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Spells
All the in-game magic is divided into four schools: Holy, Darkness, Nature and Chaos. A character is able to use spells of the following schools depending on his or her faction:
Knights study Holy and Darkness magic;
Necromancers study Nature and Darkness magic;
Wizards study Nature and Chaos magic;
Elves study Nature and Holy magic;
Barbarians cannot access any schools of magic;
Dark elves study Chaos and Darkness magic;
Demons study Chaos and Darkness magic.
The most common way to learn spells is to build Magic guilds in castles.
Besides, every faction has at least one creature capable of casting certain spells. The efficiency of those spells, however, obeys other formulas than the characters' spells do. Creatures' magic is listed in "Special abilities" section.
In order to cast a spell, click the "Spell/Ability" button.
Depending on the spell, the following three things might happen:
If the spell doesn't target anything, it will be cast automatically. This concerns spells affecting all creatures in combat.
If a target is required, you will have to specify it. To do so, point the cursor to the desired target. If the target is eligible, the cursor will alter to the magical cursor shaped as a wand, and by clicking the target the spell will be cast.
If a spell affects a certain area, you will have to specify that area.
The effect of a cast spell usually depends on the caster's magical talent of the correspondent school:
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 No talent
|  Basic talent
|  Advanced talent
|  Expert talent
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° Nature Magic:
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| Magic punch |  | 5 |
(Level 1) |
Creates a fist that punches target enemy stack, dealing physical damage. This spell ignores magic resistances, such as Magic shield, Magic proof or Immunity to
magic. |
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20+4*Spell power |
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25+5*Spell power |
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30+6*Spell power |
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35+7*Spell power |
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| Wasp swarm |  | 5 |
(Level 2) |
Summons a throng of insects that deal minor Nature damage to a selected stack. It also knocks the target back on the ATB scale. The damage is Natural, so the spell does not affect Undead, Elemental and Mechanical creatures.
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10+2*SP; 0.1 ATB |
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15+3*SP; 0.2 ATB |
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20+4*SP; 0.4 ATB |
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25+5*SP; 0.6 ATB |
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| Raise dead |  | 9 |
(Level 2) |
Raises perished creatures of a target undead or living stack. The maximal HP of the whole stack decreases by 20% in case of undead, by 40% in case of living creatures. After being raised, the living stack becomes a walking dead with always neutral Morale, but does not acquire the properties of undead. The morale of all other living stacks of your character becomes -2. |
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120+15*Spell power |
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136+17*Spell power |
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160+20*Spell power |
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180+23*Spell power |
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| Summon phantom |  | 18 |
(Level 3) |
Clones target allied stack. The phantom is not able to use spells and activated abilities of the original, receives the same amount of ammo as the original creature possesses, and disappears as soon as suffers any damage. However, the phantom is incorporeal, having a 50% chance to be missed by physical attacks. Only one phantom of each stack can be created in any one combat. Nature magic talent level influences the maximal tier of creatures that can be duplicated. |
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Tier 4 creatures |
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Tier 5 creatures |
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Tier 6 creatures |
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Tier 7 creatures |
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° Chaos Magic:
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| Magic arrow |  | 4 |
(Level 1) |
Deals Air elemental damage to an enemy target. |
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24+8*Spell power |
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32+8*Spell power |
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40+8*Spell power |
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48+8*Spell power |
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| Earthen spikes |  | 5 |
(Level 1) |
The spikes cover 5 tiles in an area shaped as a cross, dealing Earth elemental damage to all creatures in that area. |
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8+4*Spell power |
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12+4*Spell power |
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16+4*Spell power |
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20+4*Spell power |
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| Lightning |  | 5 |
(Level 2) |
Strikes target enemy stack with a lightning, dealing Air elemental damage. |
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11+11*Spell power |
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13+13*Spell power |
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15+15*Spell power |
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17+17*Spell power |
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| Ice clod |  | 6 |
(Level 2) |
This spell drops a huge ice clod on an enemy stack, dealing Water elemental damage. |
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30+9*Spell power |
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44+9*Spell power |
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59+9*Spell power |
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74+9*Spell power |
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| Ice ring |  | 9 |
(Level 3) |
The spell deals Water elemental damage to all creatures around the targeted tile. |
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15+6*Spell power |
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27+6*Spell power |
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39+6*Spell power |
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51+6*Spell power |
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| Fireball |  | 10 |
(Level 3) |
Deals Fire elemental damage to all creatures within a 3x3 area. |
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8+8*Spell power |
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9+9*Spell power |
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10+10*Spell power |
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11+11*Spell power |
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° Holy Magic:
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| Rapid |  | 4 |
(Level 1) |
Increases an allied stack's Initiative, making its turns come faster. Duration spell**. |
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+20% Initiative |
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+25% Initiative |
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+30% Initiative |
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+40% Initiative |
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| Bless |  | 4 |
(Level 1) |
The spell fills an allied stack with holy power, increasing the creatures’ minimal damage. Duration spell**.
The minimal damage rises up to min+T*(max-min), while T depends on the Holy magic talent level. |
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T = 50% |
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T = 65% |
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T = 80% |
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T = 100% |
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| Stoneskin |  | 6 |
(Level 2) |
Increases Defense of target allied stack. Duration spell**. |
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+3 Defense |
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+6 Defense |
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+9 Defense |
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+12 Defense |
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| Dispersion |  | 10 |
(Level 2) |
Removes negative effects from your target stacks or purges positive effects from enemy stacks with a certain probability. The weaker the disperser is, the less probable it is to successfully disperse an effect created by a powerful caster.
Disperse chance = Basic% + (Disperser level\tier - Effect creator level\tier) * 3%.
In case of creatures, the tier is 1-7 for normal creatures, 2-8 for upgraded ones. |
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40% basic chance |
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60% basic chance |
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80% basic chance |
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100% basic chance |
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| Evasion |  | 6 |
(Level 3) |
Grants target allied stack ranged protection. The percent of damage decrease depends on the caster's Holy magic talent level. It is multiplicative by other ranged protection modifiers. Duration spell**. |
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25% reduction |
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40% reduction |
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55% reduction |
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70% reduction |
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| Chastise |  | 6 |
(Level 3) |
Calls to target stack's avenging instincts, increasing its Attack. Duration spell**. |
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+3 Attack |
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+6 Attack |
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+9 Attack |
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+12 Attack |
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° Darkness Magic:
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| Delay |  | 4 |
(Level 1) |
Decreases Initiative of an enemy stack, making it receive its turns less often. Duration spell**. |
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-20% Initiative |
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-25% Initiative |
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-30% Initiative |
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-40% Initiative |
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| Curse |  | 4 |
(Level 1) |
Decreases the maximal damage of an enemy stack. Duration spell**. Maximal damage is reduced down to max-T*(max-min), while T depends on the Darkness magic talent level. |
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T = 50% |
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T = 65% |
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T = 80% |
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T = 100% |
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| Disruption ray |  | 5 |
(Level 2) |
This spell disrupts target enemy creature's armor, decreasing its Defense until end of combat. It can be cast unlimited amount of times stacking up the effect, but cannot reduce the Defense lower than 0. |
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-3 Defense |
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-4 Defense |
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-5 Defense |
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-6 Defense |
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| Poison |  | 6 |
(Level 2) |
Poisons an enemy stack. The poisoned creatures take Earth elemental damage every time they get their turn. The spell does not affect Undead, Elemental and Mechanical creatures.
Poison damage equals 16+4*Spell power. Spell duration depends on the Darkness magic talent level. |
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2 turns |
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3 turns |
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4 turns |
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5 turns |
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| Weakness |  | 5 |
(Level 3) |
The spell weakens target enemy stack by decreasing its Attack. Duration spell**. |
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-3 Attack |
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-6 Attack |
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-9 Attack |
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-12 Attack |
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| Confusion |  | 9 |
(Level 3) |
The spell makes target stack of enemy creatures forget what they are doing on the battlefield. Part of the stack's creatures do not retaliate or shoot. The spell does not affect Undead, Elemental and Mechanical creatures.
Stack's ranged and retaliation damage is reduced by an amount depending on the caster's Darkness magic talent level. Duration spell**. |
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25% confused |
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40% confused |
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55% confused |
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70% confused |
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**For duration spells, the effect lasts (Spell power) turns. If Spell power is 0, the spell will last 0.5 turns. |
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