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The Wizards |
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Merlin |
Vie :
Nature :
Sage master : Increases the speed of the wizard's spell research in all six realms by 25% from all sources. |
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Raven |
Sorcellerie : Nature : |
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Sharee |
Mort :
Chaos :
Conjurer : Reduces the casting and research costs of all summoning spells by 25% and also reduces the maintenance costs of fantastic creatures by 25%. |
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Lo Pan |
Sorcellerie :
Chaos :
Channeler : Allows the wizard to cast spells in combat as if the battle took place at this fortress, which means channeler does not spend any extra mana when casting any spell in combat. In addition, a channeler only pays one half the normal spell maintenance. Channeler costs 2 picks. |
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Jafar |
Sorcellerie :
Alchemy : Allows the wizard to change gold into mana and mana into gold in a 1 to 1 ratio, instead of loosing 1/2 in the exchange process and gives all units built in cities magic weapons. |
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Oberic |
Nature :
Chaos :
Mana focusing : Increases the mana obtained from power by 25%. |
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Rjak |
Mort :
Infernal power : Increases the power and the pacifying effects the wizard obtains from shrines, temples, parthenons, and cathedrals by 50%. |
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Sss'ra |
Vie :
Chaos :
Myrran : Wizard begins the game in a city on myrror instead of arcanus. The myrran wizard starts with an unusual race: beastmen, dark elves, draconians, dwarves, and trolls. In addition the wizard's fortress generates 5 additional mana. The myrran special costs 3 spell picks. |
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Tauron |
Chaos :
Chaos mastery : Increases the wizard's chaos spell research by 15%, reduces the casting cost of chaos spells by 15%, makes it twice as hard to dispel the wizard's chaos spells, and doubles the magic power obtained from chaos nodes. |
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Freya |
Nature :
Nature mastery : Increases the wizard's nature spell research by 15%, reduces the casting cost of nature spells by 15%, makes it twice as hard to dispel the wizard's nature spells, and doubles the magic power obtained from nature nodes. |
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Horus |
Vie :
Sorcellerie :
Archmage : Increases the wizard's skill by +10, and makes it twice as hard to dispel any of his spells. Also, there is a 50% bonus to all mana spent on increasing skill. |
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Ariel |
Vie :
Charismatic : Possesses an unnatural presence that dramatically improves his dealings with others. The charismatic wizard pays half for hiring heroes, mercenaries , and purchasing magical items. In addition, all diplomatic penalties from negative actions are halved and good diplomatic effects are doubled. |
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Tlaloc |
Nature :
Mort :
Warlord : Increases the level of all units under the wizard's control by one level. In addition, warlord allows your units to achieve ultra elite status which is otherwise unattainable. Warlord costs 2 picks. |
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Kali |
Sorcellerie :
Mort :
Artificer : Reduces the cost of making magical items by 50%. Artificers also begin the game with the create magic item and create artifact spells. |
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None |
Famous : Wizard begins the game with 10 fame. Furthermore, being famous doubles the chance of a wizard hiring heroes, recruiting mercenaries, and buying magical items. |
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None |
Divine power : Increases the power and the pacifying effects the wizard obtains from shrines, temples, parthenons, and cathedrals by 50%. |
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None |
Runemaster : The power of all dispel magic type spells is doubled. In addition, arcane spells have a 25% bonus to research and a 25% reduction in casting cost. |
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None |
Sorcery mastery : Increases the wizard's sorcery spell research by 15%, reduces the casting cost of sorcery spells by 15%, makes it twice as hard to dispel the wizard's sorcery spells, and doubles the magic power obtained from sorcery nodes. |
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None |
Node mastery : Doubles the magical power obtained from all nodes. The wizard's spells are immune to the dispelling power of nodes. |
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