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Spells : Nature |
Spells of map : | Spells of battlefield : | Spells of map and battlefield : |
Summoning(10) | Summoning(1) |
Special Spells(6) | Special Spells(2) | Special Spells(0) |
City Spells(6) | City Spells(0) | City Spells(0) |
Enchantment(0) |
Unit spells(2) | Unit spells(6) |
Enchantment(0) |
Zone de combat(0) |
Not classified spells(4) |
Map : Summoning |
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War Bearts |
Moves : | 02 |
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Coût : | 039 | ![]() |
UpKeep : | 02 | ![]() |
Melee : | 07 |
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Range : | 00 |
Armor : | 03 |
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Resist : | 06 |
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Hits : | 08 |
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Forester allows all units stacked to pass through forest at a cost of one movement point per square. |
Return |
Sprites |
Moves : | 02 |
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Coût : | 055 | ![]() |
UpKeep : | 02 | ![]() |
Melee : | 02 |
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Range : | 03 |
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Armor : | 02 |
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Resist : | 08 |
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Hits : | 01 |
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Return |
Quiver indicates the total number of ranged attacks the unit has remaining. The shots are replaced after each combat. | Each plus increases the unit's chance to hit by 10%. |
Forester allows all units stacked to pass through forest at a cost of one movement point per square. |
Return |
Giant spiders |
Moves : | 04 |
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Coût : | 110 | ![]() |
UpKeep : | 04 | ![]() |
Melee : | 04 |
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Range : | 00 |
Armor : | 03 |
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Resist : | 07 |
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Hits : | 10 |
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Return |
Each plus increases the unit's chance to hit by 10%. | Casts a sticky web over the creatures in a target unit. Creatures stuck in this web may not move until they have destroyed the web. The web has a total of 12 'hit points' (hearts, but no defenses) and can only be destroyed by the trapped unit's melee and magic ranged attacks, both of which do their full force in damage against webs. The sticky remnants of the web prevent flying units that were trapped from flying units that were trapped from flying for the remainder of the battle. |
Poison attacks force the attacked unit to resist for each level of the poison or suffer one hit for each failure. |
Return |
Cockatrices |
Moves : | 02 |
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Coût : | 152 | ![]() |
UpKeep : | 08 | ![]() |
Melee : | 04 |
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Range : | 00 |
Armor : | 07 |
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Resist : | 03 |
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Hits : | ?? |
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Each plus increases the unit's chance to hit by 10%. | Stoning gaze makes all enemy figures resist or be stoned before engaging in hand-to-hand combat. Gaze attacks come after breath and thrown attacks. |
Return |
Basilisk |
Moves : | 02 |
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Coût : | 179 | ![]() |
UpKeep : | 07 | ![]() |
Melee : | 15 |
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Range : | 00 |
Armor : | 04 |
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Resist : | 07 |
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Hits : | 30 |
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Each plus increases the unit's chance to hit by 10%. | Stoning gaze makes all enemy figures resist or be stoned before engaging in hand-to-hand combat. Gaze attacks come after breath and thrown attacks. |
Return |
Stone Giant |
Moves : | 02 |
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Coût : | 248 | ![]() |
UpKeep : | 09 | ![]() |
Melee : | 15 |
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Range : | 15 |
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Armor : | 08 |
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Resist : | 09 |
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Hits : | 20 |
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Return |
Quiver indicates the total number of ranged attacks the unit has remaining. The shots are replaced after each combat. | Each plus increases the unit's chance to hit by 10%. |
Mountaineer allows all units stacked to cross mountains and hills at a cost of one movement point per square. | Wall crusher allows the unit to destroy a section of a stone wall 50% of the time. |
Stoning immunity makes the unit immune to all forms of stoning. |
Return |
Gorgons |
Moves : | 02 |
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Coût : | 330 | ![]() |
UpKeep : | 15 | ![]() |
Melee : | 08 |
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Range : | 07 |
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Armor : | 09 |
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Resist : | 09 |
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Hits : | ?? |
Return |
Each plus increases the unit's chance to hit by 10%. | Stoning gaze makes all enemy figures resist or be stoned before engaging in hand-to-hand combat. Gaze attacks come after breath and thrown attacks. |
Return |
Behemoth |
Moves : | 02 |
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Coût : | 385 | ![]() |
UpKeep : | 15 | ![]() |
Melee : | 25 |
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Range : | 00 |
Armor : | 09 |
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Resist : | 10 |
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Hits : | 30 |
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Return |
Each plus increases the unit's chance to hit by 10%. |
Return |
Colossus |
Moves : | 02 |
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Coût : | 440 | ![]() |
UpKeep : | 17 | ![]() |
Melee : | 20 |
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Range : | 20 |
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Armor : | 10 |
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Resist : | 15 |
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Hits : | 30 |
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Return |
Quiver indicates the total number of ranged attacks the unit has remaining. The shots are replaced after each combat. | Each plus increases the unit's chance to hit by 10%. |
Wall crusher allows the unit to destroy a section of a stone wall 50% of the time. | Poison immunity makes the unit immune to all forms of poison attacks. |
Stoning immunity makes the unit immune to all forms of stoning. |
Return |
Great Wyrm |
Moves : | 03 |
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Coût : | 550 | ![]() |
UpKeep : | 20 | ![]() |
Melee : | 25 |
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Range : | 00 |
Armor : | 12 |
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Resist : | 12 |
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Hits : | 30 |
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Return |
Each plus increases the unit's chance to hit by 10%. | L'unite peut s'unir avec la terre, la traverser et se reformer une fois arrivée à sa destination |
Poison attacks force the attacked unit to resist for each level of the poison or suffer one hit for each failure. |
Return |
Return |
Combat : Summoning |
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Earth Elemental |
Moves : | 01 |
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Coût : | 60 | ![]() |
UpKeep : | 00 | ![]() |
Melee : | 25 |
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Range : | 00 |
Armor : | 04 |
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Resist : | 08 |
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Hits : | 30 |
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Return |
Return |
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Map : Special Spells |
Name : | Nature's Awareness (Connaissance terre) | Rare : | Very rare | ||
Casting Cost : | 17 | UpKeep : | 0 |
Effects : | Reveals all lands, cities and non-invisible creatures on both arcanus and myrror! |
Name : | Change Terrain (Modifier terrain) | Rare : | Uncommon | ||
Casting Cost : | 28 | UpKeep : | 0 |
Effects : | Alters a target map square,changing deserts, forests, hills and swamps to grasslands; grasslands to forests; volcanoes to mountains; and mountains to hills. Terrain not listed is not a valid target. |
Name : | Transmute (Transmuter) | Rare : | Uncommon | ||
Casting Cost : | 33 | UpKeep : | 0 |
Effects : | Transforms coal and ores in hills and mountains: coal to gems, iron to gold and silver to mithril. Transmute will also reverse these transformations gems to coal, gold to iron, and mithril to silver. |
Name : | Nature's Cures (Remedes naturel) | Rare : | Uncommon | ||
Casting Cost : | 42 | UpKeep : | 0 |
Effects : | Completely heals all units (except for creatures of death) that are stacked in a target land square. |
Name : | Ice Storm (Tempète de glace) | Rare : | Rare | ||
Casting Cost : | 110 | UpKeep : | 0 |
Effects : | Causes the skies above a target map square to rain down a torrent of icy hail. All figures occupying that area are struck with a strentgh 6 magic cold attack. |
Name : | Earth Lore (Connaissance de la terre) | Rare : | Common | ||
Casting Cost : | 20 | UpKeep : | 0 |
Effects : | Fully reveals terrain, terrain specials, cities and armies on all squares in a targeted 'map window.' |
Return |
Map : City Spells |
Name : | Wall of Stone (Mur de pierre) | Rare : | Common | ||
Casting Cost : | 28 | UpKeep : | 0 |
Effects : | Surrounds a target city with a sturdy stone wall. |
Name : | Nature's Eye (Oeil de la nature) | Rare : | Uncommon | ||
Casting Cost : | 42 | UpKeep : | 1 |
Effects : | Extends the scouting range of a friendly target city to 4 squares in any direction, revealing all lands and all non-invisible enemy troops within that radius. |
Name : | Earthquake (Tremblement de terre) | Rare : | Rare | ||
Casting Cost : | 110 | UpKeep : | 0 |
Effects : | Causes a violent earthquare to shake a target city. All buildings have a 10% chance of being destroyed. All non-flying, corporeal creatures have a 15% chance of dying. |
Name : | Move Fortress (Déplacer forteresse) | Rare : | Rare | ||
Casting Cost : | 110 | UpKeep : | 0 |
Effects : | Moves a wizard's enchanted fortress (with summoning circle, if the circle has not previously been moved) to the target friendly city. |
Name : | Gaia's Blessing (Bénédiction de gaia) | Rare : | Rare | ||
Casting Cost : | 165 | UpKeep : | 3 |
Effects : | A target city's maximun food harvest increases by 50%. Every turn there is a 10% chance the city's deserts convert to grasslands and volcanoes to verdant hills, and a 20% chance that its corrupted lands return to their pristine state. |
Name : | Earth Gate (Porte de la terre) | Rare : | Very rare | ||
Casting Cost : | 138 | UpKeep : | 0 |
Effects : | Creates a teleporting device within a target city. Friendly units can teleport between any two of the casting wizard's cities equipped with earth gates, for the cost of one movement point. |
Return |
Map : Enchantment |
None |
Return |
Battlefield : Special Spells |
Name : | Cracks Call (Appel de failles) | Rare : | Uncommon | ||
Casting Cost : | 20 | UpKeep : | 0 |
Effects : | Rends the earth. Any non-flying, corporeal creature standing over the newly created fissure has a 25% chance (regardless of defense) of dying. Stone walls that cross the fissure are destroyed. |
Name : | Earth to Mud (Boue) | Rare : | Common | ||
Casting Cost : | 15 | UpKeep : | 0 |
Effects : | Turns a 5 x 5 area into thick, sticking mud for the duration of a battle. Mud costs a unit (enemy or friendly) all its movement points to enter. Flying and non-corporeal units are unaffected. |
Return |
Battlefield : City Spells |
None |
Return |
Battlefield : Combat Spells |
Name : | Ice Bolt (Eclair de glace) | Rare : | Uncommon | ||
Casting Cost : | 10 | UpKeep : | 0 |
Effects : | Showers a target unit with shards of ice (strength 5 magic cold attack, with every extra point of magic power spent adding a strength of 1 to the attack). |
Name : | Petrify (Petrification) | Rare : | Rare | ||
Casting Cost : | 0 | UpKeep : | 0 |
Effects : | Attempts to turn an entire enemy unit into stone. |
Return |
Battlefield : Enchantment |
None |
Return |
Map and battlefield : Special Spells |
None |
Return |
Map and battlefield : City Spells |
None |
Return |
Map and battlefield : Unit Spells |
Name : | Resist Elements (Résistence esprits) | Rare : | Common | ||
Casting Cost : | 14 | UpKeep : | 1 |
Effects : | Gives a target unit increased resistance (+3) to the elemental magics of chaos and nature, and improved defense against normal magic ranged attacks (+3 to ranged deffense). |
Name : | Giant Strength (Force géante) | Rare : | Common | ||
Casting Cost : | 22 | UpKeep : | 1 |
Effects : | Makes a target unit's creatures stronger (add +1 to each figure's melee attack strength). |
Name : | Stone Skin (Peau de pierre) | Rare : | Common | ||
Casting Cost : | 28 | UpKeep : | 1 |
Effects : | Causes a target unit's skin to harden, increasing the unit's defense (shields) by one. |
Name : | Elemental Armor (Armure des éléments) | Rare : | Rare | ||
Casting Cost : | 97 | UpKeep : | 5 |
Effects : | Improves a target unit's defenses (shields) and resistance to magic (crosses), by 10 each. These bonuses do not exert cumulative effects with the spell resist elements. |
Name : | Regeneration (Régénération) | Rare : | Very rare | ||
Casting Cost : | 165 | UpKeep : | 10 |
Effects : | Target unit can regenerate during combat (1 hit point/turn) and afterwards (immediate return to full health). If the unit dies in combat, it returns in full health if its side won. Spell cannot return a creature that has been banished or unsummoned. |
Name : | Iron Skin (Peau de fer) | Rare : | Rare | ||
Casting Cost : | 110 | UpKeep : | 5 |
Effects : | Fuses iron with a target unit's skin, making it able to withstand most attacks (add 5 to defense). |
Return |
Map : Unit Spells |
Name : | Water Walking (Marche sur l'eau) | Rare : | Common | ||
Casting Cost : | 28 | UpKeep : | 1 |
Effects : | Endows a unit with the ability to walk on water. The unit's movement speed remains unchanged. |
Name : | Path Finding (Trouver son chemin) | Rare : | Uncommon | ||
Casting Cost : | 28 | UpKeep : | 1 |
Effects : | Endows a target unit (and any units stacked with it) with the ability to travel over all land terrain as if it were traveling over roads (i.e, the cost is only 1/2 movement point per square). |
Return |
Not classified : |
Name : | Entangle (Découverte nature) | Rare : | Very rare | ||
Casting Cost : | 440 | UpKeep : | 7 |
Effects : | Causes all non-flying, corporeal enemy creatures to lose one movement point per turn. If a creature's movement points are zero, it cannot attack or move the rest of combat; but it can still strike back if attacked. |
Name : | Herb Mastery (Maitrise des herbes) | Rare : | Very rare | ||
Casting Cost : | 550 | UpKeep : | 10 |
Effects : | Completely heals all of a wizard's damaged units every game turn. |
Name : | Nature's Warth (Colère de la nature) | Rare : | Very rare | ||
Casting Cost : | 688 | UpKeep : | 10 |
Effects : | For every non-combat death or chaos spell cast, all the casting wizard's cities suffer tremors. Each non-flying, corporeal unit has a 10% chance of dying and each building a 5% chance of collapsing. |
Name : | Call Lightning (Appel de la foudre) | Rare : | Very rare | ||
Casting Cost : | 60 | UpKeep : | 0 |
Effects : | Calls a powerful electrical storm from which deadly lightning bolts issue. Three to five lightning bolts of strength 8 strike random enemy units at the beginning of every turn until the end of combat. |
Return |