:

Regeneration +4
Spell "Summon Stalker" (Cost: 2)
Spell "Summon Luminary" (Cost: 2)
Spell "Order" (Cost: 4)
Mind Control Immunity

 

/611 Mental Support

The unit is taught to cast the "Mental Support" spell, temporarily increasing summoning power of all friendly units by 4.

Spell "Mental Support" (Cost: 2)

 

/612 Mental Duel

The unit is taught to cast the "Mental Duel" spell, which reduces an enemy's magical abilities.

Spell "Mental Duel" (Cost: 2)

 

/613 Mental Sermon

The unit is taught to cast the "Mental Sermon" spell, restoring health and stamina of all Alkari allies each turn, and granting them Smite Evil.

Spell "Mental Sermon" (Cost: 3)

 

/614 Mental Resonance

The unit is taught to cast the "Mental Resonance" spell, greatly increasing the magical abilities of a friendly unit and giving it another turn.

Spell "Mental Resonance" (Cost: 4)

 

/615 Act of Faith

The unit is taught to cast the "Act of Faith" spell, causing great damage to the caster, but granting Reincarnation, Immunity to Pain and strong Smite Evil to all friendly Alkari.

Spell "Act of Faith" (Cost: 5)

 

/616 Summon Arisen

The unit is taught to cast the "Summon Arisen" spell, summoning an Arisen Luminary to a tile adjacent to the summoner.

Spell "Summon Arisen" (Cost: 4)

 

/617 Summon Keeper

The unit is taught to cast the "Summon Keeper" spell, summoning a Memory Keeper, a strong spellcasting Alkari warrior, to a tile adjacent to the summoner.

Spell "Summon Keeper" (Cost: 4)

 

/618 Mental Shadow

The unit is taught to cast the "Mental Shadow" spell, which reduces the magical abilities of all enemies.

Spell "Mental Shadow" (Cost: 1)

 

/619 Tree of the Departed

Composite skill, which consists of the following skills:

Cannot Move
Does not fight
Feels No Pain
Tireless
Intrepid

 

/620 Tree Abilities

Composite skill, which consists of the following skills:

Meditation +10
Spell "Mental Sermon" (Cost: 3)
Spell "Mental Resonance" (Cost: 4)
Spell "Mental Shadow" (Cost: 1)

 

/621 Undead Summoning Power +2

Increase the strength of the summoned undead unit by 2.

Needed ability: Raise Skeleton Spell

 

/622 Frenzy (5)

The unit may spend two 2 extra stamina points to recover 5 HP when dealing melee damage.

 

/623 Frenzy +5

Increase hit point recovery from melee damage by 5.

Needed ability: Frenzy

 

/624 Hex +2

Increases the duration of the curse befalling a stricken enemy by 2.

Needed ability: Hex

 

/625 Parry +1

The unit's parrying skill improves, allowing him to increase his defense against the first melee attack an enemy makes against him in a given turn.

Needed ability: Parry

 

/626 Crippling Shot (2)

The unit is taught to hit an enemy's vulnerable spots, reducing its speed by 1.

 

/627 Crippling Shot +1

Increases the duration of the enemy unit's injury from the shot by 1 turn.

Needed ability: Crippling Shot

 

/628 Overwhelming Force

The unit's strike or shot is propelled by magic and will ignore half of the enemy's resistance.

 

/629 Surge of Strength +1

The unit will restore 1 additional stamina point each turn.

 

/630 Shield Wall 3

The unit is able to increase defenses by 3 until the next turn, at the cost of lowering his attack and passing his turn. When activated the unit gets Vigilance.

 

/631 Bloodsucker +25

Increase health recovered by 25% of melee damage dealt.

Needed ability: Bloodsucker

 

/632 Master of Zombies

Teaches a maleficar to raise the corpses of defeated enemies as zombies instead of skeletons.

Needed ability: Lord of the Undead

 

/633 Shield Wall +1

Increases the unit's defense by 1.

Needed ability: Shield Wall

 

/634 Parry (6)

When the unit is attacked in melee for the first time in a given turn, its defense is increased by 6.

 

/635 Maleficar Tome

Composite skill, which consists of the following skills:

Spell "Raise Mummy" (Cost: 2)
Spell "Raise Cadaver" (Cost: 4)
Spell "Mass Curse" (Cost: 3)
Spell "Undead Regeneration" (Cost: 1)
Spell "Pestilence" (Cost: 5)

 

/636 Burning +1

Unit is burning and loses health every turn!

 

/637 Life Leech 25

When using Magic Shot on the enemy, the unit restores hit points equal to 25% of the damage dealt.

 

/638 Life Leech 50

When using Magic Shot on the enemy, the unit restores hit points equal to 50% of the damage dealt.

 

/639 Life Leech +25

Increases the amount of restored health while attacking an enemy with Magic Shot by 25% of the inflicted damage.

Needed ability: Life Leech

 

/640 Armor Piercing Shot

The unit's missile attacks ignore half of the enemy's ranged defense. Armorpiercing arrows cannot be replenished on the battlefield!

Needed ability: Collect Ammo

Composite skill, which consists of the following skills:

Armor Piercing Shot
Collect Ammo

 

/641 Stunning Shot +1

Each of the unit's shots drains the enemy's stamina points by 1.

 

/642 Stunning Shot +2

Each shot drains 2 stamina points.

 

/643 Intimidating Shot +1

Each of the unit's shots drains the enemy of 1 morale point.

 

/644 Wounding Strike 1

The melee attack on an enemy unit will leave bleeding wounds. The higher this ability is, the more damage is suffered due to blood loss.

 

/645 Wounding Strike 2

The melee attack on an enemy unit will leave bleeding wounds. The higher this ability is, the more damage is suffered due to blood loss.

 

/646 Wounding Strike +1

The additional damage suffered by the enemy due to blood loss from a melee attack is increased by 1.

Needed ability: Wounding Strike

 

/647 Wounding Shot 1

The ranged attack on an enemy unit will leave bleeding wounds. The higher this ability is, the more damage is suffered due to blood loss.

 

/648 Wounding Shot 2

The ranged attack on an enemy unit will leave bleeding wounds. The higher this ability is, the more damage is suffered due to blood loss.

 

/649 Wounding Shot +1

The additional damage suffered by the enemy due to blood loss from a ranged attack is increased by 1.

Needed ability: Wounding Shot

 

/650 Enchanted Blade 4

The unit is taught to employ an enchanted blade, inflicting magic damage on the enemy in addition to standard damage.

 

/651 Enchanted Blade +2

Increases the magic damage inflicted by the unit's melee attack.

Needed ability: Enchanted Blade

 

/652 Bloodlust +1

Damage taken increases the unit's morale, and when an enemy is killed, the unit gets an extra morale boost.

 

/653 Bloodlust +2

Damage taken increases the unit's morale, and when an enemy is killed, the unit gets an extra morale boost.

 

/654 Damaged Aura (3)

The unit is taught to inflict severe damage to the enemy's aura in melee, decreasing its resistance by 1.

 

/655 Damaged Aura +1

Increases the duration the enemy's aura is exposed to the strike by 1 turn.

Needed ability: Damaged Aura

 

/656 Astral Ammo (3)

The unit is taught to inflict damage to the enemy's aura with its ranged attack, decreasing its resistance by 1.

 

/657 Astral Ammo +1

Increases the duration the enemy's aura is exposed to the shot by 1 turn.

Needed ability: Astral Ammo

 

/658 Vigilance

The unit is taught to fight back in melee combat, even against agile opponents.

 

/659 Skillful Diplomat (1)

The hero's Diplomacy skill is considered 1 point higher.

 

/660 Skillful Diplomat (2)

The hero's Diplomacy skill is considered 2 points higher.

 

/661 Healing +2

Increases the number of hit points healed by the unit.

Needed ability: Healing

 

/662 Stone Statue

Teach unit to cast "Stone Statue" on itself, to turn into an immobile stone statue to recuperate health. In this state its armor and resistance are increased.

Composite skill, which consists of the following skills:

Spell "Stone Statue" (Cost: 1)
Stone Statue Spell

 

/663 Raise Skeleton of Doom

Teaches the Lord of Darkness to raise warriors from the corpses of defeated enemies.

Composite skill, which consists of the following skills:

Spell "Raise Skeleton of Doom" (Cost: 2)
Ammo +1
Undead Summoning Power +2
Dark Replenishment +1

 

/664 Reincarnation

The unit is taught to cast the "Reincarnation" spell, which immediately resurrects a friendly unit in the event of its death.

Spell "Reincarnation" (Cost: 4)

 

/665 Dark Balance

The unit is taught to cast the "Dark balance" spell, which increases a friendly unit's resistance and its morale by 2 each turn.

Spell "Dark Balance" (Cost: 1)

 

/666 Blood Shadow

The unit is taught to cast the "Blood Shadow" spell, which increases spell casting strength and duration by 1 in exchange for some of the caster's health and it instantly replenishes 2 ammo.

Spell "Blood Shadow" (Cost: 2)

 

/667 Summon Slave

The unit is taught to cast the "Summon Slave" spell, summoning a kobold slave to a tile adjacent to the summoner.

Spell "Summon Slave" (Cost: 3)

 

/668 Vulnerability to a spell

 

/669 Stimulus

The unit is taught to cast the "Stimulus" spell, which causes several Kobold slaves to act again. Increases their speed by 1 until end of turn.

Spell "Stimulus" (Cost: 1)

 

/670 Shadow Form

The hunter is taught to cast the "Shadow Form" spell, giving it special powers.

Composite skill, which consists of the following skills:

Spell "Shadow Form" (Cost: 1)
Shadow Form Spell

 

/671 Trembling Shadow

The unit is taught to cast the "Trembling Shadow" spell, which reduces an enemy unit's ranged attack and slightly reduces morale.

Spell "Trembling Shadow" (Cost: 2)

 

/672 Black Forest Bow

Gives the warrior a special enchanted bow in recognition of his services (Ranged Attack +2, Collect Ammo).

Composite skill, which consists of the following skills:

Ranged Attack +2
Collect Ammo

 

/673 Pathfinder +2

The unit is taught better knowledge of all terrain.

Composite skill, which consists of the following skills:

Forest Knowledge +2
Hills Knowledge +2
Swamp Knowledge +2

 

/674 Shadow Form

The Darkness Guard is taught to cast the "Shadow Form" spell, giving it special powers.

Composite skill, which consists of the following skills:

Spell "Shadow Form" (Cost: 1)
Shadow Form Spell

 

/675 Shadow Form

The Darkness Craver is taught to cast the "Shadow Form" spell, giving it special powers.

Composite skill, which consists of the following skills:

Spell "Shadow Form" (Cost: 1)
Shadow Form Spell
Meditation +1

 

/676 Shadow Dance

The unit is taught to cast the "Shadow Dance " spell, which reduces the ranged attack of all enemy units and slightly reduces their morale.

Spell "Shadow Dance" (Cost: 4)

 

/677 Shadow Form

The Darkness Chosen is taught to cast the "Shadow Form" spell, giving it special powers.

Composite skill, which consists of the following skills:

Spell "Shadow Form" (Cost: 1)
Shadow Form Spell
Meditation +1

 

/678 Stone Crust

The unit is taught to cast the "Stone Crust" spell, which will cover the unit with an airtight crust when fired upon.

Composite skill, which consists of the following skills:

Switch Ammo
Stone Crust Spell

 

/679 Thaumaturgy

Increase the unit's ability to negate enemy resistance by 1.

Composite skill, which consists of the following skills:

Dark Replenishment +1
Resistance Negation +1

 

/680 Hunter of Undead +1

The unit is taught to inflict additional damage to the undead.

 

/681 Hunter of Undead +2

The unit is taught to inflict additional damage to the undead.

 

/682 Hunter of Demons +1

The unit is taught to inflict additional damage to demons.

 

/683 Hunter of Demons +2

The unit is taught to inflict additional damage to demons.

 

/684 Astral Schism

The unit is taught to cast the "Astral Schism" spell, reducing the resistance of the enemy by half.

Spell "Astral Schism" (Cost: 2)

 

/685 Immunity to Bleeding

It's impossible to inflict a bleeding wound on the unit.

 

/686 Crippling Strike +1

Increases the duration of the enemy unit's injury from the strike by 1 turn.

Needed ability: Crippling Strike

 

/687 Burning Attack +1

The unit's melee attack will ignite the enemy. The higher this ability is, the more damage the fire inflicts.

 

/688 Explosive Weapon

The unit receives ammo that deals 50% splash damage to all creatures around the target. All affected will be burned by acid.

Composite skill, which consists of the following skills:

Switch Ammo
Acid
Explosive Weapon

 

/689 Darkness Surge

The unit's melee attack inflicts the enemy unit with the effects of the "Darkness Surge" spell.

Composite skill, which consists of the following skills:

Special ability
Darkness Surge

 

/690 Storm Shadow

The unit's melee attack inflicts all adjacent units with the effects of the "Storm Shadow" spell.

Needed ability: Darkness Surge

Composite skill, which consists of the following skills:

Special ability
Darkness Surge
Storm Shadow

 

/691 Sniper Shot

The unit has studied the special ability that expend some stamina to increase its range by 1.

 

/692 Gas Bomb +1

Increase the poison damage when using these special bombs by 1.

Needed ability: Gas Bomb

 

/693 Cannot Cast

The unit is unable to use spells.

 

/694 Cocoon of Darkness

The unit is taught to cast the "Cocoon of Darkness" spell, which grants Incorporeality and increases the defense of a friendly or enemy unit, but reduces its resistance and prevents it from shoot and casting spells.

Spell "Cocoon of Darkness" (Cost: 3)

 

/695 Scorching (2)

The unit emits such heat that any melee attack against it will ignite and burn the attacker, inflicting 2 points of damage.

 

/696 Scorching +1

Makes the heat emitted by the unit stronger, causing it to burn its attacker more severely during melee.

Needed ability: Scorching

 

/697 Siege Mode

The unit can switch to siege mode. In this mode, unit's Ranged Attacks will damage not only the main target, but also up to three enemy units in a row.

Composite skill, which consists of the following skills:

Special ability
Special ability
Siege Mode

 

/698 Powerful Shot

A special skill allowing the unit to perform a ranged attack inflicting 50% more damage at the expense of some stamina.

 

/699 Healing

The unit is taught to heal the wounds of living creatures.

Composite skill, which consists of the following skills:

Healing +6
Range +1

 

/700 Summon Demon

The unit is taught to cast "Summon Demon", summoning a Demon to a tile adjacent to the summoner.

Composite skill, which consists of the following skills:

Spell "Summon Demon" (Cost: 4)
Ammo +1

 

/701 Dark Replenishment +1

The unit is taught to replenish their ammo supply by killing in melee combat.

 

/702 Flaming Arrows +1

The unit is taught to ignite its enemies with its shots.

 

/703 Vulnerability

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

 

/704 Wounding Spikes +1

Increases the bleeding damage done by the sharp spikes by 1.

 

/705 Wounding Spikes +2

Increases the bleeding damage done by the sharp spikes by 2.

 

/706 Skillful Spellcaster

The unit is taught to cast spells spending 1 less stamina point than usual.

 

/707 Charge

The unit is taught to deal additional damage in melee, depending on how far away the opponent is at the start of the turn.

 

/708 Charge +1

The unit is taught to charge faster, dealing even more additional melee damage.

Needed ability: Charge

 

/709 Festering Wounds

The unit's wounds cannot be healed.

 

/710 Cause Putrefaction

The unit is taught to cause putrefying wounds while attacking, preventing the opponent to heal.

 

/711 Cause Putrefaction +2

Increases the duration of the opponent's putrefying wounds.

Needed ability: Cause Putrefaction

 

/712 Scavenger +10

After combat this unit can search enemies, increasing the income of trophies by 10%.

 

/713 Workaholic +10

The unit spends its spare time working, increasing the income from a province he is stationed in by 10%.

 

/714 Workaholic +20

The unit spends its spare time working, increasing the income from a province he is stationed in by 20%.

 

/715 Siege Mode

The unit can switch to siege mode, increasing its ranged attack by 3 and range by 1.

Composite skill, which consists of the following skills:

Special ability
Special ability
Special ability
Siege Mode

 

/716 Siege Mode

The unit can switch to siege mode, increasing its ranged attack by 10 and range by 2. In this attack the unit will inflict permanent damage to the area.

Composite skill, which consists of the following skills:

Special ability
Special ability
Special ability
Special ability
Siege Mode

 

/717 Skillful Healer +1

The unit is taught to reduce the duration of poisoning and bleeding by 1 turn.

 

/718 Ammo Bearer +1

Increase the maximum amount of ammo restored to neighbors by 1.

Needed ability: Ammo Bearer

 

/719 Supplier +1

Increase the amount of Health and Stamina restored to neighbors by 1.

Needed ability: Supplier

 

/720 Steal Ammo +2

Increases stolen ammo by 2.

Needed ability: Steal Ammo

 

/721 Steal Ammo

An ability allowing the unit to reduce the enemy's ammo in a melee attack by 4.

 

/722 Raise Skeleton

The unit is taught to cast Raise Skeleton, creating a skeleton from a fallen unit's dead body.

Needed ability: Fear

Spell "Raise Skeleton" (Cost: 2)

 

/723 Summoning Power +2

Increase the level of Demons summoned by the unit by 2.

Needed ability: Summon Imp Spell

 

/724 Effect of Chain Lightning

Unit has been struck by Chain Lightning.

 

/725 Enchanted Fang

The unit learns the Enchanted Fang spell, which increases an allied animal's Attack attributes, and deak magic damage.

Needed ability: Path of Earth

Spell "Enchanted Fang" (Cost: 1)

 

/726 Shield Bash (2)

The unit can strike the enemy with his shield. The unit does not deal damage, but the blow reduces the target's Stamina by 2. The enemy does not counterattack.

 

/727 Shield Bash +1

Shield Bash furthers reduces Stamina by 1.

Needed ability: Shield Bash

 

/728 Shield Bash (3)

The unit can strike the enemy with his shield. The unit does not deal damage, but the blow reduces the target's Stamina by 3. The enemy does not counterattack.

 

/729 Hunter Skill

Sabotage +1, Province Exploration +10.

Composite skill, which consists of the following skills:

Enchanted Arrows +4
Sabotage +1
Province Exploration +10

 

/730 Ranger Skill

Sabotage +2, Province Exploration +20.

Composite skill, which consists of the following skills:

Enchanted Arrows +8
Sabotage +2
Province Exploration +20

 

/731 Pike Wall

The unit can efficiently resist against charging strikes.

 

/732 Interception

The unit can protect nearby allies from enemy attacks.

 

/733 Ghost Wrath

Unit will lose 3 HP per turn. Every turn, Spellpower and Spell Duration are increased by 1, Summoning Power by 3.

 

/734 Mass Bloodlust

Nearby allies receive Bloodlust 2, and Intimidation 1, as long as they remain close.

Composite skill, which consists of the following skills:

Mass Bloodlust +1
Aura: Bloodlust +2
Aura: Intimidation +1

 

/735 Mass Bloodlust

Nearby allies receive Bloodlust 2, Intimidation 1, and Intimidating Shot 1, as long as they remain close.

Needed ability: Mass Bloodlust

Composite skill, which consists of the following skills:

Mass Bloodlust -1
Mass Bloodlust +2
Aura: Intimidating Shot +1

 

/736 Mass Bloodlust

Nearby allies receive Bloodlust 4, Intimidation 2, and Intimidating Shot 1, as long as they remain close.

Needed ability: Mass Bloodlust

Composite skill, which consists of the following skills:

Mass Bloodlust -2
Mass Bloodlust +3
Aura: Bloodlust +2
Aura: Intimidation +1

 

/737 Mass Burning

Nearby allies receive Flaming Blade 1, and Flaming Arrows 1, and are immune to fire, as long as they remain close.

Composite skill, which consists of the following skills:

Mass Combustion +1
Aura: Fire Immunity
Aura: Flaming Blade +1
Aura: Flaming Arrows +1

 

/738 Mass Burning

Nearby allies receive Flaming Blade 2, and Flaming Arrows 2, and are immune to fire, as long as they remain close.

Needed ability: Mass Combustion

Composite skill, which consists of the following skills:

Mass Combustion -1
Mass Combustion +2
Aura: Flaming Blade +1
Aura: Flaming Arrows +1

 

/739 Mass Burning

Nearby allies receive Flaming Blade 3, and Flaming Arrows 3, and are immune to fire, as long as they remain close.

Needed ability: Mass Combustion

Composite skill, which consists of the following skills:

Mass Combustion -2
Mass Combustion +3
Aura: Flaming Blade +1
Aura: Flaming Arrows +1

 

/740 Summon Fire Elemental

The unit is taught to cast "Summon Fire Elemental" spell, calling incarnation of fire to summoner's adjacent tile.

Spell "Summon Fire Elemental" (Cost: 1)

 

/741 Mass Vampirism

Nearby allies receive Bloodsucker 35, as long as they remain close.

Composite skill, which consists of the following skills:

Mass Vampirism +1
Aura: Bloodsucker +35

 

/742 Mass Vampirism

Nearby allies receive Bloodsucker 65, as long as they remain close.

Needed ability: Mass Vampirism

Composite skill, which consists of the following skills:

Mass Vampirism -1
Mass Vampirism +2
Aura: Bloodsucker +30

 

/743 Mass Vampirism

Nearby allies receive Bloodsucker 100, as long as they remain close.

Needed ability: Mass Vampirism

Composite skill, which consists of the following skills:

Mass Vampirism -2
Mass Vampirism +3
Aura: Bloodsucker +35

 

/744 Earth Totem

The unit can cast the "Earth Totem" spell, which summons an Earth Totem in an adjacent tile.

Spell "Earth Totem" (Cost: 2)

 

/745 Rage Totem

The unit can cast the "Rage Totem" spell, which summons a Rage Totem in an adjacent tile.

Spell "Rage Totem" (Cost: 2)

 

/746 Fire Totem

The unit can cast the "Fire Totem" spell, which summons a Fire Totem in an adjacent tile.

Spell "Fire Totem" (Cost: 3)

 

/747 Blood Totem

The unit can cast the "Blood Totem" spell, which summons a Blood Totem in an adjacent tile.

Spell "Blood Totem" (Cost: 3)

 

/748 Dagger Master

Teach a unit to wield daggers more skillfully. Melee and ranged attacks will deal more damage.

Composite skill, which consists of the following skills:

Attack +1
Ranged Attack +1

 

/749 Flaming Weapon

Unit's weapon ignites the target, causing additional damage every turn.

Composite skill, which consists of the following skills:

Flaming Blade +2
Flaming Arrows +1

 

/750 Forest Protection

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

Composite skill, which consists of the following skills:

Spell "Forest Protection" (Cost: 1)
Forest Protection Spell

 

/751 Gobble 20

Unit is able to completely swallow an enemy with less than 20 HP. Digestion restores 5 HP each turn.

Composite skill, which consists of the following skills:

Special ability
Gobble +20

 

/752 Gobble +10

Increase the threshold for gobbling an enemy by 10 HP.

Needed ability: Gobble

 

/753 Digestion +5

Increases by 5 the number of hit points restored when the unit is digesting an enemy.

Needed ability: Special ability

 

/754 Forest Might

Unit can cast the Forest Might spell on himself, increasing all types of Attack and Armor of all allies around him by 2.

Needed ability: Forest Protection Spell

Composite skill, which consists of the following skills:

Special ability
Forest Protection Spell
Forest Might Spell

 

/755 Forest Blessing

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

Needed ability: Forest Might Spell

Composite skill, which consists of the following skills:

Special ability
Forest Might Spell
Forest Blessing Spell

 

/756 Path of Power

Choose Grunas as your battle form. This powerful, heavy beast, part bear, part white tiger, has tremendous strength and endurance.

Needed ability: Special ability

Composite skill, which consists of the following skills:

Special ability
Special ability
Path of Power

 

/757 Path of Agility

Choose Hippogryph as your battle form. This winged monster has great speed and is capable of flying.

Needed ability: Special ability

Composite skill, which consists of the following skills:

Special ability
Special ability
Path of Agility

 

/758 Improved Charm

Teach unit Improved Charm spell, which increases the duration of positive spells on an ally, or negative spells on an enemy, and heals summoned creatures.

Spell "Improved Charm" (Cost: 2)

 

/759 Shape Shifter

Composite skill, which consists of the following skills:

First Strike
Precise Strike +3
Special ability

 

/760 Path of Fire

By choosing the Path of Fire, unit will gain the ability Burning Arrows 2.

Composite skill, which consists of the following skills:

Flaming Arrows +2
Path of Fire

 

/761 Path of Wind

By choosing the Path of Wind, unit will increase Ranged Attack by 1, and Range by 1.

Needed ability: Path of Wind

Composite skill, which consists of the following skills:

Ranged Attack +1
Range +1
Path of Wind

 

/762 Sniper Shot

The unit has studied the special ability that expend some stamina to increase its range by 1.

Needed ability: Path of Fire

 

/763 Path of Water

By choosing the Path of Water, unit will be able to strike enemies from a distance with the help of his magic abilities. Ranged Attack will increase by 10, Range by 5, unit will receive the ability Magic Shot.

Composite skill, which consists of the following skills:

Ranged Attack +10
Range +5
Magic Shot
Path of Water

 

/764 Path of Earth

By chosing the Path of Earth, unit will be able to use his magical abilities to cast various spells. Summoning Power increased by 6, Summoning Range by 2. Unit can summon a wolf.

Composite skill, which consists of the following skills:

Summoning Power +6
Summoning Range +2
Spell "Summon Wolves" (Cost: 1)
Path of Earth

 

/765 Ranged Attack +1

Increase the unit's shooting strength.

Needed ability: Path of Water

 

/766 Ranged Attack +2

Increase the unit's shooting strength.

Needed ability: Path of Water

 

/767 Energy Control +2

The ability to control magic energy allows the unit to ignore 2 points of target's resistance while using a magical ranged attack.

Needed ability: Path of Water

 

/768 Summoning Power +4

Increase power of summoned creatures by 4, and summoning range by 1.

Needed ability: Path of Earth

Composite skill, which consists of the following skills:

Summoning Power +4
Summoning Range +1

 

/769 Spell Duration +1

Increase the unit's Spell Duration by 1.

Needed ability: Path of Earth

 

/770 Range +1

Increase the maximum firing range.

Needed ability: Path of Water

 

/771 Bear Form

Unit learns the Bear Form spell, which turns an ally into a Dire Bear.

Needed ability: Path of Earth

Spell "Bear Form" (Cost: 3)

 

/772 Double Shot

A special ability allowing the unit to take 2 shots at the target at once by spending some stamina.

Needed ability: Path of Water

 

/773 Path of the Sun

By choosing the Path of the Sun, unit will become more deadly using ranged magic attacks. Ranged Attack will increase by 8, Range by 1, unit will receive the ability Energy Control 3.

Composite skill, which consists of the following skills:

Ranged Attack +8
Range +1
Energy Control +3
Path of the Sun

 

/774 Ranged Attack +1

Increase the unit's shooting strength.

Needed ability: Path of the Stars

 

/775 Ranged Attack +2

Increase the unit's shooting strength.

Needed ability: Path of the Stars

 

/776 Spellpower +1

Increase the unit's Spellpower by 1.

Needed ability: Path of the Stars

 

/777 Explosive Weapon

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

Needed ability: Path of the Sun

 

/778 Mass Improved Charm

Unit learns the Mass Improved Charm spell, which increases the duration of positive spells on an ally, or negative spells on an enemy.

Needed ability: Path of the Stars

Spell "Mass Improved Charm" (Cost: 3)

 

/779 Ranged Attack +2

Increase the unit's shooting strength.

Needed ability: Path of the Sun

 

/780 Range +1

Increase the maximum firing range.

Needed ability: Path of the Sun

 

/781 Path of Life

By choosing the Path of Life, unit will instantly increase Health by 4 and First Aid by 2.

Composite skill, which consists of the following skills:

Hit Points +4
First Aid +2
Path of Life

 

/782 Path of Tenacity

By choosing the Path of Tenacity, unit will instantly increase Defense, Ranged Defense, and Regeneration by 2.

Composite skill, which consists of the following skills:

Defense +2
Ranged Defense +2
Recuperation +2
Path of Tenacity

 

/783 Path of the Warrior

By choosing the Path of the Warrior, Pathfinder will increase Ranged Attack by 1, and Precise Shot by 2.

Composite skill, which consists of the following skills:

Ranged Attack +1
Precise Shot +2
Path of the Warrior

 

/784 Path of the Hunter

By choosing the Path of the Hunter, Pathfinder will reduce Upkeep by 40%. First Aid will increase by 2.

Composite skill, which consists of the following skills:

First Aid +2
Special ability
Special ability
Path of the Hunter

 

/785 Upkeep -40%

Reduce Pathfinder's Gold and Gem Upkeep by an extra 40%.

Needed ability: Path of the Hunter

Composite skill, which consists of the following skills:

Special ability
Special ability
Path of the Hunter
Path of the Hunter

 

/786 Spiritual Link

Unit learns the Spiritual Link spell, which allows sharing the Stamina cost of spells cast by the enchanted creature.

Needed ability: Path of Tenacity

Spell "Spiritual Link" (Cost: 2)

 

/787 Life Bond

Unit learns the Life Bond spell, which allows sharing the damage between the caster and the enchanted creature.

Needed ability: Path of Life

Spell "Life Bond" (Cost: 1)

 

/788 Upkeep -20%

Reduce gold and gem upkeep of the unit by 20%.

Composite skill, which consists of the following skills:

Special ability
Special ability
Decreased Upkeep +20%

 

/789 Soul Sipping

Unit learns the Soul Sipping spell, which deals damage to all enemies around the caster, and heals his own wounds.

Spell "Soul Sipping" (Cost: 1)

 

/790 Bane of Mortals

Unit will deal increased damage to all mortal creatures.

 

/791 Bane of Undead

Unit will deal increased damage to all Undead.

 

/792 Bane of Demons

Unit will deal increased damage to all Demons.

 

/793 Keep Running!

Unit prefers defensive tactics.

 

/794 Astral Energy

Unit learns to cast Astral Energy, restoring an ally's Stamina and increasing their resistance.

Needed ability: Path of Tenacity

Spell "Astral Energy" (Cost: 2)

 

/795 Recovery

The unit is taught to cast the "Healing" spell, restoring health to a friendly soldier and dispelling negative effects.

Needed ability: Path of Life

Spell "Recovery" (Cost: 2)

 

/796 Wizard Mastery

Unit can use a spell ability on himself without spending a turn for it.

Needed ability: Special ability

 

/797 Mobility

Teach unit not to expend extra Stamina when attacking after moving.

 

/798 Become Smiting Hand

This unit may be promoted to Smiting Hand.

 

/799 Armor of Faith +20

Reduces damage from Undead and Demons by 20%.

 

/800 Heavenly Armor

Damage dealt to unit by creatures with negative karma is reduced by 10-30% (depending on their karma)

 

/801 Cursed Armor

Damage dealt to unit by creatures with positive karma is reduced by 10-30% (depending on their karma)

 

/802 Commander +1

Unit grants all allies on the battlefield all types of Attack and Defense increased by 1.

 

/803 Commander +1

Unit grants all allies on the battlefield Attack increased by 1.

 

/804 Commander +1

Unit grants all allies on the battlefield Counterattack increased by 1.

 

/805 Commander +1

Unit grants all allies on the battlefield Defense increased by 1.

 

/806 Commander +1

Unit grants all allies on the battlefield Ranged Defense increased by 1.

 

/807 Commander +1

Unit grants all allies on the battlefield Resistance increased by 1.

 

/808 Commander +1

Unit grants all allies on the battlefield Ranged Attack increased by 1.

 

/809 Commander +1

Unit grants all allies nearby Ranged Defense increased by 1.

 

/810 Blacksmith +1

Every turn, the hero repairs his own equipment, restoring +1 Durability to all items.

 

/811 Doctor +10

Units in the hero's party heal 10% faster.

 

/812 Authority +5

Units with negative karma in the hero's party receive an extra +5 Morale.

 

/813 Leader +5

Units with positive karma in the hero's party receive an extra +5 Morale.

 

/814 Inspired

Hero always starts battle with increased Morale.

 

/815 Trader +20

Every turn, the hero earns the treasury 20 gold.

 

/816 Alchemist +7

Every turn, the hero earns the treasury 7 crystals.

 

/817 Saboteur +1

Hero's sabotage power increased by 1.

 

/818 Initiative (1)

Hero's Initiative increased by 1.

 

/819 Magic Shield (1)

Nearby allies receive +1 Resistance.

 

/820 Flaming Blade +1

Unit's attack ignites the target, causing additional damage every turn.

 

/821 Blast

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

Composite skill, which consists of the following skills:

Special ability
Blast

 

/822 Ifrit

Composite skill, which consists of the following skills:

Magic Strike
Fire Immunity
Web Immunity
Petrification Immunity
Entanglement Immunity

 

/823 Mass Grounding

Teach unit to cast Mass Grounding, which makes all allies immune to spells dealing electric damage, and increases Resistance by 1.

Composite skill, which consists of the following skills:

Spell "Mass Grounding" (Cost: 2)
Ammo +2

 

/824 Mass Cold Immunity

Teach unit to cast Mass Cold Immunity, which makes all allies immune to cold, and increases Defense by 1.

Composite skill, which consists of the following skills:

Spell "Mass Cold Immunity" (Cost: 2)
Ammo +1

 

/825 Magic Aura 2

Nearby allies receive +2 Resistance.

 

/826 Magic Aura +1

Increase unit's Magic Aura by 1.

Needed ability: Magic Shield

 

/827 Undead Regeneration

The unit is taught to cast "Undead Regeneration" spell, restoring health to friendly undead unit.

Needed ability: Fear

Spell "Undead Regeneration" (Cost: 2)

 

/828 Gnoll Might +1

Increase Gnoll Might ability by 1.

Needed ability: Gnoll Might

 

/829 Gnoll Might 2

Unit learns ability Gnoll Might 2.

 

/830 Gnoll Might 3

Unit learns ability Gnoll Might 3.

 

/831 Gnoll Might 4

Unit learns ability Gnoll Might 4.

 

/832 Summon Eagle

Teach unit to cast Summon Eagle spell, to summon an Eagle next to the caster.

Needed ability: Path of Earth

Spell "Summon Eagle" (Cost: 2)

 

/833 Lord of the Dead

Henceforth, all Undead raised by the unit will be his level or higher.

 

/834 Lord of Demons

Henceforth, all Demons raised by the unit will be his level or higher.

 

/835 Resistance to Fear

From now on, unit is resistant to fear. They do not lose more than one point of Morale from abilities that reduce Morale.

 

/836 Entangling Shot

Teach unit to use an Entangling Shot at a distance of two tiles (by shooting at an enemy, the unit entangles them with roots, preventing them from moving for 2 turns).

Composite skill, which consists of the following skills:

Ranged Attack +1
Range +2
Ammo +1
Meditation +1
Entangling Shot

 

/837 Range +1

Increase the maximum firing range.

Needed ability: Entangling Shot

 

/838 Explosive Weapon

Teach unit to deal 50% splash damage to all creatures around the target in a ranged attack.

 

/839 Summon Naiad

Teach unit to cast the "Summon Naiad" spell, which summons a Naiad, a minor water spirit, to an adjacent tile.

Spell "Summon Naiad" (Cost: 2)

 

/840 Hunter of Undead +1

The unit is taught to inflict additional damage to the undead.

Needed ability: Hunter of Undead

 

/841 Hunter of Demons +1

The unit is taught to inflict additional damage to demons.

Needed ability: Hunter of Demons

 

/842 Wolf Pack

Composite skill, which consists of the following skills:

Wolf Pack
Wolf Pack

 

/843 Ranged Support

Composite skill, which consists of the following skills:

Ranged Support
Ranged Support

 

/844 Strength in Unity

Composite skill, which consists of the following skills:

Wolf Pack
Strength in Unity

 

/845 Improved Support

Teach unit to spend less Stamina during Ranged Support.

Needed ability: Ranged Support

Composite skill, which consists of the following skills:

Ranged Support
Ranged Support

 

/846 Tribe Power

Unit improves Attack and Counterattack of adjacent allies by 1.

Composite skill, which consists of the following skills:

Aura: Attack +1
Aura: Counterattack +1
Tribe Power +1

 

/847 Tribe Resilience

Unit improves Defense and Ranged Defense of adjacent allies by 1.

Composite skill, which consists of the following skills:

Aura: Defense +1
Aura: Ranged Defense +1
Tribe Resilience +1

 

/848 Tribe Wisdom +1

Unit improves Resistance of adjacent allies by 1.

 

/849 Tribe Marksmanship

Unit improves Ranged Attack of adjacent allies by 1.

Composite skill, which consists of the following skills:

Aura: Ranged Attack +1
Tribe Marksmanship +1

 

/850 Tribe Might

Unit improves Attack, Ranged Attack, Defense, Ranged Defense of adjacent allies by 1.

Composite skill, which consists of the following skills:

Aura: Attack +1
Aura: Defense +1
Aura: Ranged Defense +1
Aura: Ranged Attack +1
Tribe Might +1