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Increase the unit's vitality.
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Increase the unit's vitality.
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Increase the unit's vitality.
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Increase the damage done by the unit in a melee attack.
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Increase the damage done by the unit in a melee attack.
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Increase the damage done by the unit in a melee attack.
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Increase the damage done by the unit in a retaliatory strike.
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Increase the damage done by the unit in a retaliatory strike.
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Increase the damage done by the unit in a retaliatory strike.
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Increase the unit's defense against melee attacks.
|
Increase the unit's defense against melee attacks.
|
Increase the unit's defense against melee attacks.
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Increase the unit's defense against arrows and other missiles.
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Increase the unit's defense against arrows and other missiles.
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Increase the unit's defense against arrows and other missiles.
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Increase the unit's defense against magic attacks and harmful spells.
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Increase the unit's defense against magic attacks and harmful spells.
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Increases the unit's movement speed.
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Increase the unit's shooting strength.
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Increase the unit's shooting strength.
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Increase the unit's shooting strength.
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Increase the maximum firing range.
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Increase the maximum firing range.
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Increase the unit's vitality.
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Increases the number of hit points healed by the unit.
Needed ability: Healing
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Increase the number of shots that the unit can take.
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Increase the number of shots that the unit can take.
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Increase the number of shots that the unit can take.
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Increase the unit's energy reserve.
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Increase the unit's energy reserve.
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Increase the unit's energy reserve.
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Increase the unit's courage.
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Increase the unit's courage.
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Increase the unit's courage.
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Increases the unit's vitality and energy.
Composite skill, which consists of the following skills:
Hit Points +1
Stamina +1
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Increases the unit's vitality and energy.
Composite skill, which consists of the following skills:
Hit Points +2
Stamina +2
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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
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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
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Increases defense against melee and ranged attacks.
Composite skill, which consists of the following skills:
Defense +1
Ranged Defense +1
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Increases defense against melee and ranged attacks.
Composite skill, which consists of the following skills:
Defense +2
Ranged Defense +2
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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
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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
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The unit can fly over other units and impassable tiles. It takes 1 movement point to pass over any terrain, without spending any stamina. The unit is not affected by any landscape features.
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The unit can float over other units. It takes 1 movement point to pass over any terrain, without spending any stamina.
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A special ability allowing the unit to perform a counterattack before he is actually struck by an enemy.
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The unit's missile attacks ignore half of the enemy's ranged defense.
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The unit spends no stamina on any actions.
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The unit's morale no longer decreases, but increases half as fast.
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A special ability allowing the unit to take 2 shots at the target at once by spending some stamina.
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The unit will restore 1 more stamina point while resting.
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The unit will restore his ammo while resting.
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This special ability allows the unit to collect a few units of ammunition per turn.
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A special ability allowing the unit to heal a friendly unit within shooting range.
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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.
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The unit receives the ability to avoid the enemy's counterattack in melee, and escape roots faster.
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The unit's melee attack inflicts magic damage, which is only mitigated by the enemy's resistance, not its defense.
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The unit's ranged attack inflicts magic damage, which is only mitigated by the enemy's resistance, not its ranged defense.
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A special ability allowing the unit to increase his movement by 1 point (active for 1 turn) by spending some stamina.
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The unit is not affected by any spells.
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The unit becomes a forest expert. Forest tiles cost only 1 movement point to cross, and increase Ranged Defense by 6.
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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.
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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.
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A special ability allowing the unit to partially heal his wounds while resting.
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A special ability allowing the unit to heal a friendly unit within shooting range.
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The unit is taught to deal additional damage in melee, depending on how far away the opponent is at the start of the turn.
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The unit is not able to attack or counterattack an enemy in melee.
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The unit's weapon is improved, allowing him to ignore half of the enemy's defense.
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Each of the unit's attacks drains the enemy of 1 stamina point.
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The unit's melee attack will poison the enemy. The higher this ability is, the more damage the poison inflicts.
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The unit becomes immune to poison.
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An enemy damaged by this unit is hexed; Armor and Resistance are decreased by 1 for several turns, and wounds cannot be healed. The curse remains active for several turns. An enemy's resistance reduces its duration.
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An ability allowing the unit to reduce the enemy's ammo in a melee attack by 2.
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The unit learns to inflict severe damage on the enemy's armor in melee, decreasing its defense by 1.
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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.
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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.
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The unit's melee attack will poison the enemy. The higher this ability is, the more damage the poison inflicts.
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A special ability allowing the unit to devour the dead bodies, thereby restoring 10 hit points.
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When attacking in melee, the unit reduces the morale of the enemy by 1.
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When attacking the enemy in melee, the unit decreases the target's speed by 1. The effect lasts for 2 turns.
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Any creature attacking this unit in melee damages its weapon - attack and counterattack are reduced by 1. The effect lasts for 3 turns.
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When the unit is attacked in melee for the first time in a given turn, his defense is increased by 2.
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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.
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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
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After the battle, the unit plunders some trophies, reducing the loot income by 10%.
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After the battle, the unit plunders some trophies, reducing the loot income by 15%.
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The unit spends his free time plundering, reducing the income of the province he is stationed in by 10%.
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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.
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The unit is taught to employ enchanted arrows, inflicting magic damage on the enemy in addition to standard damage.
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Increases the magic damage inflicted by the unit's missiles.
Needed ability: Enchanted Arrows
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A Militiaman can receive new armor and weapons and join the active service as a full-fledged spearman.
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Increases the attack bonus received by the unit when falling into battlerage.
Needed ability: Battle Frenzy
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A special ability allowing the unit to heal a friendly unit within shooting range.
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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.
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A special ability allowing the unit to partially heal his wounds while resting.
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This unit recovers 3 hit points per turn.
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Increases the number of hit points the unit recovers each turn.
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Increases the rate of destruction of enemy fortifications by 4.
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Increases the rate of destruction of enemy fortifications.
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Increases the rate of destruction of enemy fortifications by 6.
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After killing an enemy in melee, the unit steals its soul, restoring 5 hit points.
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The unit inflicts additional damage on enemies whose souls are tainted by evil.
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Increases the upper threshold of hit points an enemy unit has to be under in order to be susceptible to trampling.
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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.
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Whenever the unit inflicts melee damage to an enemy, it infects the target with a disease.
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The unit attacks all enemies in the neighboring tiles.
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A special ability allowing the unit to spend some stamina to attack all the enemies in the neighboring tiles.
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When attacking an enemy in melee, the unit entangles it with his roots, preventing it from moving for 3 turns.
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A special ability allowing the unit to partially heal his wounds while resting.
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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.
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When inflicting melee damage on the enemy, the unit restores hit points equal to 50% of the damage dealt.
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When attacking in melee, the unit reduces the morale of the enemy by 3.
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The unit receives special missiles able to damage the target's armor, reducing its ranged defense by 1.
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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)
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The unit learns the Bless spell, which improves all types of Attack, all types of Defense, and Resistance.
Spell "Bless" (Cost: 1)
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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)
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The unit is taught to cast Dispel, dispelling enemy incantations and inflicting damage on summoned creatures.
Spell "Dispel" (Cost: 1)
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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)
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The unit is taught to make precise attacks in melee, ignoring part of the enemy's defense.
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The unit is taught how to aim before shooting, ignoring part of the enemy's ranged defense.
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The unit is taught to make precise attacks in melee, ignoring part of the enemy's defense.
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The unit is taught how to aim before shooting, ignoring part of the enemy's ranged defense.
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After killing an enemy in melee, the unit recovers more hit points.
Needed ability: Soul Stealing
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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.
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The unit's melee attack will poison the enemy. The higher this ability is, the more damage the poison inflicts.
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This special ability allows the unit to collect a few units of ammunition per turn.
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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)
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Raises slain enemies as undead.
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The unit is taught to cast Haste, increasing the target's movement points and gradually restoring its stamina.
Spell "Haste" (Cost: 2)
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Unit learns to use Interception more effectively, receiving additional bonuses when injured.
Needed ability: Interception
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Increases poison damage by 1.
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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.
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The flesh of this creature is so venomous that anyone attacking it in melee will be intoxicated with a poison of 2-point strength.
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The creature's flesh is made even more poisonous, affecting the strength of the poison affecting anyone who attacks it in melee.
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The ability to control magic energy allows the unit to ignore 2 points of target's resistance while using a magical ranged attack.
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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.
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The unit poisons the target with its missiles, making it lose 2 hit points per turn over 3 turns.
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In the case of the death of a soldier he could be reborn immediately.
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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
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When the unit kills an enemy in melee, it receives an extra turn.
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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.
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Unit learns to create Warriors of Darkness when killing enemies in melee.
Needed ability: Lord of the Undead
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Increase the ability to defend against the first attack.
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Unit learns the abilities "Interception" and "Swamp Rage 1".
Composite skill, which consists of the following skills:
Swamp Rage +1
Interception
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Unit learns the abilities "Interception" and "Swamp Rage 2".
Composite skill, which consists of the following skills:
Swamp Rage +2
Interception
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The unit is taught to use a double shot more effectively, so the cost of stamina is reduced by 2.
Needed ability: Double Shot
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The unit's armor is so heavy that just moving costs 1 stamina.
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The unit's armor is so heavy that just moving costs 2 stamina.
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Improves unit's ability to defend against multiple shots.
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The unit learns to improve his Ranged Defense for each shot fired at him.
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Archer poisons his arrows that shots will poison the enemy. The higher this ability, the more lethal the poison.
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The unit's melee attack will poison the enemy. The higher this ability is, the more damage the poison inflicts.
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A special ability allowing the unit to devour corpses to recover up to 3 ammo.
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When eating a corpse, the unit recovers an additional ammo.
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A special ability allowing the unit to partially heal his wounds while resting.
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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
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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
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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
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Whenever the unit inflicts melee damage to an enemy, it infects the target with a disease.
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Increases the rate of destruction of enemy fortifications by 8.
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Warrior can attack all enemies on neighboring tiles in the cost of a small additional expenditure of stamina.
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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)
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The unit is taught to cast the "Hellgates" spell in battle, bringing friendly demonic creatures onto the battlefield.
Spell "Hellgates" (Cost: 2)
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The unit is taught to cast the "Healing" spell, restoring health to a friendly soldier and dispelling negative effects.
Spell "Recovery" (Cost: 2)
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Grants the unit immunity from fire spells.
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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)
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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)
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A cannon with an explosive charge is equipped, dealing physical damage in a small area.
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A cannon with a fire charge is equipped, dealing magical damage in a small area.
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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)
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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)
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The unit can cast the "Fire Rage" spell, which deals 6 HP damage to all units in a 1-tile radius, and sets the target on fire.
Spell "Fire Rage" (Cost: 1)
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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)
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The unit can cast the "Mass Rage" spell, which gives all friendly units Fearless, Intimidation 2, and Bloodlust 3.
Spell "Mass Rage" (Cost: 1)
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The unit can cast the "Tribe's Blood" spell, which heals all nearby friendly units for 4 HP, cures poisoning and bleeding, and reduces the effects of Rotting Wounds.
Spell "Tribe's Blood" (Cost: 1)
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Increase the range of summoned creatures by 1.
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The unit is taught to cast "Quagmire" spell, slowing the enemy and reduces its defense and ranged defense.
Spell "Quagmire" (Cost: 2)
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The unit is taught to cast "Plague" spell, infecting all living units within 1 tile with disease.
Spell "Plague" (Cost: 4)
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The unit is taught to cast "Geyser" spell, inflicts 15 magic damage to all units within 1 tile.
Spell "Geyser" (Cost: 4)
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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)
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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)
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Composite skill, which consists of the following skills:
Snare
Special ability
Special ability
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Composite skill, which consists of the following skills:
Trap
Special ability
Special ability
Special ability
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Composite skill, which consists of the following skills:
Hornet's Nest
Special ability
|
This unit may be promoted to Crossbowman.
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This unit may be promoted to Bowman.
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When militiaman shows great fury and rage in battles, he could be promoted to Barbarian.
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When militiaman is taught medical skills, he could be promoted to Healer.
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This unit may be promoted to Pikeman.
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If you let this unit walk the slippery slope of Brigands, he will soon become one.
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When a militiaman is taught techniques and rituals of wild magic, he can be promoted to a Shaman.
|
This unit may be promoted to Slinger.
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This unit may be promoted to Swordsman.
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If you let this unit walk the slippery slope of Thieves, he will soon become one.
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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)
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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)
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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
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The unit is taught to cast "Devour" spell, consuming health from friendly units and healing the caster.
Spell "Devour" (Cost: 1)
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Increase the level of summoned creatures by 1.
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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)
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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)
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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)
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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)
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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)
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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)
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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)
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The unit learns to return to the tile it started from before the attack.
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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.
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The unit inflicts additional damage on enemies whose souls are tainted by evil.
|
The unit inflicts additional damage on enemies whose souls are tainted by evil.
|
Perform special consecration after which the soldier can join the ranks of the Necromancers.
Needed ability: Fear
|
Perform a special initiation, which promotes the unit to Demonologist.
Needed ability: Vulnerability Spell
|
Increase the duration of Web entanglement by 1.
Needed ability: Web
Composite skill, which consists of the following skills:
Ranged Attack +1
Web +1
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Nearby allies receive Regeneration 1, as long as they remain close.
Composite skill, which consists of the following skills:
Lifeblood +1
Aura:
Regeneration +1
|
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
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A special ability allowing the unit to heal a friendly unit within shooting range.
|
Orc Leader and all adjacent units receive Armorpiercing Strike.
|
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)
|
Grants unit immunity to ice and cold based spells.
|
Grants unit immunity to air and electricity based spells.
|
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.
|
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.
|
Grants unit immune to mind affecting spells and abilities.
|
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)
|
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)
|
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)
|
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)
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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)
|
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)
|
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)
|
The unit is taught to deal additional damage in melee, depending on how far away the opponent is at the start of the turn.
|
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)
|
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)
|
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)
|
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)
|
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)
|
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)
|
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)
|
Teach unit to recover an additional 30% health between battles.
|
Increase a unit's ability to recover an additional 20% health.
Needed ability: Vitality
|
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.
|
Increases the upper threshold of hit points an enemy unit has to be under in order to be susceptible to trampling.
|
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)
|
A cannon with a special charge is equipped, capable of stunning and slowing down several non-flying creatures.
|
Target unit can't move.
|
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)
|
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)
|
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)
|
After killing an enemy in melee, the unit steals its soul, restoring 3 hit points.
|
Add two more hands to the skeleton, turning it into a deadly Reaper.
|
Unit's Defense improves each time it is attacked.
|
Improves unit's ability to defend against a large number of enemies.
Needed ability: Alertness
|
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
|
The unit is taught to cast "Antimagic" spell, increasing target unit's resistance by 10 and granting it spell immunity.
Spell "Antimagic" (Cost: 1)
|
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)
|
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)
|
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)
|
Provides the unit with special arrows - as per "Astral Parasite" spell.
Composite skill, which consists of the following skills:
Switch Ammo
Astral Parasite Spell
|
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)
|
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)
|
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)
|
Wounds have no impact on the unit's attack.
|
The unit recovers 3 more stamina point while resting.
|
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)
|
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)
|
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)
|
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)
|
This unit learns the Mass Bless spell, which increases the attributes of all its allies, except Undead and Demons.
Spell "Mass Bless" (Cost: 3)
|
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)
|
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)
|
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)
|
The unit is taught to supply their neighbors with ammo on the battlefield.
|
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.
|
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
|
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)
|
This unit may be promoted to Preacher.
|
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)
|
Immobilizing an enemy unit with the melee attack, preventing to move during its turn.
|
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)
|
The unit recovers 2 more stamina point while resting.
|
The ability to control magic energy allows the unit to ignore 4 points of target's resistance while using a magical ranged attack.
|
The ability to control magic energy allows the unit to ignore 8 points of target's resistance while using a magical ranged attack.
|
The ability to control magic energy allows the unit to ignore 12 points of target's resistance while using a magical ranged attack.
|
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)
|
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)
|
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
|
The unit changes to its second missile, dealing magical damage.
|
The unit will restore his ammo while resting.
|
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)
|
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)
|
When the unit dies, an Imp rises.
Composite skill, which consists of the following skills:
Special ability
Reincarnation
Special ability
Special ability
|
When the unit dies, a Mocker rises.
Composite skill, which consists of the following skills:
Special ability
Reincarnation
Special ability
Special ability
|
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
|
When the unit dies, a Demon rises.
Composite skill, which consists of the following skills:
Special ability
Reincarnation
Special ability
Special ability
|
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
|
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
|
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
|
When the unit dies, a Lord of Abyss rises.
Composite skill, which consists of the following skills:
Special ability
Reincarnation
Special ability
Special ability
|
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
|
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
|
Increases the rate of destruction of enemy fortifications.
|
When attacking in melee, the unit reduces the morale of the enemy by 4.
|
When attacking in melee, the unit reduces the morale of an enemy by additional 2 points of morale.
Needed ability: Intimidation
|
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)
|
The unit is taught the special ability to repair a friendly mechanical unit within shooting range.
|
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)
|
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
|
Increase the amount of health restored by means of repair.
Needed ability: Fix
|
When militiaman is taught repair skills, he could be promoted to Workman.
|
Reduce the damage inflicted by Manic Rage by 1.
Needed ability: Manic Rage
|
This unit recovers 2 hit points per turn.
|
This unit recovers 4 hit points per turn.
|
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)
|
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).
|
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.
|
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.
|
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)
|
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
|
The unit learns to use predominantly defensive tactics.
|
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)
|
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)
|
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)
|
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)
|
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
|
Makes a rat warrior more susceptible to its instincts.
Necrophage +5.
|
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
|
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
|
Makes a rat warrior more susceptible to its instincts.
Battle Frenzy +2.
|
Makes a rat warrior more susceptible to its instincts.
Necrophage +10.
|
Makes a rat warrior more susceptible to its instincts.
Bloodsucker +10.
|
The unit receives special missiles able to damage the target's armor, reducing its ranged defense by 1.
|
The unit's ammo is capable of lowering the ranged defense by 1 turn longer.
|
The unit learns to deal 1 additional damage when backstabbing.
|
The unit learns to deal 2 additional damage when backstabbing.
|
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)
|
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)
|
The unit learns to deal 4 additional damage when backstabbing.
|
The unit may spend two 2 extra stamina points to recover 10 HP when dealing melee damage.
|
The unit is taught to dispel positive spells affecting enemies through a ranged attack.
|
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.
|
Increase the power of summoned units by 4 (Undead just by 1).
|
Reduces damage from Undead and Demons by 25%.
|
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.
|
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
|
Every turn the unit will restore 1 more ammo.
|
This unit can entangle an enemy in roots from a distance, preventing it from moving for 2 turns.
|
A special ability allowing the unit to devour corpses, thereby restoring 5 hit points.
|
Whenever the unit inflicts melee damage to an enemy, it infects the target with a mild disease.
|
The unit's morale does not decrease when his alignment conflicts with the Master's or with other units in the party.
|
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)
|
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)
|
It's impossible to entangle the unit in a web.
|
Petrification spells have no effect on the unit.
|
It's impossible to entangle the unit in roots.
|
Increase the unit's Spellpower by 1.
|
Increase the unit's Spell Duration by 1.
|
Increase the unit's ability to negate enemy resistance by 1.
|
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
|
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
|
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)
|
This unit deals extra damage to enemies serving the Light.
|
This unit deals extra damage to enemies serving the Light.
|
This unit deals extra damage to enemies serving the Light.
|
Increase the strength of the summoned undead unit by 1.
|
Increase the strength of the summoned undead unit by 2.
|
Increase the strength of the summoned undead unit by 4.
|
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
|
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.
|
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)
|
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
|
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)
|
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
|
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
|
After its death the unit is resurrected as a regular demon.
Composite skill, which consists of the following skills:
Reincarnation
Special ability
|
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
|
When the unit is attacked in melee for the first time in a given turn, his defense is increased by 3.
|
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).
|
The unit changes to its second weapon, dealing magical damage.
|
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.
|
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.
|
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
|
Increase the unit's ability to negate enemy resistance by 2.
|
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
|
After killing an enemy in melee, the unit recovers more hit points.
Needed ability: Soul Stealing
|
Increases the fire damage inflicted by the unit's missiles.
Needed ability: Path of Fire
|
Increases the magic damage inflicted by the unit's missiles by 6.
|
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
|
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)
|
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)
|
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)
|
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)
|
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)
|
The unit may spend two 2 extra stamina points to recover 5 HP when dealing melee damage.
|
Increase hit point recovery from melee damage by 5.
Needed ability: Frenzy
|
Increases the duration of the curse befalling a stricken enemy by 2.
Needed ability: Hex
|
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
|
The unit is taught to hit an enemy's vulnerable spots, reducing its speed by 1.
|
Increases the duration of the enemy unit's injury from the shot by 1 turn.
Needed ability: Crippling Shot
|
The unit's strike or shot is propelled by magic and will ignore half of the enemy's resistance.
|
The unit will restore 1 additional stamina point each turn.
|
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.
|
Increase health recovered by 25% of melee damage dealt.
Needed ability: Bloodsucker
|
Teaches a maleficar to raise the corpses of defeated enemies as zombies instead of skeletons.
Needed ability: Lord of the Undead
|
Increases the unit's defense by 1.
Needed ability: Shield Wall
|
When the unit is attacked in melee for the first time in a given turn, its defense is increased by 6.
|
Unit is burning and loses health every turn!
|
When using Magic Shot on the enemy, the unit restores hit points equal to 25% of the damage dealt.
|
When using Magic Shot on the enemy, the unit restores hit points equal to 50% of the damage dealt.
|
Increases the amount of restored health while attacking an enemy with Magic Shot by 25% of the inflicted damage.
Needed ability: Life Leech
|
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
|
Each of the unit's shots drains the enemy's stamina points by 1.
|
Each shot drains 2 stamina points.
|
Each of the unit's shots drains the enemy of 1 morale point.
|
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.
|
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.
|
The additional damage suffered by the enemy due to blood loss from a melee attack is increased by 1.
Needed ability: Wounding Strike
|
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.
|
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.
|
The additional damage suffered by the enemy due to blood loss from a ranged attack is increased by 1.
Needed ability: Wounding Shot
|
The unit is taught to employ an enchanted blade, inflicting magic damage on the enemy in addition to standard damage.
|
Increases the magic damage inflicted by the unit's melee attack.
Needed ability: Enchanted Blade
|
Damage taken increases the unit's morale, and when an enemy is killed, the unit gets an extra morale boost.
|
Damage taken increases the unit's morale, and when an enemy is killed, the unit gets an extra morale boost.
|
The unit is taught to inflict severe damage to the enemy's aura in melee, decreasing its resistance by 1.
|
Increases the duration the enemy's aura is exposed to the strike by 1 turn.
Needed ability: Damaged Aura
|
The unit is taught to inflict damage to the enemy's aura with its ranged attack, decreasing its resistance by 1.
|
Increases the duration the enemy's aura is exposed to the shot by 1 turn.
Needed ability: Astral Ammo
|
The unit is taught to fight back in melee combat, even against agile opponents.
|
The hero's Diplomacy skill is considered 1 point higher.
|
The hero's Diplomacy skill is considered 2 points higher.
|
Increases the number of hit points healed by the unit.
Needed ability: Healing
|
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
|
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)
|
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)
|
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)
|
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)
|
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
|
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)
|
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
|
The unit is taught to inflict additional damage to the undead.
|
The unit is taught to inflict additional damage to the undead.
|
The unit is taught to inflict additional damage to demons.
|
The unit is taught to inflict additional damage to demons.
|
It's impossible to inflict a bleeding wound on the unit.
|
Increases the duration of the enemy unit's injury from the strike by 1 turn.
Needed ability: Crippling Strike
|
The unit's melee attack will ignite the enemy. The higher this ability is, the more damage the fire inflicts.
|
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
|
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
|
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
|
The unit has studied the special ability that expend some stamina to increase its range by 1.
|
Increase the poison damage when using these special bombs by 1.
Needed ability: Gas Bomb
|
The unit is unable to use spells.
|
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)
|
The unit emits such heat that any melee attack against it will ignite and burn the attacker, inflicting 2 points of damage.
|
Makes the heat emitted by the unit stronger, causing it to burn its attacker more severely during melee.
Needed ability: Scorching
|
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
|
A special skill allowing the unit to perform a ranged attack inflicting 50% more damage at the expense of some stamina.
|
The unit is taught to heal the wounds of living creatures.
Composite skill, which consists of the following skills:
Healing +6
Range +1
|
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
|
The unit is taught to replenish their ammo supply by killing in melee combat.
|
The unit is taught to ignite its enemies with its shots.
|
Whenever the unit inflicts melee damage to an enemy, it affects the target with the «Vulnerability» spell.
|
Increases the bleeding damage done by the sharp spikes by 1.
|
Increases the bleeding damage done by the sharp spikes by 2.
|
The unit is taught to cast spells spending 1 less stamina point than usual.
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The unit is taught to deal additional damage in melee, depending on how far away the opponent is at the start of the turn.
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The unit is taught to charge faster, dealing even more additional melee damage.
Needed ability: Charge
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The unit's wounds cannot be healed.
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The unit is taught to cause putrefying wounds while attacking, preventing the opponent to heal.
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Increases the duration of the opponent's putrefying wounds.
Needed ability: Cause Putrefaction
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After combat this unit can search enemies, increasing the income of trophies by 10%.
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The unit spends its spare time working, increasing the income from a province he is stationed in by 10%.
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The unit spends its spare time working, increasing the income from a province he is stationed in by 20%.
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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
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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
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The unit is taught to reduce the duration of poisoning and bleeding by 1 turn.
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Increase the maximum amount of ammo restored to neighbors by 1.
Needed ability: Ammo Bearer
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Increase the amount of Health and Stamina restored to neighbors by 1.
Needed ability: Supplier
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Increases stolen ammo by 2.
Needed ability: Steal Ammo
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An ability allowing the unit to reduce the enemy's ammo in a melee attack by 4.
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Increase the level of Demons summoned by the unit by 2.
Needed ability: Summon Imp Spell
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Unit has been struck by Chain Lightning.
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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.
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Shield Bash furthers reduces Stamina by 1.
Needed ability: Shield Bash
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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.
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The unit can efficiently resist against charging strikes.
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The unit can protect nearby allies from enemy attacks.
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Unit will lose 3 HP per turn. Every turn, Spellpower and Spell Duration are increased by 1, Summoning Power by 3.
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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
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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
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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
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Increase the threshold for gobbling an enemy by 10 HP.
Needed ability: Gobble
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Increases by 5 the number of hit points restored when the unit is digesting an enemy.
Needed ability: Special ability
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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
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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
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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
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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)
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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
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The unit has studied the special ability that expend some stamina to increase its range by 1.
Needed ability: Path of Fire
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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
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Increase the unit's shooting strength.
Needed ability: Path of Water
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Increase the unit's shooting strength.
Needed ability: Path of Water
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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
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Increase the unit's Spell Duration by 1.
Needed ability: Path of Earth
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A special ability allowing the unit to take 2 shots at the target at once by spending some stamina.
Needed ability: Path of Water
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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
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The unit receives ammo that deals 50% splash damage to all creatures around the target.
Needed ability: Path of the Sun
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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
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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
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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%
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Unit will deal increased damage to all mortal creatures.
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Unit will deal increased damage to all Undead.
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Unit will deal increased damage to all Demons.
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Unit prefers defensive tactics.
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Unit can use a spell ability on himself without spending a turn for it.
Needed ability: Special ability
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Teach unit not to expend extra Stamina when attacking after moving.
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This unit may be promoted to Smiting Hand.
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Reduces damage from Undead and Demons by 20%.
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Damage dealt to unit by creatures with negative karma is reduced by 10-30% (depending on their karma)
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Damage dealt to unit by creatures with positive karma is reduced by 10-30% (depending on their karma)
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Unit grants all allies on the battlefield all types of Attack and Defense increased by 1.
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Unit grants all allies on the battlefield Attack increased by 1.
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Unit grants all allies on the battlefield Counterattack increased by 1.
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Unit grants all allies on the battlefield Defense increased by 1.
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Unit grants all allies on the battlefield Ranged Defense increased by 1.
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Unit grants all allies on the battlefield Resistance increased by 1.
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Unit grants all allies on the battlefield Ranged Attack increased by 1.
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Unit grants all allies nearby Ranged Defense increased by 1.
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Every turn, the hero repairs his own equipment, restoring +1 Durability to all items.
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Units in the hero's party heal 10% faster.
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Units with negative karma in the hero's party receive an extra +5 Morale.
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Units with positive karma in the hero's party receive an extra +5 Morale.
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Hero always starts battle with increased Morale.
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Every turn, the hero earns the treasury 20 gold.
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Every turn, the hero earns the treasury 7 crystals.
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Hero's sabotage power increased by 1.
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Hero's Initiative increased by 1.
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Nearby allies receive +1 Resistance.
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Unit's attack ignites the target, causing additional damage every turn.
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When the unit dies, all nearby creatures will sustain a Blast spell.
Composite skill, which consists of the following skills:
Special ability
Blast
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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
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Nearby allies receive +2 Resistance.
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Increase unit's Magic Aura by 1.
Needed ability: Magic Shield
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Increase Gnoll Might ability by 1.
Needed ability: Gnoll Might
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Unit learns ability Gnoll Might 2.
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Unit learns ability Gnoll Might 3.
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Unit learns ability Gnoll Might 4.
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Henceforth, all Undead raised by the unit will be his level or higher.
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Henceforth, all Demons raised by the unit will be his level or higher.
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From now on, unit is resistant to fear. They do not lose more than one point of Morale from abilities that reduce Morale.
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Teach unit to deal 50% splash damage to all creatures around the target in a ranged attack.
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The unit is taught to inflict additional damage to the undead.
Needed ability: Hunter of Undead
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The unit is taught to inflict additional damage to demons.
Needed ability: Hunter of Demons
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Unit improves Resistance of adjacent allies by 1.
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