Caster of Magic

for Windows

1.0


Contents






Philosophy


Please see the documentation of Caster of Magic for DOS on design decision details. To keep this manual brief and easy to use, the developer comments are not included in this version.


Frequently Asked Questions


How do I quit? The Quit button is missing.
Close the game window or press Alt+F4. If you want to return to the main menu, you can also use the “Lose” button and surrender which will give you a final score for your game and return you to the main menu where you can start a new game.


How do I change the resolution?
Drag the edge of the windows to change the size and aspect ratio. If you want to, you can edit Window.ini after the first run to set the window size and position manually. The native rendering resolution of the game is 320x200 as all the original art was made for that resolution, but it can be upscaled to any size and ratio you prefer.


How do I play the game?
Please refer to the Master of Magic manual, or ingame help to learn how to play the game. You can right click on any element of the user interface to get a detailed explanation of what it does and any game rules relevant to it. This manual will explain you the new features and differences compared to Master of Magic.


Enemy units are running away and not attacking my units on higher difficulty.
It's a feature. If the enemy is significantly outnumbered and has the means to stall for time and possibly even retreat safely at the end of the battle, they'll go for it.


How do I remap hotkeys?

Edit the keys.ini file.


Why does the AI break the Wizard's Pact all the time, and why is it entering my territory despite the agreement?
A Wizard's Pact is an agreement where the human player guarantees not entering the AI's territory, and in return the AI will not attack the player, will not declare war on them without first formally cancelling the treaty (Chaotic wizards are an exception), and will not use hostile spells such as city curses against the player. See the diplomacy chapter for more information.


Game Mechanics

Spellbooks and Retorts

You can have up to 10 spellbooks in each realm and 12 picks total.


Each book contains/allows :

Common/Uncommon/Rare/Very Rare, Common Starting/ Uncommon Guaranteed/ Uncommon Guaranteed turn 1/ Rare Guaranteed/Very Rare Guaranteed, other effects
Book 01 : 3/1/0/0, 0/0/0/0/0, Find/Trade common
Book 02 : 3/2/1/0, 1/0/0/0/0, Find/Trade Uncommon
Book 03 : 4/3/2/1, 2/0/0/0/0, Find/Trade Rare
Book 04 : 5/4/4/3, 3/0/0/0/0, Find/Trade Very Rare
Book 05 : 6/5/5/4, 4/1/0/0/0,
Book 06 : 7/6/6/5, 5/1/0/1/1,
Book 07 : 10/7/7/6, 5/2/0/1/1,
Book 08 : 10/10/8/6, 5/0/2/2/1,
Book 09 : 10/10/9/7, 5/0/2/2/2, +8% research, -5% casting cost
Book 10 : 10/10/12/8, 5/0/2/0/3, +16% research, -10% casting cost


Where “Guaranteed” means you will be able to research it eventually and “Guaranteed turn 1” means it'll be on your starting page of your spellbook at the beginning. Any additional spellbooks you find in treasure will have these exact same contents and effects, although “Guaranteed” picks don't apply - those are reserved to the beginning of the game. Your primary realm is the realm you owned the highest number of books of at the beginning of the game. In case of a tie, you can select any of the tied realms.

Your starting casting skill and power income are 10 plus each spellbook in a realm that has at least 4 books picked provides you with +1 starting casting skill, and +1.5 power.


New Starting options

The Dry climate setting adds more deserts and reduces the amount of swamps and rivers. The Wet climate does the opposite : fewer deserts but more swamps and rivers. The Volcanic climate enables Volcanoes to spawn on the map. The Frozen climate enables Tundra to spawn further away from the two poles.


Minerals can be Fair, Rich or Poor. On the Rich setting, some otherwise Myrror exclusive minerals can appear on Arcanus in very small amounts and both the quantity and quality of minerals is higher. On the Poor setting, minerals will be quite rare and usually the less valuable kind.


The Easy difficulty level is recommended for complete beginners. The AI receives a resource penalty and intentionally plays worse. The Normal difficulty level is recommended for the first few playthroughs, if you already played 4X games before, or Master of Magic in particular. The AI gets no advantage here, and is still holding back on strategies as well as being prohibited from using custom wizards or starting on Myrror. Fair is an alternate version of the Normal difficulty, the AI will no longer hold back on most strategies, and can create their starting wizard without restriction, but they still don't get much of an advantage otherwise. Advanced gives the AI a small resource advantage while Expert gives a relevant amount. These are recommended for regular playing if you're already familiar with the mod. Master and Lunatic are very hard difficulties where the AI gets a fairly large bonus (however still much less than in MoM 1.31) and might use some strategies that specifically take advantage of this fact. Use these for additional challenge once you found your favorite and most effective strategies. Phantasm difficulty was added in CoM for Windows as an additional, almost unbeatable challenge. Please use the high difficutly settings with caution.



Land comes in sizes of Minimal,Tiny, Small, Fair, Large, Huge and Maximal. Different amount of land favors different strategies, so be careful with this setting. Choosing one that doesn't suit your strategy might make the game significantly more difficult than it otherwise would be on the same difficulty level. The amount of land generated will be calculated from the setting and the number of wizards on each plane. Games with more opponents will be larger on the same land setting! Additionally, the size of the two planes can (and usually will be) slightly different.


The following table shows the map size generated on various settings assuming the most probable amount of Myrran wizards were rolled, and the human player did not pick the Myrran retort.





Scoring Options is a new section of settings, that modify the game in various ways. Right click each option to read their description within the game. As these options alter some fundamental game rules, activating them will raise or lower your final score depending on how much the option increases ot reduces overall difficulty.


New victory condition

When the total sum of the Army Strength, Power Production, Spell Power and Empire Population on Historian from all AI players remains below the half of the same score of the human player and no AI player knows the Spell of Mastery, the “Lose” button to concede the game turns into a “Win” button on the Game screen allowing you to force a surrender from the enemies and proceed to the scoring screen. The same also happens if your total sum of the above is at least 2.5 times higher than each individual enemy wizard.


Additionally, while the number of AI players in the game is still high, AI players already far too weak to be relevant to the game has a chance to disappear from the game, turning their cities to neutral.


World Map
Silver : +4 gold
Gold : +8 gold
Gems : +12 gold
Quork : +5 power
Crysx : +10 power
Iron : 10% cheaper units
Coal : 20% cheaper units.

Mithril : +1 power, Mithril weapons (+1 attack and defense)

Adamantium : +2 power, Adamantium weapons (+2 attack and defense)

Orihalcon (new) : +3 power, Orihalcon armor (+2 magic ranged attack, +1 resistance)


Swamp : Fixed to correctly produce the 1/2 food.

Desert : 3% production

Hills, Forests : 1/2 food, 3% production.

Mountains : increased to 7% production.

Tundra and Volcano produces nothing. Cities cannot be built on the north and south pole “continents”.

Roads and Pathfinding allows moving on any terrain for 1 movement. Enchanted roads allow movement for 0.5 per tile.

Chain transportation is no longer possible. While you can still board a ship, move, and disembark the same turn, if you board another ship that wasn't used to move the unit, you can't transport the unit any further that turn. Additionally, you can't transport a unit if it already participated in combat that turn either.

Map size can be different between the two planes. Map size depends on the number of players as well as the map size setting. There is an additional option to reduce the sea to land ratio on the map.


Continent size setting has been added. Available options range from islands to large continents. Extremely large continents are not available for AI reasons though.


Random Events

AEther Flux : All spells cost 50% less to cast while in effect.
Stroke of Genius : The current spell being researched is completed the next turn for everyone. If Spell of Mastery is being researched, instead it progresses by 10000 RP only.
Nature Conjunction : Fantastic units gain +2 DEF and RES in addition to the original effect.
Chaos Conjunction : Direct damage spells do 33% more damage in addition to the original effect.
Sorcery Conjunction : Casting Skill increases 3 times as fast from mana spent on it in addition to the original effect.
Bad Moon : All units lose 2 resistance in combat in addition to the original effect.
Good Moon : Unit enchantments are 50% cheaper in addition to the original effect.
All other events are unchanged and self-explanatory.

Atlantis : A new island is generated on the map that contains new lairs.

Monster Invasion : A random monster (of a tier scaled by current turn count) is chosen and each map tile within any player's territory has a chance to spawn a stack of those monsters.


Economy
-Food production and consumption has been doubled accross the board except for units which only consume 1 food.

-Catapults and Ships consume no food. Ships also consume no gold to maintain.

-Every 2 units in garrison reduce the unrest of cities by 1, including fantastic units or heroes.

-Each leftover food is converted to 1/2 gold.

-Each 1 production can be bought for 2 gold, regardless of completion percentage.

-Excess production is no longer lost, but carries over to the next turn.

-Maximal tax is 2.5 gold per turn for an unrest of 55%, minimal tax is 1 gold for 1% unrest.

-Heroes in fortresses contribute only 1/6 of their casting skill to you.

-Razing cities is now possible on the city screen instead of after battle. Razing orders cannot be cancelled and will remove 2500 people and 5 buildings per turn from the city until it reaches zero for both. Razing yields more gold than in the previous versions.

-A banished wizard still obtains magic power as normal, but they can't cast overland spells other than Spell of Return and they pay a 4x range penalty on their combat spells.


Combat
-Chance to Hit and to Defend are now measured in 1% increments instead of 10%,

-Ranged penalty is -10% to hit at a distance of 4 tiles and an additional 3% for each additional tile.

-Magical ranged attacks use the appropriate type of ammo, and will not consume MP even if the unit has MP available.

-Fleeing is no longer entirely random, and instead depends on the movement speed difference between the involved armies.

If unit speed < Fastest Enemy speed -1 : Unit has a 100% chance to die.
If unit speed = Fastest Enemy speed -1 : Unit has a 50% chance to die.
If unit speed = Fastest Enemy speed : Unit has a 50% chance to die.
If unit speed > Fastest Enemy speed : Unit has a 1/(2+X) chance to die where X is the difference between the speed values.

In short, faster units survive more. This mechanic uses the overland base movement speed of the units, and doesn't include combat buffs that alter speed. However units unable to move (such as those affected by Web) will be guaranteed to die.

-Fleeing is 100% safe when certain conditions that guarantee the fleeing army can't be damaged are satisfied, for example when all of the fleeing army units can fly and the enemy army has no way to damage a flying unit. When this happens, the Flee button becomes green. For more details, right click the Flee button.

-Range penalties on mana costs for combat spells now depends on the map size as well as distance. There is a new advisor : Geomancer, which shows the range penalty on the map, the location of node auras, the owner of volcanoes, and the amount of base power produced by nodes.

-Banished wizards can now use combat spells, but they pay a steep, 4x range penalty.

-Each wizard's fortress is capable of casting a lighting bolt spell on a random enemy automatically each combat turn, that grows in strength and duration proportionally to the wizard's casting skill.

The strength of this lighting bolt is (18+Skill/8)/2 but no more than 60. Fortress Lightning strength is scaled by AI difficulty (*Difficulty/2) before the cap of 60 is applied for AI players, so they will reach the cap earlier on higher difficulty levels. Fortress Lightning applies for the first 3+(Skill/20) combat turns.

-New units gained during combat will appear even if you have a full army, and will be pushed to the nearest adjacent free tile, assuming there are any. This makes effects that raise undead a lot more playable.

-AI wizards who have Death spellbooks or units with Life Steal or Create Undead ability in AI vs AI combat, will raise dead enemy units as undead depending on the strength of casting power, book count and strength of units with those abilities so grant access to this game mechanic which is otherwise not simulated in the simplified combat AI players use.

-It is allowed to cast summoning spells in battle even if it causes the number of units to exceed 9 on your side.

-Automatic combat (used between AI players, or if the appropriate game option is enabled) now considers the effect of more stats and abilities than previous versions. Flight, Missile Immunity, Movement speed, Resistance, etc now affect the outcome.

-Automatic combat now also considers which spells the wizard is able to cast, and the simulated effects of spells is more similar to the expected outcome in normal combat. In previous versions, only casting skill and the number of spellbooks affected the outcome.

-Automatic combat results are now stable and don't involve a random factor.

-Unit curses have triple their casting costs as dispel resistance unlike other unit enchantments.

-You can hold the SHIFT key to force a melee attack in case both melee and ranged is available. The default is always using a ranged attack, even if the target is not expected to take damage from it, to increase suppression effect while avoiding retaliation.


Levels and Experience

For normal units :
Regular : + 1 melee, +1 ranged, +1 resist total.
Veteran : + 2 melee, +2 ranged, +1 Thrown/Breath, +1 defense, +1 resist total.
Elite : + 2 melee, +2 ranged, +2 defense, +2 resist, +1 health total.
Ultra Elite : + 3 melee, +3 ranged, +3 defense, +2 resist, +1 health total.
Champion : + 3 melee, +3 ranged, +3 defense, +2 resist, +2 health, +10% to hit total.

For heroes :
+1 melee attack for each level.
+1 ranged attack for each 2 levels.
+1 health for each level.
+1 resistance for each 2 levels.
+1 defense at level 4 and 8.
+10% to hit at level 5 and 9.

Exp tables :
Level 2 : 30
Level 3 : 80
Level 4 : 180
Level 5 : 300
Level 6 : 550
Level 7 : 900
Level 8 : 1400
Level 9 : 2000

Unit abilities

Many of the existing unit abilities received minor tweaking in the relevant numbers or effect, and new abilities have been added. I recommend right clicking the abilities and reading the effects, even if you already know the ability from previous versions.


User Interface


The Grand Vizier will never produce new units and will not change your production in cities that are currently producing units. He'll let you fully retain control of your military production. He'll ask when activated if he is allowed to produce military buildings. Answering no restricts him to only produce ecnomy buildings. The Vizier will select buildings as though it was an AI player with the Pragmatist personality.


Transportation (ships) now require units to be selected for movement to be transported, and selecting units that can't move is now allowed for that purpose. This ensures the implicit transportation won't force the player into moving units that were meant to stay behind. If the movement would result in leaving a unit that would drown without a transport on an ocean tile, the movement fails and nothing happens. If the movement would transport a unit that isn't valid to be transported that turn (due to having been already transported or paticipating in combat), the movement also fails.


On the cities screen, cities can be sorted. Garrisons of cities will also be shown.


Hotkeys can be remapped in the keys.ini file.


You can see where a city is located on the world map during combat.


Fully functional production queue system. Unlike the DOS version, units can also be queued, and the queue is visible, can be modified, and elements can be added to the beginning or end as preferred.


Historian now also shows graphs of the army, population, magic power, etc stats of each player. The other advisor is replaced by one that displays the history of wizard relations. You can also see the relation between other players.

Names in partenthesis in either screen indicate a wizard whose cities are located too far from your empire. These wizards will be unable to declare war on you under most circumstances, see the Diplomacy section.


When targeting an overland city spell or a unit buff, the Z and X keys can be used to cycle through possible targets.


Hold Shift during combat to force using a melee attack instead of ranged.

Press Shift to toggle the selection state of all units in the stack on the overland map.


Retorts

Alchemy (1)
All normal units gain magical weapons and the associated +10% To Hit bonus, even if produced in cities without an Alchemist Guild. However, Barbarian cities are excluded, as they naturally have the +1 bonus. The wizard can convert gold to mana at a 1/1 ratio.


Warlord (2)
All normal units gain an additional level and can reach Ultra Elite. Mutually exclusive with Tactician.


Channeller (2)
The wizard has no range penalty in combat, and pays halved spell maintenance. The wizard's spellbooks have an increased chance to contain combat exclusive spells than normal. Banished wizards with this retort only pay a 2x range penalty for combat spells.


Archmage (1)
Gain 50% more SP, including the amount generated at the start of the game to set your initial casting skill. Mutually exclusive with Spellweaver.


Artificer(1)
Magical items cost 50% less to create and all other Arcane realm spells cost 25% less. You start the game with the Enchant Item spell. The first rare spell that will show up in your spellbook will be Create Artifact.


Conjurer(1)
Summoning spells cost 25% less to cast, you produce 25% more research when researching summoning spells, and summoned creatures cost 25% less to maintain.



Sage Master(1)
Gain 25% more research from all sources and an extra 15 RP each turn.


Myrran(1)

You start on the Myrror plane.


Guardian(2)

The player's city garrisons receive a +1 Resistance, +10% To Hit and +10% To Defend bonus during combat. Cities of the same race as the one the wizard started the game with have a +6 maximal population.


Famous(1)

Start the game with 10 Fame. The chance of the merchant showing up to sell items is doubled. The chance for mercenaries is quadrupled. Heroes might offer to join at a higher level and has an improved chance to be of better class (aka higher fame requirement).


Runemaster(2)

Your dispelling type spells are 100% more effective. You research in the Arcane realm 100% faster. Your spells are 150% harder to dispel. You have an increased chance for your starting spellbooks to contain global enchantments.


Charismatic(1)

Your diplomacy penalties are halved and your bonuses are doubled. Your treaty offers will be accepted more often. You pay half the normal gold cost for heroes, mercenaries, and items.


Specialist(1)

You research spells in your primary realms 12% faster, and those spells cost 12% less to cast as well as being 50% harder to dispel.


Tactician(1)

All of your units gain +1 defense during combat. Heroes gain 2 defense, 2 resistance, and attack power instead. Mutually exclusive with Warlord.


Omniscient(1)

Each of the wizard's cities gains a bonus depending on the spellbooks owned by the wizard. Life, Sorcery, Chaos and Death books provide a +16% bonus for the first book in the realm and another 3.5% beyond that for Gold, Research, Power and Production respectively. Nature books raise maximal population by 2 for the first book and another 1/4 for each additonal book.


Cult Leader(1)

All power generated by religious buildings is increased by 75%. Unrest reduction effect of those buildings is increased by 50%.


Astrologer(1)

Nodes can't counter your spells. Nodes produce an additional 2 power for each 6 game turns elapsed since the beginning of the game.


Spellweaver(2)

All of your overland spells cost 33% less except summoning and item creation. Mutually exclusive with Archmage.


Common Units



-Spearmen (10) : 2 attack, 1 defense, 1 health, 2 movement, 6 figures, 3 resistance.

-Swordsmen (25) : 3 attack, 3 defense, 1 health, 2 movement, 6 figures, 4 resistance. Large Shield.

-Halberdiers (60) : 5 attack, 4 defense, 2 health, 2 movement, 6 figures, 5 resistance. Negate First Strike.

-Bowmen (30) : 1 attack, 3 Ranged (8 ammo), 1 defense, 1 health, 2 movement, 6 figures, 4 resistance.

-Cavalry (40) : 4 attack, 2 defense, 3 health, 5 movement. 4 figures, 4 resistance, First Strike.

-Shamans (50) : 2 attack, 3 ranged (4 ammo), 3 defense, 1 health, 2 movement. 4 Figures, 6 Resistance. Healer, Purify, Healing Spell

-Magicians (120) : 1 attack, 7 ranged, 3 defense, 1 health, 3 movement. Missile Immunity, Caster 20.

-Catapults (62) : 0 attack, 9 ranged (10 ammo), +20% To Hit, 2 defense, 10 health, 1 movement. 1 figure, 3 resistance. Long Range, Wall Crusher.

-Settlers (150) : 10 Health, 1 Defense, 5 Resistance, 1 Movement.

-Trireme(60) : 12 attack, 4 Defense, 6 Resistance, 15 Health, 3 Movement.

-Galley(100) : 14 attack, 10 Ranged (8 ammo), 4 Defense, 7 Resistance, 20 Health, 3 Movement. 10 Ammo.

-Warship(140) : 16 attack, 14 Ranged (10 ammo), 5 Defense, 7 Resistance, 25 Health, 4 Movement. 10 Ammo.


Outpost Growth

Growth per turn = ((Max Pop+10)*2*(100+RaceModifier)/100))

Chance to shrink = (12-Max Pop) %

Amount of shrinking each time : -240.

Starting size : 300

Completed size : 1000


Stream of Life : double the growth rate

Gaea's Blessing : +40

Iron, Coal : +12

Gems, Gold, Silver, Mithril, Admantium, Crysx, Quork : +5

Chaos Rift : Chance to shrink +12%

Evil Presence : Chance to shrink +7%

Famine : Chance to shrink +15%

Pestilence : Chance to shrink +25%


Buildings


Smithy

Cost :125

Effect: +2 Production.

Required by : Fighter's Guild, Colosseum, Stables

Special : All new outposts start with a Smithy already built.



Housing

Effect: Increase population growth while being produced.

Growth = Max[+170*(Terrain Maximal Population + Racial Growth Modifier - 8)/13 *Max(1.3-0.1*Current Population,0), +40]*(Nonrebel Non[optionalfarmer] population/Current Population)


Trade Goods

Effect: For each 2 production, gain 1 gold.


Sawmill

Cost :68, 4 gold/turn

Effect: +6 Production.

Required by : Forester's Guild, Bowmen


Marketplace

Cost :80

Effect: +8 Gold.

Required by : Bank, Farmer's Market


Magic Market

Cost :72, 2 gold

Effect: +6 power.

Required by : Wizard's Guild


Library

Cost :60, 1 gold

Effect: +6 research.

Required by : Sage's Guild, Alchemist Guild, Linking Tower.


Builder's Hall

Cost :20

Effect: None

Required by : Bank, Merchant's Guild, Oracle, Parthenon, University, Engineers


Miner's Guild

Cost :120, 2 gold

Effect: +25% production, minerals have 50% more effect

Required by : Mechanician's Guild


Mechanician's Guild

Cost :200, 3 gold

Effect: +35% production

Required by : Catapults


Forester's Guild

Cost :130, 1 gold

Effect: +10% production, +3 Food

Required by : Animist's Guild

This building requires a Forest tile to build.


Granary

Cost :80, 2 gold

Effect: +5 Maximal population, +2 Food

Required by : Farmer's Market.


Farmer's Market

Cost :180, 3 gold

Effect: +50 population growth, +3 Food


Alechmist's Guild

Cost :100, 3 gold

Effect: All units newly produced in the city gain Magical Weapons, or if available, allows using Mithril, Adamantium, Orihalcon and Nightshade.


Amplifying Tower

Cost :600, 12 gold

Effect: Your overland casting skill is raised by 7 as long as this building is under your control.


Wizard's Guild

Cost :600, 5 gold

Effect: +10 Power, +3 Research.

Required by : Magicians.


Monument

Cost:60, 2 gold

Required by : Linking Tower

Effect : Your combat skill is increased as though you had an additional 150 SP.


Linking Tower

Cost:400, 5 gold

Special : Tree of Knowledge must be cast.

Effect : Your combat skill is increased as though you had an additional 1500 SP.


Sage's Guild

Cost :300, 4 gold

Effect: +12 Research.


University

Cost :120, 3 gold

Effect: +6 Research.

Required by : Mechanician's Guild


Shrine

Cost :120, 1 gold

Effect: +2 Religious Power, -1 Unrest

Required by : Cathedral, Oracle, Shaman


Cathedral

Cost :400, 2 gold

Effect: +6 Religious Power, -1 Unrest. Additional +3 rel. power for each Nightshade


Parthenon

Cost :200, 2 gold

Effect: +4 Religious Power, -1 Unrest


Oracle

Cost :300, 3 gold

Effect: -3 Unrest, extends scouting radius



Bank

Cost :200, 2 gold

Effect: +30% gold production



Merchant's Guild

Cost :400, 3 gold

Effect: +40% gold production


Animist's Guild

Cost :240, 3 gold

Effect: +1 food production from farmers.


Colosseum

Cost :250

Effect: +5 Fame, -1 Unrest


Stables

Cost :60, 2 gold

Effect: +2 production

Required by : Cavalry, Fantastic Stables


Ship Yard

Cost :50, 1 gold

Effect: None

Required by : Maritime Guild, Merchant's Guild, Trireme, Galley


Fighter's Guild

Cost :330, 4 gold

Effect: None

Required by : Armorer's Guild, Fantastic Stables, Maritime Guild, Galley, Halberdiers


Maritime Guild

Cost :370, 5 gold

Effect: None

Required by : Warship


Armorer's Guild

Cost :400, 6 gold

Effect: None

Required by : Special units

Special : Tree of Knowledge must be cast.


Fantastic Stables

Cost :500, 5 gold

Effect: None

Required by : Special units

Special : Tree of Knowledge must be cast.


Barracks

Cost :125

Effect: All units begin with 30 EXP (+1 level)

Required by : War College


War College

Cost :450, 2 gold

Effect: All units begin with 80 EXP (+2 level)


City Walls

Cost :75, 1 gold

Effect: Scouting range increases to 3, units behind the walls in combat gain +3 defense against attacks coming from the outside, or +1 if the wall section is destoryed.


The religion tree

Shrine → Cathedral

Shrine+Builder's Hall → Oracle


The magic tree

Library → Sage's Guild, Linking Tower and Alchemist's Guild

Alchemist's Guild → Amplifying Tower

Magic Market → Wizard's Guild

Monument -> Linking Tower


The military tree

Smithy → Stables, Fighter's Guild, Colosseum

Fighter's Guild → Armorer's Guild

Barracks →War College, Colosseum

Stables → Fantastic Stables

Ship Yard and Fighter's Guild → Maritime Guild


The food tree

Granary and Marketplace → Farmer's Market

Forester's Guild and Granary → Animist's Guild


The production tree

Sawmill → Forester's Guild

Miner's Guild+University → Mechanician's Guild


The advanced tree

Builder's Hall → University, Parthenon, Bank, Merchant's Guild, Oracle


The economy tree

Marketplace + Builder's Hall → Bank

Ship Yard+ Builder's Hall → Merchant's guild



Races


Arcanus

Barbarians


+90 Growth

+30 Outpost growth
Builder's Hall

Cathedral

Miner's Guild

Library

Fantastic Stables

Armorer's Guild


Spearmen, Swordsmen, Bowmen, Cavalry, Shaman, Trireme, Galley, Warship
-1 Resistance, + 10% To Hit, Pathfinding, Thrown 1

Settler costs 33% less.


Berserkers (100, Fighter's Guild) : 7 Melee, 3 Thrown, +10% To Hit, 3 Defense, 3 Resistance, 3 Movement, 6 Figures, 3 Health. Pathfinding.

Spellzerkers (120, Wizard's Guild) : 3 Melee, 5 Thrown, +10% To Hit, 4 Defense, 6 Resistance, 3 movement, 4 Figures, 4 Health, Caster 20, Pathfinding.

Gladiators (120, Colosseum) : 5 Melee, 4 Thrown, +20% To Hit, 6 Defense, 5 Resistance, 3 movement, 3 Figures, 6 health, Large Shield, Pathfinding.


Gnolls


+60 Growth
Builder's Hall

Magic Market

Fantastic Stables

Maritime Guild


Spearmen, Swordsmen, Halberdier, Trireme, Galley
+2 Melee attack, + 1 Movement


Wolf Riders (80, Stables) : 7 Melee, 3 Defense, 5 Resistance, 5 Movement, 4 Figures, 4 Health. Pathfinding.

Jackal Riders (150, Armorer's Guild) : 6 Melee, 3 Defense, 5 Resistance, 4 Movement, 8 Figures, 3 Health. Cloak of Fear.

Halflings


+60 Growth

+40 Outpost growth

+1 Research per population.

+1 Food per Farmer.

Military units are more expensive.
Barracks

Armorer's Guild

Fantastic Stables

Maritime Guild

Animist's Guild


Spearmen, Swordsmen, Magicians, Shaman, Catapult, Trireme, Galley
-1 Melee attack, Lucky.

Spearmen and Swordsmen have +2 figures.


Slingers (100, Fighter's Guild) : 1 Melee, 4 Ranged, 6 Ammo, 1 Defense, 4 Resistance, 2 Movement, 8 Figures, 1 Health. Lucky.


High Elves


+30 Growth

+20 Outpost growth

+1/2 Power per population.

Colosseum

Maritime Guild


Spearmen, Swordsmen, Magicians, Halberdiers, Cavalry, Catapult, Trireme, Galley
+10% to Hit, +1 Resistance, Forester


Longbowmen (50, Forester's Guild) : 1 Melee, 3 Ranged, 8 Ammo, +10% To Hit, 2 Defense, 5 Resistance, 2 Movement, 6 Figures, 1 Health. Forester.

Elven Lords (160, Armorer's Guild) : 5 Melee, +20% To Hit, 6 Defense, 10 Resistance, 4 Movement, 4 Figures, 14 Health. Forester, First Strike, Armor Piercing.

Pegasai (120, Fantastic Stables) : 4 Melee, 3 Ranged, 8 Ammo, +10% To Hit, 4 Defense, 8 Resistance, 5 Movement, 4 Figures, 4 Health. Forester. Flying.


High Men


+60 Growth

+10 Outpost growth

-15% building costs.

+1 Unrest on High Men cities

Fantastic Stables


Spearmen, Swordsmen, Bowmen, Magicians, Cavalry, Catapult, Trireme, Galley, Warship, Engineers
-2 Resistance.

+2 Figures on Magicians


Pikemen (75, Fighter's Guild) : 4 Melee, 4 Defense, 4 Resistance, 2 Movement, 8 Figures, 2 Health. Negate First Strike, Armor Piercing.

Crusaders (60, Shrine, Fighter's Guild) : 5 Melee, 4 Defense, 6 Resistance, 2 Movement, 8 Figures, 2 Health. Large Shield, Healing Spell.

Knights (60, Stables, Fighter's Guild) : 6 Melee, 5 Defense, 5 Resistance, 5 Movement, 4 Figures, 3 Health. First Strike.

Paladins (240, Cathedral, Armorer's Guild) : 6 Melee, 5 Defense, 8 Resistance, 4 Movement, 4 Figures, 5 Health. First Strike, Armor Piercing, Holy Bonus 1, Death Immunity, Illusion Immunity.

Priests (100, Parthenon) : 3 Melee, 5 Magical Ranged, 4 Ammo, 4 Defense, 6 Resistance, 2 Movement, 4 Figures, 2 Health. Healer, Healing Spell, Purify, Resistance to All +1.


Klackon


+110 Growth

+20 Outpost growth

+1 Production/ worker

-4 Unrest on Klackon cities

Shrine

Mechanician's Guild

War College

Fantastic Stables

Maritime Guild

Bank

Merchant's Guild


Spearmen, Swordsmen, Halberdier, Trireme, Galley, Engineers
+2 Defense.


Stag Beetle (160, Armorer's Guild) : 15 Melee, 5 Fire Breath, 7 Defense, 7 Resistance, 4 Movement, 1 Figures, 20 Health.


Lizardmen


+70 Growth

+30 Outpost growth

Settler cost -20%, Settler movement +1.

-1 Unrest in Lizardmen cities.


Builder's Hall

Miner's Guild

War College

Ship Wringhts Guild

Fantastic Stables


Spearmen, Swordsmen, Halberdier, Trireme, Galley, Engineers
+1 Health, -1 Magic resistance, Water movement.


Carrak (80, Forester's Guild, sea access) : 18 Melee, 8 Ranged, 4 Defense, 6 Resistance, 4 Movement, 1 Figures, 15 Health. Ship.

Dragon Turtle (100, Armorer's Guild) : 10 Melee, 5 Lightning Breath, 9 Defense, 12 Resistance, 2 Movement, 1 Figures, 20 Health.

Javelineers (75, Fighter's Guild) : 5 Melee,4 Ranged, 6 Ammo, 3 Defense, 5 Resistance, 2 Movement, 6 Figures, 2 Health.


Nomad


+80 Growth

Settler cost -33%

Gain up to 50% road bonus as though you had roads even if you do not.


Granary

Colosseum

Maritime Guild


Spearmen, Swordsmen, Catapult, Magician, Trireme, Galley, Warship
+3 Magic resistance

Spearmen and Swordsmen have a weak bow attack with 4 ammo.


Horsebowmen (50, Stables) : 4 Melee, 4 Ranged, 4 Ammo, 2 Defense, 7 Resistance, 4 Movement, 4 Figures, 3 Health.

Priests (100, Parthenon) : 3 Melee, 5 Magical Ranged, 4 Ammo, 4 Defense, 11 Resistance, 2 Movement, 4 Figures, 2 Health.

Pikemen (75, Fighter's Guild) : 4 Melee, 4 Defense, 8 Resistance, 2 Movement, 6 Figures, 2 Health. Armor Piercing, Negate First Strike.

Rangers (150, Armorer's Guild) : 6 Melee, 7 Ranged (6 ammo), 3 Defense, 8 Resistance, 3 Movement, 4 Figures, 3 Health. Long Range, Pathfinding

Griffons (180, Fantastic Stables) : 9 Melee, 5 Defense, 8 Resistance, 4 Movement, 2 Figures, 10 Health. First Strike, Armor Piercing, Flying


Orc


+90 Growth

-10 Outpost Growh

-1 gold unit maintenance


Spearmen, Swordsmen, Bowmen, Halberdiers, Shaman, Cavalry, Catapult, Magician, Trireme, Galley, Warship, Engineers


Horde (75, Armorer's Guild) : 6 Melee, 5 Defense, 5 Resistance, 2 Movement, 8 Figures, 2 Health, Negate First Strike, Large Shield.

Wyvern Rider (150, Fantastic Stables) : 7 Melee, 5 Defense, 7 Resistance, 4 Movement, 2 Figures, 10 Health, Posion 6, Flying.


Myrror


Beastmen



+70 Growth

-5 Outpost Growth


Maritime Guild


Spearmen, Swordsmen, Halberdiers, Bowmen, Catapult, Magician, Trireme, Galley, Engineers
+1 Health, +1 Melee Attack.


Priests (100, Parthenon) : 4 Melee, 5 Magical Ranged, 4 Ammo, 4 Defense, 11 Resistance, 2 Movement, 4 Figures, 3 Health.

Centaurs (90, Stables, Fighter's Guild) : 5 Melee, 5 Ranged (6 ammo), 3 Defense, 5 Resistance, 4 Movement, 4 Figures, 4 Health.

Manticores (160, Fantastic Stables) : 7 Melee, 1 Ranged (2 ammo), 3 Defense, 8 Resistance, 3 Movement, 3 Figures, 6 Health. Poison 4, Weapon Immunity, Flying.

Minotaurs (200, Armorer's Guild) : 12 Melee, +20% To Hit, 5 Defense, 7 Resistance, 3 Movement, 2 Figures, 12 Health. Large Shield.


Dwarf


+20 Growth

Engineers have double road building speed.

Mineral bonuses are doubled.

+1 Production/ worker

Base gold amount obtained from taxes is 50% higher.

Settlers cost 33% more.

Magic Market

Stables

Colosseum

Sage's Guild

Amplifying Tower

Merchant's Guild

Banks


Swordsmen, Halberdiers, Trireme, Galley, Warship, Engineers, Catapults
+1 Health, +2 Resistance, Mountaineer


Hammerhands (140, Armorer's Guild) : 8 Melee, 4 Defense, 10 Resistance, 2 Movement, 6 Figures, 4 Health, Mountaineer.

Steam Cannon (100, University) : 0 Melee, 15 Ranged, 10 Ammo, 5 Defense, 9 Resistance, 1 Movement, 1 Figures, 12 Health. Long Range.

Golem (180, Mechanician's Guild, Fighter's Guild) : 14 Melee, 7 Defense, 15 Resistance, 3 Movement, 1 Figures, 20 Health. Resist Elements, Poison, Death, Stoning, Fire, Cold Immunity, Wall Crusher


Dark Elf


+40 Growth

+1 Power per population

Basic units have a weak magic ranged attack.


Maritime Guild


Spearmen, Swordsmen, Halberdiers, Cavalry, Trireme, Galley, Catapults
+2 Resistance


Priests (120, Parthenon) : 3 Melee, 7 Magical Ranged (4 ammo), 4 Defense, 10 Resistance, 2 Movement, 4 Figures, 2 Health, Healing Spell, Healer, Purify

Apprentice (40, Library, Smithy) : 2 Melee, 3 Magical Ranged (4 ammo), 2 Defense, 6 Resistance, 2 Movement, 6 Figures, 1 Health, Large Shield, Caster 14.

Nightblades (150, Armorer's Guild) : 5 Melee, 4 Defense, 7 Resistance, 2 Movement, 6 Figures, 3 Health, Invisibility, Poison 2

Warlocks (160, Wizard's Guild) : 1 Melee, 9 Magical Ranged (4 ammo), 4 Defense, 9 Resistance, 3 Movement, 4 Figures, 1 Health, Doombolt Spell, Missile Immunity

Nightmares (200, Fantastic Stables) : 8 Melee, 8 Magical Ranged (4 ammo), 4 Defense, 12 Resistance, 4 Movement, 2 Figures, 8 Health, Flying



Draconian


+60 Growth

+0.5 Power per population

Bowmen have less ammo and cost more.


Fantastic Stables

Mechanician's Guild


Spearmen, Swordsmen, Halberdiers, Trireme, Galley, Warship, Catapults, Magicians, Bowmen
+1 Armor, Flying, Fire Breath.


Saints (100, Shrine, Parthenon) : 2 Melee, 4 Magical Ranged (4 ammo), 5 Defense, 7 Resistance, 2 Movement, 5 Figures, 2 Health, Healing Spell, Healer, Purify

Doom Drakes (210, Stables, Armorer's Guild) : 10 Melee, 7 Fire Breath, 5 Defense, 7 Resistance, 5 Movement, 2 Figures, 10 Health, Cloak of Fear

Air Ship (200, Maritime Guild) : 5 Melee, 15 Ranged (10 ammo), 5 Defense, 8 Resistance, 4 Movement, 1 Figures, 20 Health.


Troll


+60 Growth

-20 Outpost Growth


Builder's Hall

Sage's Guild

Fantastic Stables


Spearmen, Swordsmen, Halberdiers, Trireme, Galley, Warship, Magicians, Shaman
+2 Melee, Regeneration 1, -2 Figures, very high HP per figure.


War Trolls (150, Armorer's Guild) : 8 Melee, 4 Defense, 6 Resistance, 3 Movement, 4 Figures, 8 Health. Regeneration 1.

War Mammoths (150, Armorer's Guild, Stables) : 12 Melee, 6 Defense, 8 Resistance, 2 Movement, 3 Figures, 12 Health. First Strike.


Interracial Unrest Table



It's important to note that your leader's race now depends on your choice at the beginning of the game and is not affected by the location of your fortress.


Heroes


Hero Abilities

New

Ritual Master
Type : Mage
Super : Available
Effect : Hero produces +6 Power per turn per level of experience.

AEther Master
Type : Mage
Super : Available
Effect : Hero produces +8 SP per turn per level of experience.

Capacity
Type : Mage
Super : Available
Effect : Hero gains +1 ammo per 2 levels of experience

Divine Barrier
Type : Mage Leader
Super : Available
Effect : All units in combat gain +1 DEF per 3 experience levels

Guiding Beacon
Type : Mage Leader
Super : -
Effect : All units in combat gain +1 ranged ATK per experience level (both missile and magical)

Soul Linker
Type : Mage Leader
Super : Available
Effect : All fantastic creatures in combat gain +2.5% to HIT and to DEF per two levels of experience, alternating the two bonuses.

Supply Commander
Type : Leader
Super : -
Effect : All units in combat gain +2 ammo. (This bonus is applied at the end of turn 1 in battle)

Logistics
Type : Warrior Leader
Super : -
Effect : All units in combat gain +0.5 movement per 2 levels of experience.

Battlemage
Type : Warrior Mage
Super : Available
Effect : All melee attacks done by the hero refill 1 used MP per experience level.


Old

Agility
Type : Warrior
Super : Available
Effect : Gain +1 DEF per experience level

Arcane Power
Type : Mage
Super : Available
Effect : Gain +1 Ranged ATK per experience level

Armsmaster
Type : Leader
Super : Available
Effect : Nonhero units on the same map tile gain +2 exp per turn

Blademaster
Type : Warrior
Super : Available
Effect : Gain +3.33% to HIT per level of experience.

Charmed
Type : Any
Super : -
Effect : Hero has 50 resistance against all magical effects.

Constitution
Type : Warrior
Super : Available
Effect : Hero gains +1 Health per level.

Leadership
Type : Warrior + Leader
Super : Available
Effect : All units in combat gain +1 melee and +0.5 missile ranged ATK per 3 experience levels.

Legendary
Type : Any
Super : Available
Effect : Hero adds +5 FAME per experience level.

Lucky
Type : Any
Super : -
Effect : Hero has +10% to HIT and +10% to DEFEND chance

Might
Type : Warrior
Super : Available
Effect : Hero gains +1 melee ATK per experience level

Noble
Type : Any
Super : -
Effect : Hero produces 20 gold per turn and has no maintenance cost.

Prayermaster
Type : Mage Leader
Super : Available
Effect : All units in combat gain +1 resistance per 2 experience levels.

Sage
Type : Mage
Super : Available
Effect : Hero produces +10 RP per turn per level of experience.


Extra MP
Type : Caster heroes only

Available only as a random ability roll, the hero gets an additional 2 MP per level. This can be rolled any number of times and is cumulative.


Hero Types

Dwarf
Type : Warrior
Fame : 0
Caster Level : -
Spells : -
Hero abilities : Armsmaster, Constitution
Other Abilities : Mountaineer, above average starting Resistance.
Random abilities : -

Barbarian
Type : Warrior
Fame : 0
Caster Level : -
Spells : -
Hero abilities : Might
Other Abilities : Thrown, Cold Immunity
Random abilities : -

Sage
Type : Mage
Fame : 0
Caster Level : 19 MP + 7 MP per level
Spells : Disenchant True, Phantom Warriors, Psionic Blast
Hero abilities : Sage
Other Abilities : Sorcery ranged attack.
Random abilities : -

Dervish
Type : Warrior
Fame : 0
Caster Level : -
Spells : -
Hero abilities : Noble, Logistics
Other Abilities : Archer
Random abilities : -

Beastmaster
Type : Mage Leader
Fame : 0
Caster Level : 14 MP + 4 MP per level
Spells : Resist Elements, Wild Boars
Hero abilities : Soul Linker
Other Abilities : Forester, extra scouting, archer
Random abilities : 1

Bard
Type : Warrior Leader
Fame : 0
Caster Level : 16 MP + 3 MP per level
Spells : Confusion, Vertigo
Hero abilities : Leadership
Other Abilities : Holy Bonus +1
Random abilities : -

Orc Archer
Type : Warrior Leader
Fame : 0
Caster Level : -
Spells : -
Hero abilities : Supply Commander
Other Abilities : Archer
Random abilities : 1

Healer
Type : Mage Leader
Fame : 0
Caster Level : 20 MP + 5 MP per level
Spells : Healing
Hero abilities : -
Other Abilities : Healer, Nature ranged attack
Random abilities : 1

Huntress
Type : Warrior Leader
Fame : 10
Caster Level : -
Spells : -
Hero abilities : Blademaster*
Other Abilities : Pathfinding, Web Spell
Random abilities : 1

Thief
Type : Warrior
Fame : 10
Caster Level : -
Spells : -
Hero abilities : Agility
Other Abilities : Charmed, Lucky, Stealth
Random abilities : -

Druid
Type : Mage
Fame : 0
Caster Level : 15 MP + 5 MP per level
Spells : Petrify, Web, Ice Bolt, Wild Boars
Hero abilities : Ritual Master
Other Abilities : Purify, Scouting, Nature ranged attack
Random abilities : -

War Monk
Type : Warrior
Fame : 10
Caster Level : -
Spells : -
Hero abilities : Agility*
Other Abilities : -
Random abilities : 2

Warrior Mage
Type : Warrior Mage
Fame : 10
Caster Level : 19 MP + 6 MP per level
Spells : Web, Flight, Fire Elemental, Black Sleep
Hero abilities : Agility
Other Abilities : Chaos ranged attack
Random abilities : 1

Magician
Type : Mage
Fame : 40
Caster Level : 36 MP + 6 MP per level
Spells : Flame Strike, Fireball, Fire Elemental, Fire Bolt
Hero abilities : Arcane Power
Other Abilities :Missile Immunity, Destruction
Random abilities : 2

Assassin
Type : Warrior
Fame : 10
Caster Level : -
Spells : -
Hero abilities : Blademaster*
Other Abilities : Poison 9, First Strike, Stealth
Random abilities : 1

Wind Mage
Type : Mage Leader
Fame : 20
Caster Level : 19 MP + 5 MP per level
Spells : Resist Magic, Guardian Wind
Hero abilities : Guiding Beacon
Other Abilities : Wind Walking, Sorcery ranged attack, Missile Immunity
Random abilities : 1

Ranger
Type : Any
Fame : 20
Caster Level : 15 MP + 5 MP per level
Spells : Resist Elements, Fairy Dust
Hero abilities : Lucky
Other Abilities : Poison Immunity, Pathfinding, Archer
Random abilities : 2

Draconian
Type : Warrior
Fame : 20
Caster Level : -
Spells : -
Hero abilities : Might
Other Abilities : Flight, Fire breathing
Random abilities : 2

Witch
Type : Mage
Fame : 20
Caster Level : 25 MP + 5 MP per level
Spells : Black Prayer, Darkness, Mana Leak, Posession
Hero abilities : Charmed
Other Abilities : Missile Immunity, Chaos ranged attack
Random abilities : 2

Golden One
Type : Any
Fame : 20
Caster Level : 20 MP + 5 MP per level
Spells : -
Hero abilities : Noble
Other Abilities : Chaos ranged attack
Random abilities : 3

Ninja
Type : Warrior Leader
Fame : 40
Caster Level : -
Spells : -
Hero abilities : Blademaster
Other Abilities : Invisibility
Random abilities : 3

Rogue
Type : Leader
Fame : 0
Caster Level : -
Spells : -
Hero abilities : Leadership, Legendary*
Other Abilities : -
Random abilities : 1

Amazon
Type : Warrior
Fame : 40
Caster Level : -
Spells : -
Hero abilities : Blademaster, Might, Charmed
Other Abilities : Thrown
Random abilities : 2

Warlock
Type : Mage
Fame : 40
Caster Level : 34 MP + 8 MP per level
Spells : Lightning Bolt, Warp Lightning, Doom Bolt
Hero abilities : Arcane Power*
Other Abilities : Missile Immunity
Random abilities : 2

Unknown
Type : Any
Fame : 40
Caster Level : 21 MP + 6 MP per level
Spells : -
Hero abilities : -
Other Abilities : Chaos ranged attack, Water Walking
Random abilities : 5

Illusionist
Type : Mage
Fame : 80
Caster Level : 28 MP + 14 MP per level
Spells : Confusion, Mind Storm, Phantom Warriors
Hero abilities : -
Other Abilities : Quick Casting, Missile Immunity, Illusion
Random abilities : 2

Swordsman
Type : Warrior
Fame : 80
Caster Level : 15 MP + 5 MP per level
Spells : Raise Dead, Healing
Hero abilities : Blademaster, Agility, Constitution, Armsmaster
Other Abilities : -
Random abilities : 2

Priestess
Type : Mage Leader
Fame : 80
Caster Level : 32 MP + 8 MP per level
Spells : Exorcise, Healing, Holy Word, Prayer
Hero abilities : Divine Barrier, Charmed, Noble, Prayermaster*
Other Abilities : Healer
Random abilities : 1

Paladin
Type : Warrior Leader
Fame : 80
Caster Level : -
Spells : -
Hero abilities : Legendary, Might*, Prayermaster
Other Abilities : First Strike, Armor Piercing, Illusions Immunity, Healer
Random abilities : 1

Black Knight
Type : Warrior
Fame : 80
Caster Level : -
Spells : -
Hero abilities : Legendary, Might, Blademaster, Constitution
Other Abilities : First Strike, Armor Piercing, Death Immunity
Random abilities : 1

Elven Archer
Type : Any
Fame : 80
Caster Level : 22 MP + 7 MP per level
Spells : Elemental Armor, Flight, Stasis
Hero abilities : Blademaster, Capacity*
Other Abilities : Archer, Forester, +10% to hit
Random abilities : 4

Knight
Type : Warrior Leader
Fame : 80
Caster Level : -
Spells : -
Hero abilities : Leadership*, Constitution*, Noble, Armsmaster*, Logistics
Other Abilities : -
Random abilities : 2

Necromancer
Type : Mage Leader
Fame : 80
Caster Level : 30 MP + 10 MP per level
Spells : Animate Dead, Summon Zombie, Weakness
Hero abilities : Arcane Power* , Sage*, Soul Linker*, Ritual Master
Other Abilities : Life Steal -3
Random abilities : -

Chaos Warrior
Type : Warrior Mage
Fame : 80
Caster Level : 19 MP + 7 MP per level
Spells : -
Hero abilities : Constitution, Arcane Power
Other Abilities : Armor Piercing, Chaos ranged attack
Random abilities : 3

Chosen One
Type : Any
Fame : Incarnation only
Caster Level : 20 MP + 5 MP per level
Spells : Lionheart, Healing, Mass Healing, Holy Weapon
Hero abilities : Leadership, Constitution, Battlemage*, Prayermaster, Guiding Beacon, Divine Barrier, Might*
Other Abilities : Holy Bonus 1
Random abilities : 2



Item Powers

Artifact creation costs now use a non-linear formula that makes artifacts will a lower total linar cost cheaper and artifacts with a higher linear cost more expensive. This modifier is shown on the artifact creation screen as “difficulty”. Items found as treasure use the linear cost for their budget.


Vials

A new type of item, vials cannot be created but can be found in treasure. A vial is a consumable item that permanently teaches a new hero ability to a hero, or upgrades it to Super level if available.


Attack

Swords, Maces, Axes, Bows and Staves can have +1 to +6 attack.

Accessories can have +1 to +4 attack.

Wands can have +1 to +3 attack.

Shields, Chain and Plate mails cannot have an attack bonus.


Defense

Shields, Plate Mails can have +1 to +6 defense.

Chain Mails can have +1 to +5 defense.

Accessories, Swords can have +1 to +4 defense.

Maces can have +1 to +3 defense.

Axes cannot have defense.

Bows can have a +1 to +4 defense.

Staves can have +1 to +6 defense.

Wands can have +1 to +5 defense.


To Hit

Shields, Chain Mails Plate Mails, Staves and Accessories cannot have a + hit bonus.

All weapon types except staves can have +10 to +30% hit.


Movement

Accessories, Axes, Wands and Staves can have +1 to +2 Movement.

Bows can have +1 to +3 Movement.

Swords, Shields, Chain Mails and Plate Mails can't add movement.


Resistance

Shields and Staves can have up to +4 Resistance.

Accessories, Wands, Maces and Chain Mails can have +3.

Plate Mails can have only +1 or +2.

Swords, Axes and Bows offer no magic resistance.


Spell Skill

Shields cannot have a casting skill bonus.

Maces, Axes and Bows can only have +5 or +10 Skill.

Swords, Staves, Wands, Plate Mails, Chain Mails and accessories can have +5 to +20 casting skill.


Spell Save

Staves and Wands can have up to -4 Spell Save.

Accessories can only have -1 Spell Save.


Health (new)

Accessories can have up to +2 health.

Armor can have up to +3 health.


Chaos Powers

Flaming
Books required : 2

Create Artifact required : No

Weapons only.

Add +3 attack strength.

Lightning
Books required : 3

Create Artifact required : Yes

Weapons only.
Grant Armor Piercing.


Doom (Chaos)
Books required : 4

Create Artifact required : Yes

Weapons only.
Grant Doom : Always deal attack power/2 damage.


Destruction
Books required : 4

Create Artifact required : Yes

Weapons only.
Gain Destruction : If the enemy unit fails to resist when attacked, it is irrecoverably dead.


Immolation
Books required : 2

Create Artifact required : No
Gain Cold Immunity and Immolation.


Insulation
Books required : 3

Create Artifact required : No

Staves, Wands, Armor, Accessories only.
Gain Fire Immunity and Lightning Resistance.


Pandora's Box

Required Books : 5

Create Artifact required : No

At the start of each combat turn, summon a random fantastic creature from a budget pool that depends on the level of the hero wearing the item.


Recharge

Required Books : 2

Create Artifact required : No

Bows, Wands and Staves only.

Increases max ammo for the unit by 4.


Amplifier

Required Books : 5

Create Artifact required : Yes

All friendly spells deal or heal 1 more damage if they successfully deal any damage. Multiple copies of the ability are not cumulative. The spell doesn't need to be cast by the unit wielding this item but the unit has to be present in the battle where the spell takes effect.



Death Powers


Vampiric
Books required : 3

Create Artifact required : No

Melee Weapons only.
Grant Life Steal -2.


Death
Books required : 3

Create Artifact required : No

Weapons only.
Grant Death Touch -3.


Wraith Form

Required Books : 2

Armor and Accessories only.

Create Artifact required : Yes


Cloak of Fear

Required Books : 1

Armor only.

Create Artifact required : No


Shadow

Required Books : 4

Create Artifact required : Yes

Swords and Maces only.

Grant Thrown equal to half the base melee attack strength.


Necromancy

Required Books : 5

Create Artifact required : Yes

Wands, Staves, Armor and Accessories only

At end of battle, units who died on your side and weren't undead yet, return as undead units. Limited to a budget per combat, that scales with hero level.


Egoism

Required Books : 5

Create Artifact required : No

Equipped hero gains double experience.


Dark Force

Required Books : 6

Create Artifact required : No

Armor and Accessories only.

At the beginning of combat, the unit recovers to full health and gains +10% chance to hit and to defend.

At the end of each of their combat turns, they take 1 irrecoverable damage.


Stealth

Required Books : 3

Create Artifact required : No

Armor and Accessories only.

Equipped hero gains Stealth, making them impossible to see, hear, or otherwise detect outside combat.

-The hero does not trigger Wizard's Pact violations.

-The hero can accurately scout the contents of Lairs, Nodes, or other encounter zones, including the type and exact quantity of all defenders.

-The hero is not shown on the overland map, as if it was invisible. (Note : this does not affect the AI)


Nature Powers


Resist Elements

Required Books : 1

Create Artifact required : No


Elemental Armor

Required Books : 3

Create Artifact required : Yes


Stoning

Required Books : 2

Create Artifact required : No

Weapons only.

Grants Stoning : The attacked unit has to resist at -1 or one figure in it irrecoverably dies.


Water Walking

Required Books : 1

Armor and Accessories only

Create Artifact required : No


Regeneration

Required Books : 5

Create Artifact required : Yes

Armor and Accessories only

Grants Regeneration 1.


Path Finding

Required Books : 1

Create Artifact required : No

Accessories only

Grants Pathfinding


Merging

Required Books : 4

Create Artifact required : Yes

Staves, Wands, Armor and Accessories only

Grants Merging movement.


Life Powers


Exorcist

Required Books : 2

Create Artifact required : No

Weapons only.

Grants Bless and Exorcise : Attack target must save at -3 or lose 1 figure irrecoverably if it's fantastic.


True Sight

Required Books : 3

Create Artifact required : No

Staves, Armor and Accessories only

Grants Illusion Immunity.


Bless

Required Books : 1

Armor and Accessories only

Create Artifact required : No


Invulnerability

Required Books : 4

Armor and Accessories only

Create Artifact required : Yes


Lion Heart

Required Books : 3

Armor and Accessories only

Create Artifact required : Yes


Divine Protection

Required Books : 4

Create Artifact required : Yes

Staves, Wands, Armor and Accessories only

Grants Lucky and Death Immunity.


Sorcery


Phantasmal

Required Books : 4

Create Artifact required : Yes

Weapons only

Grants Illusion


Guardian Wind

Required Books : 1

Create Artifact required : No

Armor and Accessories only.

Grants Missile Immunity.


Haste

Required Books : 6

Create Artifact required : Yes


Resist Magic

Required Books : 3

Create Artifact required : No


Teleporting

Required Books : 5

Create Artifact required : Yes

Wands, Staves, Armor and Accessories only

Grants Teleporting movement and +1 movement.


Flight

Required Books : 3

Armor and Accessories only

Create Artifact required : Yes


Invisibility

Required Books : 4

Armor and Accessories only

Create Artifact required : Yes





Spells


Arcane Magic


1. Magic Spirit

Cost : 30 MP, 1 MP/turn

Research : None

Creature : 4 melee, 5 defense, 5 resistance, 2 movement, 10 health, 1 figure, Non-Corporeal, Poison Immunity.


2. Dispel Magic

Cost : 10-50 MP

Research : 640 RP

All spells on the target unit have a Cost/(Dispel Cost+Cost) chance to resist, otherwise they are dispelled.


3. Summoning Circle

Cost : 0 MP

Research : 160 RP

Move your Summoning Circle.


4. Disenchant Area

Cost : 50-250 MP

Research : 1280 RP

Dispel overland curses on the target map tile.

5. Heroic Heart

Cost : 18 MP

Research : 440 RP

Target hero unit is healed 3 HP in combat.


6. Detect Magic

Cost : 200 MP

Research : 320 RP

See the spells being cast by other players while this enchantment is in effect.


7. Enchant Item

Cost : Variable MP

Research : 320 RP

Enables creating Item tier magical items.


8. Summon Hero

Cost : 240 MP

Research : 1280 RP

Summons a random hero, ignoring Fame requirements.


9. Disjunction

Cost : 375-1875 MP

Research : 6000 RP

Disjunction Cost/(1.5*Cost) chance to dispel target global enchantment.


10. Create Artifact

Cost : Variable MP

Research : 4000 RP

Create an “Artifact” tier magical item.


11. Summon Champion

Cost : 600 MP

Research : 4000 RP

Summon a Champion hero.


12. Plane Shift

Cost : 120 MP

Research : 8000 RP

Targeted stack is instantly transported to the other plane.


13. Spell of Mastery

Cost : 15000 MP

Research : 440000 RP

Win the Game. Your combat spells can't be countered if you researched this.


14. Tree of Knowledge

Cost : 108 MP

Research : 180 RP

Casting this spell enables constructing the Armorer's Guild, Fantastic Stables, and Linking Tower buildings in all of your current and future cities permanently, assuming the race of the city is capable of building those buildings.


Nature Magic


The elemental forces of nature are traditionally the realm associated with summoning, terrain and versatility.

Strengths


Weaknesses



Common

1. Resist Elements

Cost : 5/25 MP

Research : 440 RP

Enchanted unit gains +4 defense against magical ranged attacks, breath attacks or spells, and 4 resistance against Nature realm effects.


2. Fairy Dust

Cost : 12 MP

Research : 320 RP

Target unit suffers a Strength 7, Armor Piercing Cold attack on each figure.


3.Wild Boars

Cost : 15 MP

Research : 320 RP

Combat only summon : 6 melee, +10% To Hit, 5 defense, 5 resistance, 3 movement, 5 health, 3 figures


4. Earth Lore

Cost : 10 MP

Research : 160 RP

Reveal all overland terrain and lair/node contents on the targeted map tile and in a 5x5 area around it.


5. Water Walking

Cost : 20 MP

Research : 260 RP

Enchanted unit gains Water Walking movement.


6. War Bears

Cost : 55 MP, 1 MP/turn

Research : 260 RP

Creature : 7 melee, +10% To Hit, 5 defense, 6 resistance, 3 movement, 7 health, 3 figures, Forester


7. Sprites

Cost : 80 MP, 2 MP/turn

Research : 320 RP

Creature : 2 melee, 4 Magical Ranged, +10% To Hit, 2 defense, 8 resistance, 2 movement, 1 health, 5 figures, Forester, Flying


8. Nature's Eye

Cost : 40 MP

Research : 200 RP

Enchanted city has an increased scouting radius and produces 4 RP.


9. Earth to Mud

Cost : 20 MP

Research : 380 RP

A 7x7 area in combat is turned into mud.


10. Web

Cost : 10 MP

Research : 480 RP

Target unit cannot act for (12/melee attack) turns and loses flying.


Uncommon

1. Ice Bolt

Cost : 25 MP

Research : 1280 RP

A strength 34 Cold attack to the target unit in combat. The affected unit becomes Frozen, cannot fly, move or attack for a turn.


2. Giant Spiders

Cost : 90 MP, 2 MP/turn

Research : 420 RP

Creature : 6 melee, +10% To Hit, 5 defense, 9 resistance, 5 movement, 5 health, 4 figures, Web Spell, Poison 3


3. Great Lizard

Cost : 200 MP, 5 MP/turn

Research : 2140 RP

Creature : 18 melee, +20% To Hit, 7 defense, 7 resistance, 3 movement, 30 health, 1 figure, Regeneration 2


4. Nature's Cures

Cost : 50 MP

Research : 1280 RP

Target overland stack becomes fully healed.


5. Construct Catapult

Cost : 30 MP

Research : 1600 RP

Summon a Catapult in combat.


6. Crack's Call

Cost : 25 MP

Research : 1600 RP

Destroy any wall on the targeted combat map tile. If a unit was there, there is a 25% chance it becomes irrecoverably destroyed if it was a nonhero normal unit, and takes 21 irrecoverable damage if it was a hero or fantastic creature. Damaged units become Buried - cannot move, or attack and take irrecoverable damage from all sources.


7. Change Terrain

Cost : 32 MP

Research : 960 RP

Change target overland tile from Mountain to Hill, Hills, Swapms or Deserts to Grasslands, Grasslands to Forests, Forests to Grasslands, or Volcanoes to Mountains.


8. Transmute

Cost : 60 MP

Research : 1920 RP

Transform target ore :

Silver->Mithril->Quork->Iron-> Silver

Gold->Adamantium->Crysx->Coal->Gold


9. Cockatrices

Cost : 150 MP, 4 MP/Turn

Research : 1280 RP

Creature : 4 melee, +10% To Hit, 5 defense, 7 resistance, 3 movement, 7 health, 4 figures, Stoning Touch -4, Flying.


10. Land Linking

Cost : 50 MP (1 MP/Turn)

Research : 640 RP

Enchanted unit gains Pathfinding. If it is fantastic, it gains +2 attack and defense.




Rare


1. Elemental Armor

Cost : 18/90 MP (1 MP/Turn)

Research : 3200 RP

Enchanted unit gains +12 defense against magical ranged attacks, breath attacks and spells.


2. Stone Giant

Cost : 275 MP (5 MP/Turn)

Research : 4000 RP

Creature : 20 melee, 20 Ranged (3 ammo) +20% To Hit, 12 defense, 10 resistance, 3 movement, 25 health, 1 figures, Stoning Immunity, Poison Immunity, Wall Crusher, Mountaineer.


3. Gorgons

Cost : 360 MP (8 MP/Turn)

Research : 4800 RP

Creature : 15 melee, +20% To Hit, 7 defense, 9 resistance, 3 movement, 14 health, 3 figures, Stoning Gaze -3


4. Survival Instinct

Cost : 600 MP (15 MP/Turn)

Research : 5200 RP

Global enchantment : All of the caster's fantastic creatures gain 1 defense, +10% To Hit and 2 magic resistance.

5. Blizzard

Cost : 120 MP

Research : 4000 RP

All units on the target overland map tile are hit by a strength 14 armor piercing cold attack


6. Earthquake

Cost : 150 MP

Research : 2800 RP

All non-flying, corporeal units in the target city have a 4% chance to die and each bulding has a 40% chance to be destroyed.


7. Earth Elemental

Cost : 50 MP

Research : 5600 RP

Combat Summon : 25 melee, +10% To Hit, 4 defense, 8 resistance, 1 movement, 30 health, 1 figures, Stoning Immunity, Poison Immunity, Wall Crusher.



8. Petrify

Cost : 20 MP

Research : 4400 RP

Each figure in the target unit has to resist at -3 or irrecoverably die.


9. Gaea's Blessing

Cost : 100 MP (2 MP/Turn)

Research : 2400 RP

Reduces unrest by 2. Forest tiles are worth triple production. Chance to remove corruption or convert deserts to grasslands, volcanoes to mountains.


10. Iron Skin

Cost : 24/120 MP (3 MP/Turn)

Research : 4000 RP

Enchanted unit gains +5 defense.


11. Abundance

Cost : 150 MP (2 MP/Turn)

Research : 3600 RP

Increases the maximal population of the enchanted city by 50%.


12. Call the Wild

Cost : 900 MP (30 MP/Turn)

Research : 4000 RP

Rampaging monsters will never target the caster's cities and will avoid their units.

Whenever the wizard's armies attack a Lair, Node or Tower, each monster has a 25% chance of not participating in the battle.

Any node not owned by the casting wizard has a 5% chance to generate a rampaging monster stack each turn.


Very Rare


1. Earth Gate

Cost : 125 MP (1 MP/Turn)

Research : 10000 RP

Units can teleport between any two cities on the same plane enchanted by this.


2. Planetary Mastery

Cost : 1000 MP (20 MP/Turn)

Research : 8000 RP

All nodes owned by the wizard produce an additional 15 power. Every time the wizard casts a spell with BASE cost 370 or higher, an Earthquake hits the target city of their choice.


3. Fairy Ring

Cost : 1200 MP (40 MP/Turn)

Research : 18000 RP

Whenever another player casts a spell that costs 301 or more, a random creature you are able to summon appears at your summoning circle for free.


4. Entangle

Cost : 50 MP

Research : 22000 RP

All corporeal enemy units in combat have 2 lower movement speed.


5. Call Lightning

Cost : 60 MP

Research : 15000 RP

At the end of each combat turn, 3-5 strengh 10 armor piercing lightning bolts hit random enemy units.


6. Regeneration

Cost : 32/160 MP (5 MP/Turn)

Research : 12000 RP

Enchanted unit gains Regeneration 2


7. Herb Mastery

Cost : 1000 MP (12 MP/Turn)

Research : 15000 RP

All of the caster's units are fully healed at the end of combat, take no overland damage and restore 2 health per turn in combat.


8. Colossus

Cost : 450 MP (12 MP/Turn)

Research : 20000 RP

Creature : 25 melee, 25 Ranged (4 ammo) +30% To Hit, 12 defense, 15 resistance, 3 movement, 37 health, 1 figures, Stoning Immunity, Poison Immunity, Wall Crusher, Pathfinding, First Strike, Illusion Immunity, Supernatural.


9. Great Wyrm

Cost : 500 MP (15 MP/Turn)

Research : 15000 RP

Creature : 36 melee, +30% To Hit, 8 defense, 14 resistance, 3 movement, 45 health, 1 figures, Merging, Armor Piercing, Supernatural, Poison 40.


10. Behemoth

Cost : 480 MP (12 MP/Turn)

Research : 15000 RP

Creature : 25 melee, +20% To Hit, 15 defense, 13 resistance, 3 movement, 42 health, 1 figures, Regeneration 3, Caster 40, Supernatural.


11. Clairvoyance

Cost : 600 MP (15 MP/Turn)

Research : 6000 RP

Reveals the entire overland map, including invisible units. The wizard is immune to the countering effect of nodes and all of their units gain Forester.


12. Roots of Genesis

Cost : 1200 MP (30 MP/Turn)

Research : 24000 RP

Awaken the forces of Nature, causing tiles everywhere on the map to turn into Forests. The number of tiles converted depends on the world size.

The casting wizard gains 1 magic power for each Forest tile in the world.

Tundra tiles, Grasslands in the caster's territory and volcanoes created by the caster are unaffected.


Life Magic


Life magic specializes in healing and buffing normal military units and cities.

Strengths


Weaknesses

Common

1. Star Fires

Cost : 12 MP

Research : 160 RP

Perform a strength 23 attack on target fantastic creature in combat.


2. Bless

Cost : 7/35 MP

Research : 320 RP

Enchanted unit gains +5 defense and resistance against Chaos and Death realm spells, breath, gaze, or touch attacks.


3. Healing

Cost : 15 MP

Research : 320 RP

Target unit recovers 5 hit points in battle.



4. Discipline

Cost : 8/40 MP (1 MP/Turn)

Research : 380 RP

Enchanted unit gains +1 defense.

If enchanted unit is at least Regular, it gains another +1 defense.

If enchanted unit is at least Veteran, it gains +1 attack and ranged (excluding magical ranged attacks).

If enchanted unit is at least Elite and this enchantment wasn't cast it in combat, it gains +1 movement, if it was cast in combat, it gains Negate First Strike.


5. Holy Armor

Cost : 50 MP (overland)

Research : 320 RP

Enchanted unit gains +10% To Defend. However if it has 5 or less defense, it gains +2 defense instead.


6. Holy Weapon

Cost : 8/40 MP

Research : 260 RP

Enchanted unit gains +10% To Hit and can bypass Weapon Immunity.


7. Heroism

Cost : 15/75 MP (1 MP/Turn)

Research : 320 RP

Enchanted unit is elite.


8. Just Cause

Cost : 150 MP (3 MP/Turn)

Research : 480 RP

Gain 10 fame. All cities have 1 lower unrest.


9. Heavenly Light

Cost : 60 MP (1 MP/Turn)

Research : 440 RP

Enchanted city produces 3 religious power. Units defending the enchanted city gain +1 attack, defense and resistance during combat, and if they do not have magical weapons, they also receive a bonus equivalent to having them.


10. Guardian Spirit

Cost : 60 MP, 1 MP/turn

Research : 200 RP

Creature : 7 melee,+30% To Hit, 6 defense, 10 resistance, 2 movement, 10 health, 1 figure, Non-Corporeal, Poison Immunity, Resistance to All+1, Meld with Node. Melded nodes are affected by the effect of Heavenly Light, buffing garrions and producing 3 additional power.


Uncommon


1. Exorcise

Cost : 20 MP

Research : 640 RP

All figures in target unit in combat must resist at -1 or be irrecoverably destroyed. Additional resistance penalty of -3 for undead.


2. True Sight

Cost : 15/60 MP

Research : 420 RP

Enchanted creature gains Illusion Immunity.


3. Prayer

Cost : 40 MP

Research : 2140 RP

All units in combat gain +10% chance To Defend, To Hit and +1 Resistance.


4. Raise Dead

Cost : 40 MP

Research : 1920 RP

Target dead normal unit in combat is revived with half hit points. The same unit can't be revived or healed until the end of combat and counts as a fantastic unit (with no realm) until the end of combat.


5. Sanctify

Cost : 70 MP (1 MP/Turn)

Research : 960 RP

Enchanted unit has no gold maintenance and produces 3 power.


6. Altar of Peace

Cost : 120 MP (4 MP/turn)

Research : 1280 RP

Enchanted city produces additional research between 0 and 24 depending on your average diplomatic relation with other players.


7. Unicorns

Cost : 200 MP (4 MP/turn)

Research : 1280 RP

Creature : 6 melee,+20% To Hit, 4 defense, 7 resistance, 4 movement, 8 health, 4 figures, Poison Immunity, Resistance to All+2, Teleporting



8. Stream of Life

Cost : 120 MP (4 MP/Turn)

Research : 1280 RP

Doubles population growth in enchanted city, reduces unrest by 3 and each unit in the city is fully healed at the end of the turn.


9. Resurrection

Cost : 325 MP

Research : 1600 RP

Revives an dead hero on the overland map.


10. Endurance

Cost : 60 MP (overland, 2 MP/Turn)

Research : 380 RP

Enchanted unit gains +1 movement and +4 total hp divided evenly between figures (but a minimum of 1).


Rare


1. Incarnation

Cost : 700 MP (12 MP/Turn)

Research : 5200 RP

Summons the Chosen hero


2. Inspirations

Cost : 200 MP (19 MP/Turn)

Research : 5600 RP

Enchanted city gains +100% Production.


3. Prosperity

Cost : 175 MP (2 MP/Turn)

Research : 2400 RP

Enchanted city produces +50% gold.


4. Invulnerability

Cost : 30/150 MP (5 MP/Turn)

Research : 4000 RP

Whenever enchanted unit takes damage, it takes 2 less damage. Enchanted unit gains Weapon Immunity.


5. Lion Heart

Cost : 36/180 MP (3 MP/Turn)

Research : 4000 RP

Enchanted unit gains +3 attack, +3 resistance, and hit points equal to 8 divided by the number of figures, rounded down.


6. Mass Healing

Cost : 35 MP

Research : 3200 RP

All of your units in combat are healed for 5.


7. Altar of Battle

Cost : 300 MP (5 MP/Turn)

Research : 4400 RP

All units produced in the city are Elite.


8. Exaltation

Cost : 30 MP

Research : 2800 RP

Target unit in combat gains 8 additional hit points.


9. Holy Word

Cost : 60 MP

Research : 4000 RP

All enemy fantastic creature figures in all units must resist at -2 or be irrecoverably dead. Undead suffer an additional -3 penalty.


10. Angel

Cost : 310 MP (8 MP/turn)

Research : 4000 RP

Creature : 18 melee,+20% To Hit, 9 defense, 11 resistance, 5 movement, 27 health, 1 figure, Holy Bonus 1, Illusion Immunity, Exorcise, Caster 24


11. Divine Order

Cost : 250 MP (10 MP/Turn)

Research : 3600 RP

Effect applies to all players.

City and unit enchantments are 25% cheaper. Global enchantments are 10% cheaper. Summons are 10% more expensive. Combat spells are 20% more expensive. Multiple copies from different players are cumulative but at a halved effect.


12. Holy Arms

Cost : 600 MP (10 MP/Turn)

Research : 5600 RP

All of the caster's units gain Holy Weapon


Very Rare


1. Life Force

Cost : 900 MP (40 MP/Turn)

Research : 15000 RP

All of the caster's cities produces 1 magic power for each unit of population.


2. Enlightenment

Cost : 900 MP (30 MP/Turn)

Research : 8000 RP

All of the caster's cities produces 2 research for each unit of population.

All of the caster's heroes gain +10 EXP each turn instead of 1.


3. Crusade

Cost : 1200 MP (20 MP/Turn)

Research : 20000 RP

All of the caster's units gain a level.


4. Charm of Life

Cost : 1500 MP (30 MP/Turn)

Research : 24000 RP

All of the caster's units gain +25% hit points (but a minimum of 1)


5. Consecration

Cost : 200 MP (2 MP/Turn)

Research : 6000 RP

Enchanted city is protected from Chaos and Death magic, and corruption nearby has a chance to be removed each turn.


7. High Prayer

Cost : 70 MP

Research : 15000 RP

All units in combat gain +10% To Defend, +10% To hit, 3 attack, 3 resistance and 2 defense.


8. Call to Arms

Cost : 70 MP

Research : 15000 RP

Combat summon a unit of Paladins.


9. Supreme Light

Cost : 70 MP

Research : 18000 RP

All of the caster's Life creatures and magic user units gain +2 melee and ranged attack, Defense equal to 1/3 of their magic resistance, and the units will be able to regenerate at the end of combat.


10. Arch Angel

Cost : 600 MP (18MP/Turn)

Research : 22000 RP

Creature : 21 melee,+40% To Hit, 12 defense, 18 resistance, 4 movement, 37 health, 1 figure, Holy Bonus 2, Illusion Immunity, Wind Walking, Caster 29, Negate First Strike, Supernatural, Primal Force


11. Phoenix

Cost : 600 MP (12MP/Turn)

Research : 12000 RP

Creature : 20 melee,+20% To Hit, 6 defense, 10 resistance, 5 movement, 32 health, 1 figure, Regeneration 3, Raise Dead Spell x 3, Healing Aura, Fire Immunity, Death Immunity


12. Ruler of Heaven

Cost : 1000 MP (25MP/Turn)

Research : 10000 RP

The casting wizard's global enchantments are 100% harder to dispel and their religious buildings produce an additional 2 power.


Sorcery Magic


Sorcery magic specializes in manipulating magic itself, and is best at tactical defensive magic and taking control.

Strengths


Weaknesses


Common


1. Focus Magic

Cost : 80 MP (2 MP/Turn)

Research : 440 RP

The enchanted unit gains 15 additional MP casting ability and gains +3 magical ranged or breath attack. If it did not have one, but had thrown or another type of ranged attack, it is converted to a magical ranged attack of equal strength. If the unit had neither, it gains a strength 3 magical ranged attack with 3 ammo.


2. Resist Magic

Cost : 8/40 MP

Research : 320 RP

Enchanted unit gains +5 resistance against magic spells or effects.



3. Guardian Wind

Cost : 6/30 MP (1 MP/Turn)

Research : 200 RP

Enchanted unit gains Missile Immunity.


4. Nagas

Cost : 73 MP (2 MP/Turn)

Research : 320 RP

Creature : 5 melee,+10% To Hit, 4 defense, 7 resistance, 3 movement, 5 health, 3 figures, First Strike, Poison 3, Water Walking


5. Phantom Warriors

Cost : 14 MP

Research : 320 RP

Creature : 3 melee, 0 defense, 4 resistance, 2 movement, 1 health, 7 figures, Illusion, Poison Immunity, Death Immunity, Stoning Immunity, Non-Corporeal


6. Psionic Blast

Cost : 20 MP

Research : 380 RP

Perform a strength 18 Illusion attack on a target during combat.


7. AEther Sparks

Cost : 12 MP

Research : 260 RP

Perform a strength 20 attack on the target unit in combat. If it has MP or magical ammo, halve them.


8. Floating Island

Cost : 45 MP (1 MP/Turn)

Research : 160 RP

Summons a Floating Island : 3 movement transport that does not participate in battles and cannot move the turn it was summoned.


9. Confusion

Cost : 18 MP

Research : 320 RP

Target enemy unit in combat must save at -2 or get confused : Each turn there is a 25% chance for the unit being under enemy control/under your control/moving randomly/being unable to move. At end of combat, if the unit was still confused, it dies irrecoverably.


10. Blur

Cost : 25 MP

Research : 480 RP

There is a 20% chance each point of damage that would be dealt to your units in combat will have no effect, applied before defense rolls.


Uncommon


1. Aura of Majesty

Cost : 200 MP (12 MP/Turn)

Research : 420 RP

Each turn, the diplomatic relation of the caster improves with each other player.


2. Counter Magic

Cost : 50 MP

Research : 2140 RP

Create a counter magic pool of 70 in battle. Each enemy spell has a (cost/pool) chance to be successfully cast, otherwise they are countered and the pool decreases by 10.


3. Spell Lock

Cost : 100 MP (1 MP/Turn)

Research : 1280 RP

Enchantments on the enchanted unit can't be dispelled until Spell Lock was dispelled. Enchanted fantastic unit is unaffected by “banishing” type magic.


4. Vertigo

Cost : 10 MP

Research : 640 RP

Target enemy unit in combat must resist at -4 or loses -25% chance To Hit and -7% chance To Defend.


5. Philosopher's Stone

Cost : 100 MP (2 MP/Turn)

Research : 1280 RP

All units built in enchanted city have magical weapons.

Combat in this city starts as though the wizard had a strength 70 Counter Magic in effect.

Any Monument or Linking Tower in the city is 50% more effective.


6. Dispelling Wave

Cost : 25-125 MP

Research : 1920 RP

Attempt to dispel enemy unit spells on the target map square or in combat. Formula for dispelling is the same as Dispel Magic but the dispelling power is only half of the mana spent.


7. Flight

Cost : 22 MP (2 MP/Turn)

Research : 1280 RP

Enchanted unit gains Flying movement and a minimal speed of 3.


8. Water Elemental

Cost : 150 MP (3 MP/Turn)

Research : 1280 RP

Creature : 14 melee, 14 magical ranged (4 ammo), +20% To Hit, 7 defense, 7 resistance, 3 movement, 15 health, 1 figure, Poison Immunity, Fire Immunity, Weapon Immunity, Water movement


9. AEther Binding

Cost : 400 MP (5 MP/Turn)

Research : 960 RP

All dispel type spells cast are twice as effective. Gain SP equal to the current turn count each turn.


10. Phantom Beast

Cost : 35 MP

Research : 1600 RP

Combat Creature : 18 melee, +10% To Hit, 0 defense, 6 resistance, 2 movement, 25 health, 1 figure, Illusion, Poison Immunity, Death Immunity, Stoning Immunity, Non-Corporeal




Rare


1. Mind Storm

Cost : 35 MP

Research : 4800 RP

Enchanted unit in combat loses 5 resistance, 5 defense, 5 ranged and 3 melee attack.


2. Invisibility

Cost : 30/150 MP (6 MP/Turn)

Research : 3600 RP

Enchanted unit is invisibile : cannot be targeted by ranged attacks, and applies the effect of Blur when receiving attacks. If Blur is also in effect, the chance to prevent damage is increased to 30%. The unit also can't be seen and targeted by enemy wizards unless they have a unit with Illusion Immunity in battle.


3. Air Elemental

Cost : 50 MP

Research : 4400 RP

Combat Creature : 15 melee, +10% To Hit, 7 defense, 9 resistance, 5 movement, 10 health, 1 figure, Poison Immunity, Weapon Immunity, Stoning Immunity, Non-Corporeal, Invisible, Flying


4. Wind Walking

Cost : 200 MP (7 MP/Turn)

Research : 5200 RP

Enchanted unit gains Wind Walking and its minimal overland movement speed becomes 6.


5. Banish

Cost : 35 MP

Research : 4000 RP

All figures in target fantasic unit in combat must resist at -4 or be irrecoverably dead.


6. Disillusionise

Cost : 250 MP

Research : 4000 RP

Attempts to remove all beneficial city enchantments from the targeted enemy city.


7. Stasis

Cost : 25/125 MP

Research : 2800 RP

All units on target overland map tile can't move for a turn, and must resist at -5 on consequent turns to break out of that status. When cast in combat, the targeted single unit must resist at -5 or become unable to move until the end of combat.


8. Flying Fortress

Cost : 200 MP (3 MP/Turn)

Research : 2400 RP

City tiles during combat in enchanted city can't be entered by nonflying enemy units. All owned units in combat gain Flying. The city is unaffected by Earthquake.


9. Uranus' Blessing

Cost : 180 MP (5 MP/Turn)

Research : 4000 RP

Any Magic Market or Wizard's Guild in the city produces an additional 11 power.

Any Amplifying Tower produces an additional 4 overland skill.


10. Storm Giant

Cost : 330 MP (5 MP/Turn)

Research : 4000 RP

Creature : 18 melee, 18 magical ranged (5 ammo), +20% To Hit, 7 defense, 9 resistance, 3 movement, 25 health, 1 figure, Armor Piercing, Missile Immunity, Wall Crusher


11. Spell Blast

Cost : 50 MP

Research : 5600 RP

Target overland spell is countered. Lose mana equal to the mana already spent on that spell.


12. Reinforce Magic

Cost : 500 MP (25 MP/Turn)

Research : 4000 RP

All of the casting wizard's units gain +2 resistance, and they also gain +2 magical ranged attack strength, if they have a magical ranged attack.


Very Rare


1. Spell Binding

Cost : 1200 MP

Research : 22000 RP

Select any global enchantment any other wizard is able to cast. You learn to cast that spell permanently. This spell can only be cast 5 times per game and has a cooldown period of 12 turns initially and 36 on any further uses.


2. Mass Invisibility

Cost : 80 MP

Research : 20000 RP

All of the caster's units in this combat are invisible.


3. Creature Binding

Cost : 50 MP

Research : 6000 RP

Target fantastic creature in combat must resist at -4 or you control it for the rest of the combat.


4. Haste

Cost : 50 MP

Research : 12000 RP

Enchanted unit gains double movement speed and each time it attacks, it attacks twice while the enemy only gets one chance to retaliate.


5. Great Unsummoning

Cost : 700 MP

Research : 10000 RP

All enemy fantastic units on the overland map must resist at -3 or be irrecoverably destroyed.


6. Spell Ward

Cost : 150 MP (1 MP/Turn)

Research : 8000 RP

Spells of the chosen realm cannot be cast in combat in the enchanted city. Fantastic creatures of that realm lose -20% To Hit, 4 defense and 4 resistance. City curses of that realm targeting the city are countered.


7. Power Link

Cost : 1200 MP (100 MP/Turn)

Research : 18000 RP

Whenever another player casts a weak overland spell, if the base cost of that spell is below 100, gain 4 times that much power at the end of that turn, or if the cost is below 500, gain 500 minus the cost. The link misdirects the effect of Drain Power and Spell Blast, countering those spells, and has no effect on spells costing 500 or higher, or during Time Stop.


8. Time Stop

Cost : 2000 MP

Research : 24000 RP

Stops the passage of time for all enemy wizards and their troops and spells. Only the casting wizard may move units. No income or production is generated and no maintenance has to be paid except for this spell. The maintenance of Time Stop increases by 30 mana for each turn in effect. Conquering a town is a major event that attempts to set history in motion, increasing the maintenance by 150. No gold can be looted from cities while time is stopped.



9. Djinn

Cost : 375 MP (9 MP/Turn)

Research : 15000 RP

Creature : 18 melee, 15 magical ranged (8 ammo), +30% To Hit, 8 defense, 12 resistance, 4 movement, 29 health, 1 figure, Teleporting movement, Caster 35, Wind Walking, Flying


10. Sky Drake

Cost : 500 MP (15 MP/Turn)

Research : 15000 RP

Creature : 28 melee, 21 Lightning Breath, +30% To Hit, 10 defense, 14 resistance, 4 movement, 30 health, 1 figure, Magic Immunity, Flying, Illusions Immunity


11. Magic Immunity

Cost : 36/180 MP (10 MP/turn)

Research : 15000 RP

Enchanted unit gains Magic Immunity : 100 defense and resistance against all spells, and magical ranged, gaze or touch attacks.


12. Wind Mastery

Cost : 900 MP (30 MP/Turn)

Research : 15000 RP

All of the casting wizard's armies gain Flying movement, and +1 movement speed.

When this enchantment is dispelled, the wizard's units will not drown and remain able to hover slightly above the water surface until they reach land.






Death Magic


Death believes in strength through numbers, controlling large hordes of efficient, low cost creatures or disposable undead and utilitizing spells that hinder enemy economy or kill enemy troops to ensure a smooth conquest.

Strengths


Weaknesses


Common


1. Skeletons

Cost : 25 MP

Research : 160 RP

Creature : 3 melee, +10% To Hit, 4 defense, 3 resistance, 2 movement, 1 health, 7 figures, Missile Immunity, Death Immunity, Cold Immunity, Illusion Immunity, Poison Immunity, Cannot heal


2. Darkness

Cost : 20 MP

Research : 320 RP

All Death creatures in this combat gain +1 attack, defense and resistance. All Life creatures lose -1 of those stats.



3. Black Sleep

Cost : 15 MP

Research : 320 RP

Target unit in combat must resist at -2 or fall asleep : cannot act and all attacks against it deal maximal damage. Sleeping units can't be raised as undead.


4. Weakness

Cost : 7 MP

Research : 200 RP

Target unit in combat must resist at -7 or lose 3 attack strength. This spell ignores Death Immunity.


5. Cloak of Fear

Cost : 12/60 MP (1 MP/Turn)

Research : 260 RP

All figures attacking the enchanted unit must save at -3 or not attack.


6. Life Drain

Cost : 10 MP

Research : 320 RP

Target enemy unit in combat must resist at -5 or take undead creating damage for each point the resistance roll was failed by. If the spell was cast by a unit, it gains hit points equal to the damage.


7. Ghouls

Cost : 88 MP (1 MP/Turn)

Research : 380 RP

Creature : 5 melee, 4 Magical ranged (4 ammo), 3 defense, 6 resistance, 2 movement, 3 health, 4 figures, Death Immunity, Cold Immunity, Illusion Immunity, Poison Immunity, Poison 1, Create Undead


8. Zombies

Cost : 20 MP

Research : 320 RP

Combat Summon : 4 melee, +10% To Hit, -10% To Defend, 3 defense, 3 resistance, 1 movement, 3 health, 6 figures, Death Immunity, Cold Immunity, Illusion Immunity, Create Undead


9. Wraith Form

Cost : 13/65 MP (2 MP/Turn)

Research : 440 RP

Enchanted unit gains Weapon Immunity, Non-corporeal and it can bypass Weapon Immunity as though it had magic weapons.


10. Mislead

Cost : 13 MP

Research : 480 RP

Target normal unit must resist, or gains Misfortune. All normal units fighting in the same army as that unit lose 1 melee and ranged attack, defense and resistance (not cumulative and can't be dispelled). The target suffers a -1 save penalty when attempting to resist this spell for each two fantastic creatures on the casting wizard's side. This spell has no effect on units immune to Death or Illusions.



Uncommon


1. Blood Lust

Cost : 50 MP

Research : 640 RP

Enchanted unit is undead. Enchanted unit deals double melee damage against normal units.


2. Syphon Life

Cost : 30 MP

Research : 1280 RP

Target enemy unit in combat must resist at -11 or take undead creating damage for each point the resistance roll was failed by. If the spell was cast by a unit, it gains hit points equal to the damage.


3. Reaper Slash

Cost : 32 MP

Research : 1280 RP

Perform a strength 42 attack on target unit in combat. This counts as a poison type attack.


4. Possession

Cost : 35 MP

Research : 1280 RP

If target normal unit fails to resist at -3 during combat, you control it. (this spell can't be dispelled)


5. Lycanthropy

Cost : 105 MP (2 MP/Turn for the unit)

Research : 420 RP

Target normal unit turns into Werewolves : 6 melee, +20% To Hit, 3 defense, 4 resistance, 3 movement, 5 health, 6 figures, Death Immunity, Cold Immunity, Weapon Immunity, Regeneration 0.


6. Mana Leak

Cost : 20 MP

Research : 1280 RP

All enemy caster units in combat lose 5 Mp each turn, and all units with magical ranged attacks lose 1 ammo. All enemy wizards lose 5 mana crystals per turn.



7. Black Prayer

Cost : 35 MP

Research : 1600 RP

All enemy units in combat lose 1 attack, 1 defense and 2 resistance.


8. Wall of Darkness

Cost : 30/90 MP (1 MP/Turn)

Research : 960 RP

Ranged attacks can't be done from outside the wall to the inside.


9. Night Stalker

Cost : 225 MP (1 MP/Turn)

Research : 1920 RP

Creature : 7 melee, +10% To Hit, 5 defense, 8 resistance, 3 movement, 13 health, 1 figure, Death Immunity, Cold Immunity, Illusion Immunity, Poison Immunity, Weapon Immunity, Death Gaze -3.


10. Shadow Demon

Cost : 175 MP (4 MP/Turn)

Research : 2140 RP

Creature : 5 melee, 5 Magical Ranged +20% To Hit, 4 defense, 6 resistance, 2 movement, 5 health, 4 figures, Death Immunity, Cold Immunity, Illusion Immunity, Poison Immunity, Weapon Immunity, Flying, Non-Corporeal, Regeneration 2, Plane Shift


Rare


1. Evil Presence

Cost : 180 MP (3 MP/Turn)

Research : 2800 RP

All religious buildings (including Oracle) in the target city no longer reduce unrest. All Barracks, Alchemist Guilds and War Colleges have no effect on units produced.


2. Drought

Cost : 150 MP (2 MP/Turn)

Research : 3200 RP

Reduces the maximal population of the target city by 6 and sets percetange production bonus to zero. If the city exceeds maximal population, it'll shrink by 120/turn. If cast on a neutral city, the garrisoning units will desert.


3. Warp Node

Cost : 120 MP

Research : 4000 RP

Half the power produced by target node is transferred to the caster of Warp Node.


4. Dark Ritual

Cost : 150 MP

Research : 4000 RP

Triple the power production of religious buildings in the target city and increase unrest by 1.


5. Cloud of Shadow

Cost : 200 MP (4 MP/Turn)

Research : 3600 RP

All combats taking place in enchanted friendly city start with Darkness, Terror, Black Prayer and Mana Leak already cast.


6. Terror

Cost : 40 MP

Research : 4000 RP

All enemy units in combat must resist at -3 each turn or become unable to move for that turn. All enemy units lose -10% chance To Hit.


7. Gate of Hades

Cost : 40 MP

Research : 4000 RP

All enemy figures in combat must resist at -1 at the end of each turn or take 1 point of irrecoverable damage. This spell ignores Death Immunity.


8. Zombie Mastery

Cost : 800 MP (25 MP/Turn)

Research : 5600 RP

At end of combat, all dead normal units are transformed to zombies under your control.


9. Wraiths

Cost : 350 MP (5 MP/Turn)

Research : 4800 RP

Creature : 10 melee, +20% To Hit, 6 defense, 8 resistance, 5 movement, 8 health, 4 figures, Death Immunity, Cold Immunity, Illusion Immunity, Poison Immunity, Weapon Immunity, Flying, Non-Corporeal, Life Steal -4


10. Wave of Despair

Cost : 72 MP

Research : 5200 RP

Performs an Irrecoverable Cold attack with equal to (255/(2+enemy unit count)-10-target resistance) on all enemies. This attack ignores defense or conditional resistance modifiers. This spell is unaffected by casting cost modifiers.


11. Vampire

Cost : 395 MP (10 MP/Turn)

Research : 4400 RP

Creature : 20 melee, +20% To Hit, 10 defense, 6 resistance, 4 movement, 25 health, 1 figure, Death Immunity, Cold Immunity, Illusion Immunity, Poison Immunity, Weapon Immunity, Flying, Bloodsucking, Regeneration 2


12. Drain Power

Cost : 100 MP

Research : 2400 RP

Target wizard loses 180 mana crystals and an additional 3% of their mana reserve. You gain SP equal to this amount.


Very Rare


1. Annihilate

Cost : 41 MP

Research : 15000 RP

All figures in the target unit in combat must resist at -5 or become irrecoverably dead. Normal units suffer an additional -2 save penalty. This spell ignores Death Immunity.


2. Massacre

Cost : 60 MP

Research : 15000 RP

All figures in all enemy units in combat must resist at -2 or die.


3. Final Wave

Cost : 1000 MP

Research : 20000 RP

All enemy normal units must resist or die.


4. Pestilence

Cost : 250 MP (5 MP/Turn)

Research : 8000 RP

Each turn if the population of enchanted city exceeds a D10, population is reduced by 1. Unrest is increased by 2.


5. Evil Omens

Cost : 1250 MP (25 MP/Turn)

Research : 22000 RP

All spells cast by other wizards costs 50% more.


6. Animate Dead

Cost : 50 MP

Research : 15000 RP

Raises a dead unit in combat as undead with the buff : Animated (+1 attack, hit, defense and weapon immunity). If the unit wasn't originally the caster's it disappears after combat and units that were already undead can't be targeted.


7. Eternal Night

Cost : 800 MP (15 MP/Turn)

Research : 18000 RP

All combats are assumed to be covered by the spell of Darkness, and this Darkness grants twice the normal amount of bonus attack.

All non-death units controlled by other wizards lose 1 resistance.


8. Death Knights

Cost : 420 MP (8 MP/Turn)

Research : 12000 RP

Creature : 12 melee, +30% To Hit, 9 defense, 10 resistance, 5 movement, 8 health, 4 figures, Death Immunity, Cold Immunity, Illusion Immunity, Poison Immunity, Weapon Immunity, Flying, Non-Corporeal, Life Steal -5, Armor Piercing, First Strike, Supernatural


9. Summon Demon

Cost : 41/123 MP (3 MP/Turn)

Research : 6000 RP

Combat or Overland Creature : 14 melee, +10% To Hit, 5 defense, 7 resistance, 2 movement, 12 health, 1 figure, Death Immunity, Cold Immunity, Illusion Immunity, Poison Immunity, Weapon Immunity, Missile Immunity, Flying, Caster 40


10. Demon Lord

Cost : 666 MP (18 MP/Turn)

Research : 24000 RP

Creature : 25 melee, 20 magical ranged (8 ammo) +30% To Hit, 8 defense, 13 resistance, 4 movement, 35 health, 1 figure, Death Immunity, Cold Immunity, Illusion Immunity, Poison Immunity, Weapon Immunity, Missile Immunity, Flying, Summon Demon 3, Quick Casting, Supernatural, Life Steal -2, Primal Force.


11. Darkest Hour

Cost : 1200 MP (40 MP/Turn)

Research : 15000 RP

Religious buildings controlled by all other wizards produce halved power.

Research buildings controlled by all other wizards produce halved research.


12. Ruler of Underworld

Cost : 1300 MP (50 MP/Turn)

Research : 10000 RP

All of the wizard's units have Wraith Form during battle. Magical, Mithril or Adamantium weapons of enemy units do not bypass weapon immunity while this spell is in effect.



Chaos Magic


Chaos doesn't care much about anything and does what it wants to... set things on fire or blow them up most of the time.

Strengths


Weaknesses


Common


1. Fire Bolt

Cost : 10 MP

Research : 320 RP

Perform a strength 24 Fire attack on target enemy unit in combat.


2. Hell Hounds

Cost : 40 MP (1 MP/turn)

Research : 160 RP

Creature : 4 melee, 4 Fire Breath, +10% To Hit, 2 defense, 5 resistance, 3 movement, 4 health, 4 figures.


3. Corruption

Cost : 40 MP

Research : 320 RP

Target land tile produces no resources (until purified)


4. Flame Blade

Cost : 10/50 MP (1 MP/Turn)

Research : 480 RP

Enchanted normal unit gains +3 melee attack and +2 missile attack and can ignore Weapon Immunity.


5. Animate Ammo

Cost : 5 MP

Research : 320 RP

Target unit with a ranged attack loses all remaining ammo and the caster gains 1 casting skill for the duration of combat for each ammo taken. Can only target base normal units.


6. Disrupt

Cost : 5 MP

Research : 260 RP

Destroy target tile of a City Wall in combat.


7. Fire Elemental

Cost : 16 MP

Research : 200 RP

Combat Creature : 12 melee, 5 defense, 4 resistance, 2 movement, 10 health, 1 figure, Fire Immunity, Weapon Immunity, Poison Immunity, Stoning Immunity.


8. Wall of Fire

Cost : 20/60 MP

Research : 320 RP

All enemy units moving or attacking through the wall of fire suffer a stength 10 Fire magical attack.


9. Shatter

Cost : 8 MP

Research : 440 RP

Target enemy normal unit must save at -2 or all of its attack strengths are reduced to 1.


10. Warp Creature

Cost : 10 MP

Research : 380 RP

Target enemy unit must save at -5 or suffer one of the effects at random :

Halved attack

Halved defense

Zero resistance.


Uncommon


1. Raise Volcano

Cost : 50 MP

Research : 1280 RP

Turns a target overland tile into a Volcano. 20% chance to produce a new mineral. Volcanoes produce 3 power for their owner and have a 0.5% chance to revert to a Mountain. If targeting a city, 5% chance for each building to get destroyed.


2. Immolation

Cost : 12/60 MP (2 MP/Turn)

Research : 1280 RP

Whenever enchanted unit attacks or counterattacks, all enemy figures suffer a strength 10 Fire attack. Enchanted unit gains Cold Immunity.


3. Fireball

Cost : 15 MP

Research : 960 RP

All figures in target enemy unit suffer a strength 12 Fire attack.


4. Fate Mastery

Cost : 250 MP (12 MP/Turn)

Research : 1920 RP

The casting wizard causes the heavens to rain down flames on their opponents during combat.

During each battle, three fire bolt spells will hit enemy units between turns 1 and 7 randomly.

Furthermore, when the wizard casts a spell that requires a saving roll, the target must roll twice to successfully resist the spell. (this does not affect life stealing effects.)


5. Lightning Bolt

Cost : 25 MP

Research : 1600 RP

Target enemy unit suffers a strength 36 armor piercing attack.


6. Chaos Channels

Cost : 50 MP

Research : 640 RP

Target unit gains one of the following buffs permanently and becomes a Chaos creaure :

Strength 4 Fire Breath

Flight

3 Defense.


7. Mystic Surge

Cost : 25 MP

Research : 1280 RP

Target unit in combat gains 3 movement, 2 defense and loses 2 resistance. Their attack is harder to defend against (-10% To Defend). The unit gains random enchantments and becomes fantastic. It cannot be healed this combat and is reduced to 1 health after the combat. This spell can't be dispelled.



8. Gargoyles

Cost : 100 MP (1 MP/turn)

Research : 420 RP

Creature : 5 melee, +10% To Hit, 9 defense, 9 resistance, 3 movement, 4 health, 4 figures. Poison Immunity, Stoning Immunity, Flying.


9. Fire Giant

Cost : 110 MP (3 MP/turn)

Research : 1280 RP

Creature : 18 melee, 12 Magical Ranged (3 ammo) +10% To Hit, 5 defense, 7 resistance, 3 movement, 18 health, 1 figure. Fire Immunity, Fireball Spell, Wall Crusher, Mountaineer


10. Chimeras

Cost : 180 MP (4 MP/turn)

Research : 2140 RP

Creature : 10 melee, 6 Fire Breath, +10% to Hit, 5 defense, 8 resistance, 3 movement, 8 health, 4 figures. Flying


Rare


1. Doom Bat

Cost : 320 MP (7 MP/turn)

Research : 4000 RP

Creature : 16 melee, +20% to Hit, 7 defense, 10 resistance, 6 movement, 30 health, 1 figure. Flying, Doom, Immolation.


2. Efreet

Cost : 333 MP (9 MP/turn)

Research : 5200 RP

Creature : 15 melee, 18 magical ranged(8 ammo) +20% to Hit, 7 defense, 9 resistance, 4 movement, 27 health, 1 figure. Flying, Immolation, Fire Immunity, Caster 40.


3. Chaos Spawn

Cost : 303 MP (8 MP/turn)

Research : 3200 RP

Creature : 1 melee, 8 defense, 12 resistance, 2 movement, 22 health, 1 figure. Flying, Doom Gaze 4, Death Gaze -4, Stoning Gaze -4, Poison 4, Fear.


4. Doom Bolt

Cost : 45 MP

Research : 4800 RP

Deals 12 damage to target enemy unit in combat, ignoring all defenses.


5. Warp Lightning

Cost : 30 MP

Research : 4000 RP

Perform a strength 12 armor piercing attack on target enemy unit, then repeat at strength 11, 10 and so on until reaching 0.


6. Flame Strike

Cost : 60 MP

Research : 5600 RP

Perform a strength 32 Fire attack on all enemy units


7. Magic Vortex

Cost : 50 MP

Research : 4000 RP

Summon a magic vortex that deals 7 doom damage when moving through a target or performs a weak lighting bolt attack when moving next to it. When the vortex moves through city tiles, additional building destruction happens at the end of combat.


8. Blazing March

Cost : 50 MP

Research : 4000 RP

All of the caster's units in combat gain +3 melee attack and missile attack that can ignore Weapon Immunity.


9. Doom Mastery

Cost : 666 MP (18 MP/Turn)

Research : 4400 RP

All of the caster's newly produced normal units are affected by Chaos Channels.


10. Chaos Rift

Cost : 200 MP (5 MP/Turn)

Research : 2400 RP

Each turn 5 strength 11 lighting bolts hit random units in the city and there is a 5% chance to destroy each building.


11. Fire Storm

Cost : 180 MP

Research : 2800 RP

All figures in all units on the target overland map tile suffer a strength 12 Fire attack.


12. Inner Power

Cost : 390 MP (12 MP/Turn)

Research : 3600 RP

All of the casting wizard's units that have Fire Immunity or Lightning Resistance gain +3 to all their attack strengths, +2 defense and +2 resistance.


Very Rare


1. Disintegrate

Cost : 50 MP

Research : 12000 RP

Target unit irrecoverably dies if it has 9 or less resistance.


2. Apocalypse

Cost : 65 MP

Research : 15000 RP

Strikes every enemy unit with a random effect from the following list: Exaltation, Chaos Channels, Warp Creature at a -15 resistence penalty, Doom Bolt, Warp Lightning, Flame Strike, Confusion that cannot be resisted or Disintegrate at a -3 resistance penalty


3. Warp Reality

Cost : 75 MP

Research : 15000 RP

All non-Chaos units in combat lose -20% To Hit.


4. Call the Void

Cost : 500 MP

Research : 18000 RP

Every building in target city has a 66% chance to be destroyed and every unit takes 12 damage. Nearby tiles become corrupted randomly and 66% of the population dies.


5. Chaos Surge

Cost : 1000 MP (30 MP/Turn)

Research : 6000 RP

All Chaos creatures gain 3 melee attack, 2 ranged or breath attack, and 2 resistance. Multiple copies stack but at halved effect.


6. Meteor Storm

Cost : 800 MP (10 MP/Turn)

Research : 22000 RP

Rains down fiery hail upon both planes, striking all enemy creatures outside cities with a strength 6 magical fire attack. Buildings within cities may also be destroyed (1% chance each turn a building is destroyed). The casting wizard is immune to all these effects.



7. Doomsday

Cost : 1000 MP (20 MP/Turn)

Research : 15000 RP

Each turn 4-20 map squares are withered as per the spell Corruption. The caster's cities and surrounding areas are not affected of course. All enemy cities suffer +5 unrest. Cities exceeding their maximal population will shrink at an additional -200 people/turn


8. Armageddon

Cost : 1250 MP (40 MP/Turn)

Research : 24000 RP

Each turn 4-20 map squares are affected by Raise Volcano. The caster's cities and surrounding areas are not affected. All enemy cities suffer +2 unrest.


9. Hydra

Cost : 480 MP (11 MP/turn)

Research : 10000 RP

Creature : 9 melee, 6 Fire Breath, +10% to Hit, 4 defense, 12 resistance, 2 movement, 10 health, 9 figures. Regeneration 7.


10. Great Drake

Cost : 500 MP (15 MP/turn)

Research : 15000 RP

Creature : 35 melee, 35 Fire Breath, +30% to Hit, 11 defense, 15 resistance, 4 movement, 40 health, 1 figure. Flying.


11. Chain Lightning

Cost : 65 MP

Research : 20000 RP

The targeted unit and the two closest enemy units in addition are struck with a strength 40 lightning attack.


12. Blazing Eyes

Cost : 900 MP (20 MP/Turn)

Research : 8000 RP

All Chaos creatures gain Doom Gaze 3. If they already had Doom Gaze, its strength increases by one.



Encounter Zones


Encounter zones include towers, nodes, and various types of monster lairs. Extensive changes here, so everything will be explained in full detail instead of simply comparing to the original.

Planeratio refers to the number of land tiles on the plane divided by 400.


Amount of Encounter Zones per game

Towers : 9 * Planeratio but a minimum of 3

Nodes : 14*Planeratio

Hard lairs : 2+3*Planeratio

Easy lairs : 8+5*Planeratio

Note : Tiny and Minimal size maps use a lower constant than 2 and 8 for lairs.


Node strength

Arcanus : 5-12 tiles at random.

Myrror : 5 nodes have 8 tiles, the other 8 nodes have 8-20 tiles at random.


Monster budgets

Towers : 1800-4700

Arcanus Nodes : (tiles-3)*50*(3+random(3))

Myrror Nodes : (tiles-5)*50*(3+random(3))

Hard lair Arcanus : 900-3250

Hard lair Myrror : 900-4350

Easy lair Arcanus : 130-1300

Easy lair Myrror : 130-1600

If difficulty is easy, all budgets are halved.


Treasure budget

Equal to the budget of monsters actually generated, but no less than 100.


Treasure

Unlike the original game, Caster of Magic generates all encounter zones first, then generates all treasure. Each map has a predetermined amount of each type of treasure, distributed randomly between all locations that have enough budget for that type of treasure, then any leftover budget is converted to gold, mana, or low quality items.


Each map contains the following treasure :

-If the player starts on Arcanus, Arcanus has total picks between 1 and (2+total number of players on the plane).

-If the player starts on Arcanus, Myrror has total picks between 1 and 3 times the number of players on Myrror.

-If the player starts on Myrror, Arcanus has total picks between 3 and 5 times the number of wizards on Arcanus.

-If the player starts on Myrror, Myrror has total picks between 1 and (2+total number of players on Myrror).

(Picks are distributed randomly between the three options : 1 very rare spell, 1 book or retort, or 2 books or retorts of a doublepick retort.)

-The same amount of Vials as Picks, plus 1.

-Rare spells equal to the number of AI players plus 0-3

-Uncommon spells equal to 2 + 1.5* Number of players + 0 to number of players at random.

-Common spells equal to 4 + 2* Number of players + 0 to 2*number of players at random.

-10% chance for three, 20% chance for two and 50% chance for one very high budget items (3000-4000), leaving a 20% chance for zero of them.

-Between Number of players+1 and 2*Number of players high budget items (2000-3000)

-Between 6+number of players*3 and 7+number of players *5 medium budget items (1000-2000)

-Between number of players+1 and number of players*2+1 prisoners

-All leftover budget is spent on low budget items (300-1000) or gold/mana


Each type of treasure uses the following amount of budget :

Very Rare spell : 1200

1 book/retort : 800

2 books or retorts or a doublepick retort : 2500 required but only spends 1600

Vial : 800

Rare spell : 1600

Uncommon spell : 500

Common spell : 250

Items : 1 item MP cost for each point of budget

Gold, Mana : 1 gold or mana for each 2 budget

Prisoner : 400


Towers always contain an additional common spell that requires no budget, if they don't already contain a spell and cannot contain very rare spells, books or retorts.


Monster budget costs

This is a list of how much budget each monster is worth.

30 - Skeletons, Phantom Warriors

40 - Zombies

50 - Wild Boars, Guardian Spirit

55 - Fire Elemental

60 - Hell Hounds

75 - War Bears

90 - Ghouls, Sprites

125 - Phantom Beast

140 - Nagas, Werewolves

150 - Giant Spiders

160 - Gargoyles

200 - Night Stalker, Earth Elemental

210 - Fire Giant

240 - Water Elemental, Demon, Unicorns

250 - Cockatrices, Air Elemental

275 - Chimeras

290 - Great Lizard

300 - Chaos Spawn

301 - Shadow Demons

450 - Angel

550 - Hydra, Gorgons

600 - Doom Bat, Wraiths, Stone Giant, Storm Giant

700 - Efreet

900 - Death Knights, Djinn

1000 - Great Drake, Archangel, Behemoth, Sky Drake, Great Wyrm

1200 - Colossus, Demon Lord

If the total budget is 1500 or less then monsters that cost more than 300 cannot be added.

If the total budget is 1000 or less then Chimeras, Great Lizards, Air or Water Elementals cannot be added.

Great Wyrms cannot appear without a secondary monster that can hit a flying unit.

Towers of Wizardry are required to have at least one monster that has over 300 budget.



Diplomacy



Treaty Status

The treaty status is the official status of relations between two wizards. There are four possible options : War, None, Wizard's Pact and Alliance. It's important to mention that despite the name, Peace Treaty is not a real treaty status, but a special condition, which can coexist with any of the above except War.


War

War is the treaty status that signals the two wizards being enemies, intending to damage or conquer each other's territory. AI controlled players can directly Declare War on the human player, setting this treaty status immediately. The human player can also declare war - this feature has been added to Caster of Magic and Master of Magic 1.51 as the original game lacked it. There are very little advantages to gain from doing so, mainly, it will make it more likely the player's allies will also do the same, and starting the war earlier means the player will be able to succeed in making a peace treaty to end the war earlier. Beyond that, it might divert the AI's attention away from exploration and might make them send more troops towards the player.

While the human player can Declare War at any time with no additional costs or requirements, it's more likely they want to avoid this treaty status, so the process the AI uses to decide when to declare war on another player will be detailed below, which is evaluated once every turn after turn 38 unless they are already sheduled to contact the human player for another reason (Note that AI wizards cannot declare war during an ongoing Peace Treaty. Also note the AI will perform these against everyone, it's not limited to the human player. ) :


Chaotic War

There is a 1/120 chance for a wizard with Chaotic Personality to Declare War for no particular reason. This war declaration does not use the “move towards war” system all the other war sources do.


Militarist War

AI wizards who do not have the Peaceful personality and have the Militarist or Expansionist Objective will evaluate the following formula only at a 33% chance each turn :

Min[0,(Army Strength/AI Army Strength)*150-150]*Current Turn/150+ Visible Relation + Hidden Relation + Personality Modifier <= -65 then Move Towards War.

Moving towards war means to break the Wizard's Pact or Alliance if one exists and take no further action, but declare war immediately if neither of them exists. However, if the AI would then be in a war against enemies with a total military strength exceeding their own scaled by personality, they'll not move towards war and ignore the result of war declaration rolls. Maniacal wizards are the most willing to proceed with excessive war declarations, and will go through with it if the total enemy strength is 2.5 times their own, while peaceful are the least willing, requring the enemy to be no more than 1.25 times their own strength. AI wizards skip the roll for this war declaration formula if their empire is too far from the target.



Generic War

All AI wizards will have a 1/7 chance each turn to evaluate the following formula :

Abs[Army Strength-AI Army Strength]*150/(AI Army Strength)+ [(Difficulty level-1)*3 if human player] + Visible Relation + Hidden Relation + Personality Modifier/2 <= 4 then Move Towards War.

AI wizards skip the roll for this war declaration formula if their empire is too far from the target.


Allied War

When the AI's ally is at war with another wizard, the AI has a 1/15 chance to also declare war on that person. AI wizards skip the roll for this war declaration formula if their empire is too far from the target.


Relation based War

If Visible relation is less than -40 and the AI is at war with fewer players than the difficulty level (0 for easy, 1 for normal, 2 for fair, 3 for advanced, 4-6 for expert and above), they have a 1/60 chance to move towards war for each 10 points of relation below 0.

However, Visible Relation has to be at least X below -40 where X is 5 times the number of wars the player is already in, plus 5 on Fair, and 10 on Normal difficulty, and an additional 20 if the wizards's empire is too far from the player's.


Warning based war

If the AI wants to warn the player for their misdeed, and they recently warned the player, there is a chance to escalate the warning into breaking a treaty or declaring war. This chance increases as warnings accumulate but decreases over time. However if relation is already below -75, a war declaration will be guaranteed.


Effects

-AI players will always have their Hostility set to warlike during a War.

-AI players will consider cities of the enemy at their full priority when selecting a target for an attack.

-Hostile actions towards enemies during War has no, or reduced diplomatic consequences.

-Because the entire purpose of warnings is to escalate a situation into War, if there already is a War ongoing, warnings and other negative Diplomatic Reaction messages are not shown to the human player at all.

-Continents colonized by the enemy will be selected as a target for an intercontinental invasion at a much higher chance during War.


Wizard's Pact

A Wizard's Pact is a mutual non-aggression agreement between two wizards. Any player, human or AI, can propose this treaty to another, unless there is a War ongoing between the two players. However, unless the offer was made between two AI players, the other party has to accept the offer for the treaty to form.


For a human player's offer of this treaty to succeed they need to go through the following process :


  1. Check Visible Relation. If it's lower than 0, immediately refuse the offer without any changes in any temporal variables, or any effect at all.

  2. Calculate X = Treaty Interest /2 + Hidden Relation + Visible Relation + Personality Modifier + Military Modifier - 190 + random(30) + (40 if Charismatic)

  3. If X< -75 then the offer is refused.

  4. If X<-50 but >=-75 the AI will demand a spell for accepting the treaty if available, otherwise they refuse with the message implying they were expecting a better offer.

  5. If X>=-50 but <0 then they'll demand gold. If enough gold isn't available, they'll demand a spell instead.

  6. If X>=0 then they'll accept the proposal without additional demands.

  7. Finally, the Peace Interest and Trade Interest variables are reduced by 10, and the Treaty Interest variable is reduced by a random amount between 30-60.

To understand this process, the variables need to be explained.

Visible Relation : the relation score the player can see. Goes from -100 (Hate) to +100 (Harmony). Each word covers a range of 20, Neutral being 0 to 19, in the order of Hate,Troubled, Restless, Unease, Neutral, Relaxed, Calm, Peaceful, Friendly, Harmony. The visible relation between two players is the same in both directions, but the human player has no visible relation towards the AI because they are not bound by rules. As a consequnce, AI players doing bad things against the human players will not cause a diplomacy penalty, the player can decide freely whether they want to escalate the situation into a war, send threats or do nothing.

Hidden Relation : A modifier to visible relation not shown to the player. Usually zero but various negative acts such as breaking treaties can turn it negative.

Treaty Interest, Trade Interest, Peace Interest : How tired the AI is from the constant communitaction regarding these matters. Decreases when the player makes an offer, or the AI does but the player refuses it. Increases over time. This ensures the player can't spam offers or trade an infinite number of spells in one turn. If any of these are low, the AI will not talk to the player. These max out at 100 and increases by 5 normally, 5-10 if it's below 50 and 5-15 if below zero.

Personality Modifier : 0 for Maniacal, 10 for Ruthless, 20 for Aggressive, 40 for Lawful and 65 for Peaceful wizards. Chaotic wizards use a d50 that changes every turn.

Military Modifier : (Human Army strength)/(AI army strength)*100


Effects

-AI players will always have their Hostility set to None during Wizard's Pact.

-Visible Relation improves over time

-AI will be less likely to dispel military purpose global enchantments but might dispel some economy enchantments more. AI might completely ignore some enchantments.

-If the AI would attack a human player unintentionally, they cancel that move.

-As a consequence to no Hostility, the AI will not target the player's cities or units with curses or other destructive spells

-The player counts as friendly for decisions on casting Divine Order, Chaos Surge and some other global spells.

-AI will warn the player if the player ends the turn with military units (settlers and engineers are nonmilitary) within a radius of 2 around their cities. If the situation remains unchanged for 3 consecutive turns, the AI breaks the Wizard's Pact. When the AI conquers or builds a new city, that city is exept from this check for that turn. Units violating a wizard's pact are shown with a Wizard's Pact icon on the Cartographer and overland map screens.


Alliance

An Alliance is a mutual non-aggression agreement between two wizards as well as an agreement to help each other out in case of a War involving one of the wizards.


For a human player's offer of this treaty to succeed they need to go through the following process :


  1. Check Visible Relation. If it's lower than 40, immediately refuse the offer without any changes in any temporal variables, or any effect at all.

  2. Calculate X = Treaty Interest /2 + Hidden Relation + Visible Relation + Personality Modifier + Military Modifier - 240 + random(30) + (40 if Charismatic)

  3. If X< -75 then the offer is refused.

  4. If X<-50 but >=-75 the AI will demand a spell for accepting the treaty if available, otherwise they refuse with the message implying they were expecting a better offer.

  5. If X>=-50 but <0 then they'll demand gold. If enough gold isn't available, they'll demand a spell instead.

  6. If X>=0 then they'll accept the proposal without additional demands.

  7. Finally, the Peace Interest and Trade Interest variables are reduced by 10, and the Treaty Interest variable is reduced by a random amount between 30-60.


Effects

-The AI will not dispel most of the player's global enchantments

-Visible relation improves over time faster than Wizard's Pact

-AI players will always have their Hostility set to None during Wizard's Pact.

-If the AI would attack a human player unintentionally, they cancel that move.

-As a consequence to no Hostility, the AI will not target the player's cities or units with curses or other destructive spells

-The player counts as friendly for decisions on casting Divine Order, Chaos Surge and some other global spells.

-The AI is required to accept “Declare War On” demands from the player if the player is at war with the target but might ask for money in exchange.

-The AI might demand the player to declare war on their enemy, refusing has a -50 Visible Relation penalty.

-The AI might give the player a gold reward if the player destroys an important stack of their mutual enemy.


Hostility

Hostility is the AI's willingness of using aggression against a player. While War, Wizard's Pact, Alliance, and Peace Treaty determines Hostility, it is determined randomly based on relation and personality if none of these treaties apply. There are 5 different types of hostility :


None - The wizard is not interested in causing harm to the other player, and does not consider them or their troops a valid target for military attacks or hostile spells.


Annoyed - They can attack their troops and cast hostile spells against them or their cities, but cannot attack their cities using troops directly. (This level is new in Caster of Magic for Windows)

Hostile - They can attack their troops, cities, and cast hostile spells against them, or the wizard himself. The priority of targets is significantly lower than normal. Lawful and Peaceful wizards will not attack cities intentionally under this status.

Warlike - The wizard considers the other party as his enemy, and is taking steps towards conquering their territory.

Jihad - The AI will attempt to destroy the other player even at their own expense. They're allowed to use most of their garssion forces to build new stacks to attack the player with, and will prioritize attacking the player's fortress above all else.

Jihad hostility is triggered by Spell of Mastery. Attacking a player's army triggers Annoyed hostility for Maniacal, Lawful and Peacful wizards, but Hostile level for other personalities. All wizards except Peaceful and Lawful will randomly set the Hostility level between None and Warlike depending on visible relation (the higher, the lower the chance is to be hostile) and personality (In the increasing order of Chaotic, Aggressive, Ruthless and Maniacal). The AI will reroll the hostility value periodically and will also reroll it when their treaty status with any player changes or they are given a tribute. Rerolling guarantees “None” hostility for Peaceful wizards, and guarantees it for Lawful wizards if the level was Annoyed, but only a 50% chance for it if the level was higher.




AI

I prefer not to go into too much detail here as doing so could easily add another 300 pages to the document and figuring out how the AI plays during the game is more fun than reading about it. While the AI is in many aspects based on the AI of Caster of Magic for DOS, which was already drastically more detailed than MoM's default AI, major changes and improvements have been done in CoM for Windows that go even beyond that. Most notably, the AI is capable of doing “consecutive” moves, such as boarding a ship, moving the ship, then disembarking the ship the same turn, or sending an army out of a city and replacing it with another unit to garrison it the same turn. Additionally the AI is much more accurate at predicting combat results, as it uses an actual simulation of the combat using the new, more detailed automatic combat system. This enables it to notice details such as attacking bowmen with skeletons or walking units with fliers being an advantageous move. The AI is also more wary of wasting mana on combat spells in battles of low importance.



A new Objective has been added : Narcissist wizards generally prefer to raise their casting skill and slightly dislike using nornal units or heroes. They also like using city curses, however Expensionist wizards lose their preference of using curses to balance that out.




Difficulty





Known Bugs


There shouldn't be anything here. Caster of Magic for Windows has source code unlike the DOS version, so any and all bugs are fixable and will be fixed when reported to the developer. So when you encounter a bug, please let me know!



Version History


Nothing here yet, this is the 1.0 version. Anything prior to this was an alpha or beta version not available to the public.