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  Special abilities

Barbarian characters and most creatures possess special abilities. Abilities can be passive, generic, triggering or activated.
Passive and generic ones function without player participation; the former have permanent effect, the latter occur on certain creature actions.
† Triggering abilities may trigger during any attack. The probability of triggering depends on HP of damager and target.
If DHP ≥ THP, then
Probability = 25% + 3% * (DHP/THP);
else
Probability = 25% - 3% * (THP/DHP)
where:
» DHP is the total remaining HP of the damaging stack;
» THP is the total remaining HP of the target stack;
» Trigger probability lays within the interval of [5%;75%];
» The moments to calculate the probability differ depending on the ability type.
-For Fatal blow, Knocking shot and Stun, the probability is calculated using HP's of stacks before the actual attack.
-For Blinding brilliance, Fear attack, Knockback, Mayhem, Shadow whip, Thunderbolt and Unruly, the calculation occurs after the attack and before target's retaliation;
» Blinding brilliance, Knockback, Mayhem, Shadow whip and Thunderbolt can also trigger on retaliation strikes. If blinding brilliance triggers on retaliation, it interrupts any attacker's actions supposed to occur after their strike (e.g. such abilities as Strike and return, Triple strike etc.)
α Activated abilities require player action, usually activating this ability consumes the creature's turn. Click the "Spell/Ability" button to activate an ability. Specify the target or the area for that ability on the battlefield. In order to cancel usage of an activated ability, click the "Spell/Ability" button once more.

In the list below, creatures are often divided into commanded, allied, friendly and hostile.
  • Commanded creatures are those under your command. Unless participating in a special event, or casting controlling abilities, they normally belong to the faction you are currently playing.
  • Friendly creatures belong to your team but are not under your control. As an example, they may belong to your teammate in a 2vs2 group battle.
  • Allied creatures are jointly commanded and friendly ones, thus, all those who belong to your combat party.
  • Hostile or enemy creatures are all other, those that all your troops are generally able to attack and deal damage to.

    List of playable creature abilities
    List of neutral creature abilities
    List of Barbarian lords' abilities
    List of Caster spells

    Creature supertypes

  • Elemental:
    This creature isn't living; its Morale is always neutral. It is also insusceptible to poison, blinding, mind-affecting effects. It cannot be resurrected or healed.
  • Living creature:
    This creature can be healed or resurrected. All creatures except Elemental, Mechanical and Undead ones are living.
  • Mechanical:
    This creature isn't living; its Morale is always neutral. It is insusceptible to poisoning, blinding or mind-affecting effects. It can be repaired by creatures with the 'Repair' ability. It cannot be stunned. Life cannot be drained from it.
  • Undead:
    This creature isn't living, its Morale is always neutral. It is insusceptible to poisoning, blinding or mind-affecting effects. Life cannot be drained from it. It can be raised.


    Abilities possessed by creatures of playable factions

  • Acid Blood:
    When attacked, this creature splashes out acid, covering four tiles from the direction of the attack and dealing 25% of normal damage to any creatures in that path. The acid damage is physical, i.e. calculated like this creature’s normal attack against the target.
  • Aimed shot:
    This creature's ranged attacks against targets within 3 tiles deal greater ranged damage (target's defense is ignored).
  • Affliction strike
    Attacks of this creature apply 'Affliction' spell effect to its target (-2 luck, -2 morale). Duration of spell is dependent on the number of stacks it has.
  • Ammunition theft
    α Activated special ability.
    This creature can reduce Shots of an enemy stack within its movement range once per combat. 1 shot is removed per 10 units in this creature's stack.
  • Assault:
    Whenever an enemy stack adjacent to this creature is attacked in melee by any commanded troops, this creature deals 50% of its normal damage to it.
  • Aura of air vulnerability:
    Any hostile stack adjacent to this creature takes 150% air elemental damage.
  • Aura of bravery:
    This creature and adjacent commanded creatures have their morale parameter never lower than +3.
  • Aura of fire vulnerability:
    Any hostile stack adjacent to this creature takes 150% fire elemental damage.
  • Aura of magic proof:
    This creature and all allied ones adjacent to it obtain cumulative 30% magic proof.
  • Aura of water vulnerability:
    Any hostile stack adjacent to this creature takes 150% water elemental damage.
  • Avenger:
    α Activated special ability.
    Once per combat, this creature can attack any enemy creature with a 'Retribution strike' without moving.
  • Battledive:
    α Activated special ability.
    This creature flies up into the air aiming to attack the battlefield tile of its lord's choice on its next turn. Until that, this creature isn't present on the battlefield. Any creature which will be in that tile at the moment of this creature's next turn, be allied or hostile, will take normal physical damage without retaliating. After the dive, this creature will land on a random nearby tile.
  • Besiege:
    This creature deals 10 times the normal damage to constructions.
  • Blade of doom:
    This creature's attack or retaliation is guaranteed to slay at least one enemy creature. Every single time its attack will slay an extra unit (Its final damage is increased by its target's unit HP).
  • Blaze
    This creature deals additional 5 fire elemental damage per unit in stack.
  • Blinding brilliance:
    † Triggering special ability.
    When this creature attacks an enemy, there is a chance of blinding it. Blinded creatures cannot attack or move, but will regain their sight after taking damage. This ability will not blind 'Undead', 'Elemental' and 'Mechanical' creatures. The effect duration is 1.6 combat turns.
  • Bloodlust:
    Attack parameter of this creature increases every time any enemy stack perishes completely. The effect is calculated as 1.3*[basic attack of the perished stack without character bonuses]*[strength of the perished stack]/[strength of all army of that character]. The effect cannot be lower than 1. Strength is an unrevealed parameter. Creatures acquire bloodlust for the rest of the combat, bloodlust effects stack up.
  • Bravery:
    This creature always has positive morale, never lower than 3.
  • Breakthrough:
    Whenever this creature moves to attack a target, it deals 25% of its normal damage to every enemy creature adjacent to its movement path without being retaliated against by those creatures.
  • Broad attack:
    This creature attacks all enemies in 3 adjacent tiles around itself at once.
  • Bully
    α Activated special ability.
    This creature can deal damage to an allied stack to hasten it. The targeted allied stack takes 1 damage per unit in this creature's stack; its position on the initiative bar will be moved up by 0.01 per unit in this creature's stack, but by no more than 0.6 in total.
  • Call of thunder:
    α Activated special ability.
    This creature can cast 'Lightning' spell at any enemy. This spell deals 50 air elemental damage per creature in this creature's stack.
  • Caster:
    α Activated special ability.
    This creature can use its own set of spells and it possesses its reserve of mana. Its 'Spell power' parameter depends on the number of creatures in its stack.
  • Charge:
    If this creature has traveled more than 2 tiles during its attack move, it will also deal 50% of the normal damage to the creature behind its target.
  • Contamination:
    All creatures get -4 attack, -4 defense and -2 morale as long as they are adjacent to this one. Undead creatures are insusceptible to this ability.
  • Cover ally:
    † Triggering special ability.
    If standing next to a commanded target of a melee attack, this creature has a chance to intercept the attack and become the target instead of the original one.
  • Cowardice:
    When taking melee damage this creature runs away as far as it can within movement range. It retaliates only if it’s unable to run.
  • Crusade:
    If this creature's attack kills at least one creature in target stack, it will deal an additional strike after being retaliated against.
  • Crush:
    This creature always attacks a 2x2-tile area and has a chance to drop any attacked target to the end of the initiative bar. Its attack damages enemy, friendly and allied stacks alike.
  • Cursing attack:
    This creature applies 'Weakness' spell at advanced Darkness magic level to each of its melee attacks and retaliation strikes. The duration of that spell's effect is renewed to [number of units in stack] turns upon each attack.
  • Demonic:
    This creature belongs to the Demon faction, it is able to gate support directly from hell when under command of a lord with 'Gating' ability.
  • Demoralizing presence:
    This creature decreases all enemies' morale by 1.
  • Devour goblin:
    α Activated special ability.
    This creature can fully restore its hit points by devouring 1 goblin from an adjacent commanded Tribal goblins stack.
  • Double shot:
    This creature performs two shots per ranged attack, provided it has enough shots.
  • Double strike:
    This creature performs two strikes at the target per attack, being retaliated against only after the first one.
  • Dragon breath:
    This creature deals physical damage to the target and the stack right behind it.
  • Entangling roots:
    This creature entangles the units it deals damage to with its roots. Multiple creatures can be tangled at the same time, the effect lasts until this creature moves from place. Tangled creatures cannot move, but can attack and use activated abilities.
  • Evil eye:
    When attacking in melee, this creature damages the target and the stack behind it in direction of attack, both for normal damage. Luck of both is decreased by 3 until the end of combat.
  • Fear attack:
    † Triggering special ability.
    The target attacked by this creature may get terrified and flee towards the edge of the battlefield, losing all accumulated initiative. Fear attack does not affect creatures insusceptible to mind-affecting effects.
  • Ferocious wound:
    Besides taking normal damage, the target of this creature's melee attack has its speed reduced by 3 and takes 10% original damage on each turn for 2 turns.
  • Fire shield F%
    This creature takes F% less fire elemental damage.
  • Flyer:
    This creature can move around the battlefield ignoring obstacles (flying over them).
  • Fortification:
    Damage taken by this creature from enemy attack is reduced by 10% per tile the attacker covered to hit. Total reduction can’t exceed 90%.
  • Fullmetal:
    This creature is insusceptible to all spells and effects that decrease Defense.
  • Gliding swoop:
    α Activated special ability.
    Once per combat, this creature can activate this ability to attack all hostile creatures on two adjacent selected battlefield rows. After activating, this creature disappears from the battlefield for its one turn. Then it comes gliding down, dealing 75% damage to all enemies on a horizontal section beginning with its position when using this ability, and ending with selected battlefield tile on the same two rows. This creature is not retaliated against when using this ability.
  • Harpoon pull:
    α Activated special ability.
    This creature can activate this ability to attack at range with its harpoon and pull the target 1 tile closer to itself besides dealing normal damage.
  • Harvest soul:
    α Activated special ability.
    This ability kills exactly one creature in the enemy stack and dispels all positive spells and effects from it. The target must be within reach; this creature will move to the nearest tile adjacent to the target in order to perform the ability.
  • Hexing attack:
    This creature applies randomly one of 'Delay', 'Weakness', 'Curse' or 'Disruption ray' spells on Expert magic level to its attack.
  • Hold ground:
    This creature cannot be moved from its initial placement until it moves itself.
  • Ignore defense D%:
    This creature ignores D% of the target's defense each time it deals physical damage.
  • Immune to air:
    This creature is immune to air elemental damage.
  • Immune to berserker:
    This creature is insusceptible to 'Berserker' spell.
  • Immune to blinding:
    This creature is insusceptible to blinding effects.
  • Immune to delay:
    This creature is insusceptible to 'Delay' spell.
  • Immune to earth:
    This creature is immune to earth elemental damage.
  • Immune to fire:
    This creature is immune to fire elemental damage.
  • Immune to hypnosis:
    This creature is insusceptible to 'Hypnosis' spell and 'Seduction' ability.
  • Immune to lightning:
    This creature is immune to 'Lightning' and 'Chain lightning' spells and effects causing lightning damage.
  • Immune to magic:
    This creature is insusceptible to effects of any kind of magic, be it beneficial or harmful. It is immune to elemental damage.
  • Immune to mind control:
    This creature is insusceptible to any mind-affecting effects.
  • Immune to water:
    This creature is immune to water elemental damage.
  • Immune to weakness:
    This creature is insusceptible to the 'Weakness' spell.
  • Impetuous:
    This creature is not retaliated against by enemies under the effect of 'Delay' spell.
  • Incentive presence:
    This creature increases the initiative of all adjacent allied troops by 1.
  • Incinerate:
    α Activated special ability.
    When an enemy is adjacent, this creature can fly up and perform a diving attack on it, dealing 150% of normal damage without taking retaliation.
  • Incorporeal:
    Physical attacks against this creature are only 50% likely to be successful. After two consecutive misses, third physical attack will hit, and vice versa. Any chaos spell successfully cast on this creature resets the counter.
  • Infecting strike:
    Each successful attack of this creature reduces the Attack and Defense parameters of the target by 4 (neither can drop below zero).
  • Inflame:
    α Activated special ability.
    This creature is able to set all tiles around itself on fire once per combat, dealing damage to all creatures in those tiles without itself taking damage.
  • Intellectual vigour:
    The lord in control of this creature spends 25% less mana to cast spells.
  • Intimidation aura:
    All enemies adjacent to this creature have -3 morale. Does not affect 'Undead', 'Elemental', 'Mechanical' creatures and creatures with 'Bravery'.
  • Invisibility:
    α Activated special ability.
    Once per combat this creature can become invisible to the enemy for 3 rounds. It will be disclosed if it attacks an enemy or stops on a tile adjacent to one. If an invisible creature happens to stand in the way of a moving enemy, the enemy will stop and attack it. Enemies do not retaliate to the attack of an invisible creature. Enemy spells and abilities (unless area-based) cannot harm an invisible creature.
  • Jousting:
    The damage dealt by this creature increases in proportion to the distance it covered before the attack. Damage is increased by 5% per tile covered.
  • Judgment:
    † Triggering special ability.
    This creature's attacks have a chance to judge the target, making it take twice the normal fire elemental damage for the next 2 turns.
  • Knockback:
    † Triggering special ability.
    After every attack, this creature has a chance to knock the target by one tile at the direction of its attack. The target will not be able to retaliate after a successful knockback, as well as it will lose all of its accumulated initiative. Large creatures cannot be knocked.
  • Knocking shot:
    † Triggering special ability.
    In addition to its regular ranged damage this creature gains a chance to stun their target and postpone its move, knocking the target back by 0.2 points on the initiative bar after every successful strike.
  • Large creature:
    This creature occupies 2x2 tiles on the battlefield.
  • Large shield:
    This creature only takes 50% of the normal ranged damage.
  • Lava shield:
    Each time this creature is attacked in melee, this ability deals Fire elemental damage to the attacker equal to 20% of the damage taken by this creature. If this ability kills the attacking stack before this creature retaliates, it keeps retaliation.
  • Leap:
    α Activated special ability.
    This creature can attack any hostile creature within the interval [2; 2*Speed] tiles, ignoring obstacles. The creature's attack for this action increases by 10% per tile leapt this way. If the target retaliates against such attack, it will deal 200% retaliation damage.
  • Lethargizing malady:
    † Triggering special ability.
    This creature has a chance to lethargize the target of its attack. Lethargized enemy cannot move or attack until the malady effect expires or until it gets attacked; creatures with this ability deal maximum damage to it; it does not retaliate to the attack that breaks the lethargy. This ability does not affect undead, mechanical and elemental targets. The malady effect is applied for 3 turns, it can be removed with 'Dispersion' and 'Panacea'.
  • Life drain:
    This creature drains life with its attacks on living creatures, restoring its own health and even raising perished creatures. Amount of hit points restored equals half of dealt damage.
  • Lizard charge:
    Target's defense is ignored by 20% per each tile covered by this creature before its attack (up to ignoring 100% defense).
  • Lode-coated:
    This creature is immune to all spells. Those spells which would have normally dealt instant direct damage, heal this creature (repairing perished ones) for half the damage that is prevented by this ability.
  • Madness:
    α Activated special ability.
    When this ability is used, the creature's 'Defense' temporarily drops to zero, its 'Attack' increases by the same amount until its next turn, and it attacks the enemy within least walking distance without taking retaliation strike. If there is no enemy in the movement range of this creature, it will attack the nearest allied unit instead.
  • Magic shield M%:
    This creature takes M% less elemental damage.
  • Magma shield:
    Each time this creature is attacked in melee, this ability deals Fire elemental damage to the attacker equal to 40% of the damage taken by this creature. If this ability kills the attacking stack before this creature retaliates, it keeps retaliation.
  • Magnetism:
    Whenever this creature is in the area of a Chaos school area spell with other friendly units, it absorbs N% of the effect that would have been dealt to those creatures in that area, where N = Min(amount of creatures with Magnetism in that stack; 100). If more than one allied creature with magnetism are in the area, they split up the effect equally. The damage it has previously absorbed heals the creature through the 'Lode-coated' ability.
    Magnetism is a type of Magic resistance; therefore its effect is partially ignored when the caster has proper 'Pierce' parameter in combat.
  • Mana convey:
    α Activated special ability.
    This creature can transfer its own mana to the lord in control of it (1 mana per creature in stack).
  • Mana destroyer:
    When this creature gains its first turn, it destroys a part of enemy lord's mana reserve. The amount of mana destroyed is 0.25 per unit, rounded to the nearest integer, but no more than 10.
  • Mana drain:
    This creature drains mana from its caster targets, and uses it to restore its health and even to raise perished units. 1 mana per attacking creature is drained, but no more than the caster stack possesses. Every 1 mana restores or raises 1 creature.
  • Mana siphon:
    α Activated special ability.
    This creature can steal mana from an enemy lord and siphon it to allied casters. The stack steals 0.25 mana per creature in it, rounded to the nearest integer, but no more than 20 total. After that, mana is distributed among all allied 'Casters' equally.
  • Mana stealer:
    When this creature gains its first turn, it steals a part of enemy lord's mana reserve and transfers it to its own lord. The amount of mana stolen is 0.25 per unit, rounded to the nearest integer, but no more than 10.
  • Maneuver:
    Whenever this creature takes melee damage it attempts to run aside and deal ranged damage as retaliation dealing 50% of the normal damage. If unable to move, standard rules for retaliation apply.
  • Mayhem:
    † Triggering special ability.
    This creature has a chance to decrease the target's speed by 50% and its initiative by 30% on any ranged or melee hit. The effect lasts for 2 turns.
  • Nimbleness:
    This creature gets [2*Speed] defense at the beginning of the combat until its turn. After each turn, it receives [2*distance covered in tiles during that turn] defense.
  • No melee penalty:
    This shooter suffers no penalty when dealing melee damage.
  • No ranged penalty:
    This shooter always deals normal ranged damage, even when shooting targets beyond the default range.
  • No retaliation:
    Enemies never retaliate against attacks of creatures with this ability.
  • Onset:
    α Activated special ability.
    This ability doubles the creature's initiative for its next three turns.
  • Panacea:
    α Activated special ability.
    This ability heals any allied or friendly stack back to full HP (without resurrecting dead units) and removes any negative spells and effects from it. The target must be within reach; this creature will move to the nearest tile adjacent to the target in order to perform the ability. This ability cannot be used on 'Elemental', 'Mechanical' and 'Undead' creatures.
  • Paw knock:
    † Triggering special ability.
    This creature has a chance to knock the target of its attack, attempting to displace it by one tile in the direction of its attack making it lose all accumulated initiative. Target creature can only retaliate if it has not been knocked. This ability attempts to trigger as many times as many tiles were covered before the attack; thus, if this creature attacks from place on any turn, the chance of this ability to trigger is 0.
  • Piercing shot:
    † Triggering special ability.
    Ranged attacks of this creature ignore 20% of its target’s defense and have a chance to knock the target one tile backwards and drop it to the end of the initiative bar.
  • Plague shot:
    Ranged attacks of this creature deal normal damage to the target, then dealing 50% of that damage to each non-'Undead' creature adjacent to the main target within a 3x3 tiles area, including friendly ones.
  • Poisoning:
    After being attacked by this creature, the target will be poisoned for two full turns taking earth elemental damage each time it would gain its turn. The damage taken every time is as much as there were poisoners at the moment of their poisoning attack. If a more numerous stack of poisoners attacks the target already under effect, the effect is renewed.
  • Polycephaly:
    This creature attacks 3 adjacent tiles around itself depending on the direction of attack, dealing normal damage to all enemy creatures in them. If the creature with this ability is a 'Large creature', it attacks 6 tiles around itself depending on the direction of attack.
  • Precision:
    This creature always deals maximal damage.
  • Purge:
    † Triggering special ability.
    This creature has a chance to remove any one beneficial effect from the target of its attack, both ranged and melee.
  • Random caster: Darkness:
    α Activated special ability.
    This creature can cast a random level 1-3 Darkness magic school spell at enemy targets, up to three times per combat.
  • Random caster: Holy & Darkness:
    α Activated special ability.
    This creature can cast a random level 1-3 Holy or Darkness spell at chosen target, up to three times per combat. Beneficial effects are applied to allied targets, harmful ones to hostile targets.
  • Range penalty:
    This shooter deals half the normal ranged damage, but does not have melee penalty.
  • Rage:
    The attack parameter of this creature increases every time a non-summoned stack of the same character perishes completely. The effect can be calculated as [basic attack of the perished stack without character bonuses]*[strength of the perished stack]/[strength of all army of that character]. The effect cannot be lower than 1. Strength is an unrevealed parameter. Creatures acquire rage for the rest of the combat, rage effects stack up. The maximal stacked effect can't exceed 2*(lord combat level).
  • Regeneration:
    Each time this creature gains its turn, it restores 3 to 50 hit points depending on stack numbers.
  • Repair:
    α Activated special ability.
    This creature can repair commanded mechanical creatures once per combat. 4 hit points are restored per unit in this creature's stack.
  • Resurrection:
    α Activated special ability.
    This creature can resurrect an allied stack once per combat. 100 hit points are restored per unit in this creature's stack.
  • Retribution strike:
    After its normal attack, this creature deals retribution damage to its target, which then jumps in chain to an enemy creature adjacent to the target, if there is any. This chain can affect up to 4 creatures. Retribution damage to each affected enemy is normal physical damage of the creature.
  • Return fire:
    This creature can retaliate to ranged attacks except 'Through shot'. To do so, it shouldn't be blocked by adjacent enemy units and should have unused retaliation of the current turn, as well as at least one shot.
  • Ricochet shot:
    Whenever this creature deals ranged damage to an enemy, the projectile ricochets three times, each time to another non-'Demonic' non-allied creature nearest to the previous one. If the creature nearest to last target is allied, the chain breaks. The target takes full damage, each next target takes 50% less. Ranged penalty is applied to targets which are out of range (more than 6 tiles away).
  • Sacrifice:
    This creature deals additional damage to its target (+2 damage per unit in target stack up to 500 damage). This damage is added after all other bonus-multipliers are applied.
  • Sacrifice goblin:
    α Activated special ability.
    This creature can sacrifice commanded tribal goblins adjacent to itself to restore mana and increase combat parameters. It sacrifices 1 goblin (at full hp if possible) restoring 2 mana per hit point of the goblin, and increasing its attack, defense and morale by 1 (up to +5 total bonus).
  • Searing aura:
    This creature deals 10 fire elemental damage per unit in its stack to any adjacent enemy creatures whenever they gain their turn.
  • Seduction:
    α Activated special ability.
    This creature can hypnotize any enemy stack once per battle provided it’s not insusceptible to mind-affecting effects.
  • Set traps:
    α Activated special ability.
    This creature can set a trap on any tile of the battlefield which is invisible to enemies. When an enemy stack walks into it there’s a chance its movement will be reduced by several tiles up to stopping its movement in place. In case if the trap fails the creature that has set it will lose all accumulated initiative.
  • Shadow whip:
    † Triggering special ability.
    This creature has a chance to impose one of the following Darkness spells upon melee attack: 'Delay'; 'Weakness'; 'Berserker'. The spell is cast at Advanced Darkness magic level for three combat turns. 'Berserker' cannot be imposed on 'Elemental', 'Mechanical' and 'Undead' creatures.
  • Shield allies:
    Allied stacks adjacent to this creature who do not have the 'Large shield' ability take 25% less ranged damage. This ability doesn't stack from multiple sources.
  • Shooter:
    This creature can deal ranged damage. When the target is outside range (6 tiles by default), it only takes half the normal damage. This creature can't perform ranged attacks when there is an enemy stack adjacent to it. It does half the normal damage when attacking in melee. The amount of ranged attacks in every combat is limited to the 'Shots' parameter of every shooter. If shots go down to zero, the creature is unable to deal ranged damage until end of combat or until shots are restored.
  • Shroud of darkness:
    Upon each successful melee attack, this creature applies randomly one of the following spells: Delay, Curse, Weakness. The spells are applied at Advanced Darkness magic level for up to 3 turns.
  • Six-headed attack:
    This creature attacks all 12 tiles around itself, dealing damage to each enemy in them.
  • Starfire:
    This creature has a plus-shaped attack area for ranged attacks. Only enemy units take damage from this ability.
  • Strike and return:
    This creature returns to its initial position after attack.
  • Stun:
    † Triggering special ability.
    After every attack, this creature has a chance to stun the target so that it would not retaliate and would lose all its accumulated initiative. Stun doesn't affect mechanical creatures.
  • Stunning shot:
    † Triggering special ability.
    After every ranged attack, this creature has a chance to stun the target so that it would not return fire and would lose all its accumulated initiative. Stun doesn't affect mechanical creatures.
  • Summon Pit demons:
    α Activated special ability.
    Once per combat this creature can replace the corpses of its fallen allies by Pit demons. Up to 2 Pit demons may be summoned per 1 unit in this creature's stack, provided the perished stack had enough HP (120 hp per Pit demon).
  • Surge of Energy:
    If three or more allied stacks have perished in the combat, the creature can get +1 Speed and +1 Morale for three rounds and simultaneously move within its range. This is an activated ability.
  • Symbiosis:
    α Activated special ability.
    Once per combat, this creature can heal (with resurrection) a friendly stack of treefolk and receive such healing in return. Target treefolk stack is healed for 4 HP per creature using the ability; the creature stack receives 20 HP per treefolk in target stack.
  • Take roots:
    When this creature defends, it gets +50% defense instead of the normal 30%, as well as 'Unlimited retaliation' special ability, for its one turn. If the lord in command of it has the 'Stand your ground' talent, defense bonus is 100%.
  • Telekinesis:
    α Activated special ability.
    This creature can teleport any hostile or allied creature within its moving range onto any battlefield tile adjacent to itself.
  • Teleporter:
    This creature can move around the battlefield ignoring obstacles (teleporting behind them).
  • Through shot:
    Ranged attacks of this creature deal damage to all stacks on the attack line including allied ones.
  • Thunderbolt:
    † Triggering special ability.
    This creature has a chance to deal additional damage on each attack by casting a 'Lightning' spell at Advanced magic talent level.
  • Toss goblin:
    This creature can use 1 goblin from an adjacent commanded Tribal goblins stack as a projectile to shoot at enemies.
  • Transporter:
    α Activated special ability.
    This ability allows this creature to grab a commanded stack within its range and transport it to any other tile of the battlefield within that range. Large creatures cannot be transported. The maximal amount of creatures being transported cannot exceed twice the numbers of the transporting stack.
  • Treachery:
    When the numbers of this creature's stack drop below 30% of its initial numbers, it turns to the enemy side. This creature cannot switch sides more than once per combat.
  • Tribal spirit:
    This creature belongs to a highly spiritual tribe. When led by its faction’s lord it accumulates Tribal spirit which may temporarily increase its parameters.
  • Triple strike:
    This creature performs three strikes at the target per attack, being retaliated against only after the first one.
  • Triumph of death
    α Activated special ability.
    This creature can deal damage to all hostile living troops within a range of 3 tiles from itself. Damage depends on morale of the target and distance to it. Base damage is (10 - morale of target) for every unit in this creature's stack. Enemy targets adjacent to this creature take full base damage; targets two tiles away take half the base damage; targets three tiles away take quarter of the base damage.
  • Unlimited retaliation:
    This creature retaliates at all melee attacks excluding those of creatures with the 'No retaliation' ability.
  • Unruly:
    † Triggering special ability.
    This creature has a chance to deal an extra strike after being (if due) retaliated at its first one. This chance is calculated prior to the target’s retaliation.
  • Venom:
    This creature envenoms its target for 3 turns upon dealing damage. The venom deals 5 earth elemental damage per unit in this creature's stack.
  • Volley:
    α Activated special ability.
    This shooter can deal damage to all creatures within a 3x3 tiles area, no matter if allied or hostile. Each of those stacks takes 50% of the normal damage.
  • Wardance:
    This creature simultaneously attacks all enemies adjacent to it (up to 8 stacks in total). The target takes full damage and retaliates to the attack. All other enemies take half of the normal damage and do not retaliate.
  • Wild reflexes:
    Each time this creature retaliates, it deals 1.5 times more retaliation damage. This modifier resets when this creature gains its turn.
  • Wreckage:
    α Activated special abilities
    This creature can wreck any 'Mechanical' creature for one turn, if the total HP of target stack is less than this creature stack's total HP. Wrecked creatures cannot move, attack or use activated abilities.


    Abilities possessed by neutral creatures

  • Acerate spikes:
    This creature may simultaneously attack all enemies adjacent to it, dealing 125% of its normal damage to each target. It does not take retaliation.
  • Air vulnerability:
    This creature takes 25% more air elemental damage.
  • Amphibian:
    This creature is insusceptible to effects reducing its speed. It can also move through ponds and rivers on the battlefield.
  • Armour piercing:
    Ranged attacks of this creature ignore 50% defense of the target.
  • Battle oath:
    Having once dealt damage, this creature becomes insusceptible to mind- and harmful morale-affecting effects.
  • Blade of epiphany:
    This creature can activate this ability to resurrect any perished commanded creature stack within 2 tiles of itself and to deal air elemental damage to all 'Undead' and 'Demonic' creatures within that area. Resurrected creatures get +3 morale and +1 initiative for 2 turns.
  • Blade of judgment:
    This creature deals 20% more damage to all enemies that have dealt damage to commanded creatures.
  • Blade of mercy:
    This creature can activate this ability to resurrect any perished commanded creature stack within 2 tiles of itself and to deal air elemental damage to all 'Undead' and 'Demonic' creatures within that area.
  • Blood scent:
    This creature deals 30% more damage to creatures under effect of 'Ferocious wound'.
  • Challenge:
    When this creature performs its first attack it challenges its target, making it deal 45% less damage to anyone except the challenger. After the original challenged stack perishes completely, this creature's next attack will challenge its target, and so on. Only one target may be challenged by any one stack of this creature at any one time.
  • Cleansing light:
    Each time this creature teleports in and out, it dispels one beneficial effect from adjacent enemies and one harmful effect from adjacent commanded creatures.
  • Convoy:
    After a commanded creature is attacked in melee, this creature performs an attack at the original attacker if it is adjacent to that attacker.
  • Crippling traps:
    This creature can set a trap on any tile of the battlefield which is invisible to enemies. When an enemy stack walks into it there’s a chance its movement will be reduced. The enemy will also take damage.
  • Darkness vulnerability:
    This creature takes 25% more damage from Darkness school spells.
  • Destructive bigotry:
    This creature is insusceptible to any mind-affecting effects and to effects reducing its speed.
  • Devour:
    This creature's attack or retaliation is guaranteed to slay at least one enemy creature (Unless full, the remaining hit points of target's unit will be added to final damage).
  • Diving assault:
    This creature flies up into the air aiming to attack all enemy creatures standing in one battlefield row of its lord's choice dealing normal physical damage to each on its next turn. Until that, this creature isn't present on the battlefield. This ability can be used once every 3 turns.
  • Dreadful laughter:
    Upon successful attack, this creature decreases its target's damage by 1 and increases its own damage by 1 for one full turn.
  • Elusive charge:
    If this creature moves before attacking on any turn, it will not be retaliated to that attack. The damage is increased by 10% per tile covered.
  • Fatal blow:
    † Triggering special ability.
    This creature has a chance to deal double damage to its target.
  • Feral charge:
    This creature charges at its target to deal normal damage and receive no retaliation. Minimal distance at which this ability can be used is 3 tiles.
  • Feral slash:
    This creature charges at its target to deal normal damage to it and to all enemies adjacent to it, and receive no retaliation. Minimal distance at which this ability can be used is 3 tiles.
  • Fiery projectile:
    This creature's ranged attacks set their enemies on fire, making them take fire elemental damage for 2 turns.
  • Flash:
    This creature can activate this ability to deal light damage and blind its target. This stack will then be reduced in percentage in proportion to numbers of creatures in target stack (up to 100%).
  • Four waves:
    If this creature attacks the same target as with its last attack, it deals an additional strike. This effect stacks up to 3 times. Each following strike deals half as much damage as previous one.
  • Free torrent:
    This creature is insusceptible to effects reducing its speed and initiative.
  • Frozen caress:
    Upon successful attack, this creature freezes the target and reduces its initiative by 10%, both for 1 turn. Freezing reduces its speed by 1 and increases fire elemental damage taken by 20%.
  • Frozen touch:
    Upon successful attack, this creature freezes the target for 1 turn, reducing its speed by 1 and increasing fire elemental damage taken by 20%.
  • Glacier pounce:
    This creature can attack any hostile creature within the interval [2; 2*Speed] tiles, dealing 10% extra damage per tile covered in pounce plus 4-6 water elemental damage per unit in stack to all enemies adjacent to the target, without retaliation. There should be no obstacles or creatures on the straight line towards the target to use this ability.
  • Hailstorm:
    This creature can activate this ability to deal extra 30 water elemental damage and freeze its target for 1 turn upon its next attack. That attack will not be retaliated to. Freeze reduces target’s speed by 1 and increases fire elemental damage taken by 20%.
  • Healer:
    This creature can heal any allied stack with resurrection twice per combat.
  • Heavy bolt:
    Ranged attacks of this creature deal damage to all stacks on the attack line including allied ones, skipping the one right in front of this creature.
  • Holy vulnerability:
    This creature takes 20% more damage from Holy school spells.
  • Icy trap:
    This creature can set a 3x3 tiles area trap anywhere on the battlefield. Enemy stacks that walk into it take 10 water elemental damage per unit in this creature’s stack and freeze for 1 turn, getting -1 speed and +20% fire elemental damage taken.
  • Imperceptibility:
    This creature takes damage only after the beginning of its first turn.
  • Infernal hatred:
    This creature may activate this ability to deal 15 fire elemental damage per unit in stack to all enemy creatures within 7 tiles.
  • Lifeguard membrane:
    This creature takes 15% less damage from all sources.
  • Lucidity:
    This creature is insusceptible to all mind- and morale-affecting spells and effects.
  • Mana leech:
    Upon dealing damage, this creature steals 5% of the current mana pool of its target's lord and transfers it to its own lord.
  • Mighty slam:
    This creature attacks its target and adjacent enemies without retaliation. Non-'Large creature' targets are knocked back by 1 tile.
  • Mobility:
    This creature can combine movement and ranged attack during its turn in desired order.
  • Pack attack:
    The target attacked by a stack of creatures with this ability is attacked by all adjacent stacks of the same creature type before it can retaliate.
  • Pain mirror:
    Whenever this creature takes melee damage, 10% of that damage is dealt to the attacker as well.
  • Peaky spikes:
    This creature may simultaneously attack all enemies adjacent to it, dealing normal damage to each target. It does not take retaliation.
  • Pounce:
    This creature can attack any hostile creature within the interval [2; 2*Speed] tiles, dealing 10% extra damage per tile covered in pounce, without retaliation. There should be no obstacles or creatures on the straight line towards the target to use this ability.
  • Powerful charge:
    The damage dealt by this creature increases in proportion to the distance it covered before the attack each turn. The damage is increased by 10% per tile covered.
  • Proliferation:
    This creature's stack increases its numbers by 20% at its first turn.
  • Propagable wrath:
    Attacks of this creature incur wrath on its target until its turn or until it is dealt damage. When the target filled with wrath gets its turn, it will attack a random adjacent creature, no matter if allied or hostile, or defend if there are none adjacent.
  • Purity:
    This creature is insusceptible to Darkness magic school spell effects.
  • Pyromancer:
    Ranged attacks of this creature deal 100% normal physical damage to the target and 50% of that damage as fire elemental damage to all stacks surrounding the target, no matter if allied or hostile.
  • Rancour:
    This creature deals 20% more damage to all enemies that have dealt damage to it.
  • Rapture in agony:
    This creature only takes 80% of the normal melee damage. The remaining 20% is redirected to the attacker.
  • Rapture in pain:
    This creature only takes 90% of the normal melee damage. The remaining 10% is redirected to the attacker.
  • Ravenous:
    When attacking living enemies, restores hit points equal to the damage dealt.
  • Rebirth:
    Whenever this creature's stack perishes completely, it is reborn to its original full numbers. Rebirth can only occur once per combat.
  • Savage:
    Deals 15% extra damage if the enemy target has less than full health or fewer units in the stack than at the start of the battle.
  • Seething wrath:
    Whenever this creature retaliates, it deals fire elemental damage to all creatures that have attacked it equal to its physical retaliation damage.
  • Shield guard:
    Whenever an enemy creature attacks a commanded creature adjacent to this one, this creature redirects half of the damage to itself, negating 25% of that half.
  • Shielded:
    This creature takes 25% less ranged damage.
  • Slam:
    This creature attacks its target without retaliation. Non-'Large creature' targets are knocked back by 1 tile.
  • Speed of light:
    This creature can teleport, attack and return without receiving retaliation.
  • Spirit:
    At the beginning of every combat this creature takes 50% less of any damage until it attacks, moves or uses an activated ability.
  • Spirit bond:
    This creature can establish spirit ties with target allied creature. All beneficial spells and effects are shared between the two. The target also acquires 'Pain mirror' and 'Lifeguard membrane' abilities.
  • Spirit ties:
    This creature can establish spirit ties with target allied creature. All beneficial spells and effects are shared between the two. The target also acquires 'Pain mirror' ability.
  • Sun steed:
    For its current turn, this creature turns into light, becoming able to pass through other creatures and obstacles and makes them insusceptible to any effects decreasing speed. This ability can be used once every 3 turns.
  • Taste of blood:
    Whenever this creature takes damage, its minimal damage parameter is increased by 1 (up to its maximal damage).
  • Torment:
    Whenever this creatures deals or takes damage, the damage of its next attack increases by 15%. This effect stacks up to 4 times.
  • Trail of clouds:
    Whenever this creature moves, a trail emerges on its path. Should an enemy creature walk into the trail, its movement will stop, forcing it to lose its planned attack. Should an allied creature walk into the trail, it will gain an additional turn right after its current one.
  • Trail of mist:
    Whenever this creature moves, a trail emerges on its path. Should an enemy creature walk into the trail, its movement will stop, forcing it to lose its planned attack.
  • Vicious strike:
    This creature deals 50% more damage to creatures and constructions whose speed is 0.
  • Vigilance:
    This creature will perform a ranged attack at the first enemy creature to enter its 5-tile range if able. This ability does not expend a shot.
  • Vindictiveness:
    This creature deals double damage whenever it retaliates.
  • Viscid secretion:
    Upon successful attack, this creature reduces its target's initiative by 10% for 2 turns.
  • Water shield W%:
    This creature takes W% less water elemental damage.
  • Waves of renewal:
    This creature can activate this ability to heal its target with resurrection for 3 full turns by 3 hit points per unit in this creature's stack. It also removes one random Darkness magic spell from target stack.
  • Web:
    This creature enmeshes the units it deals damage to in web. Multiple creatures can be webbed at the same time, the effect lasts until this creature moves from place. Webbed creatures cannot move, but can attack and use activated abilities.


    Abilities of Barbarian characters

  • Stunning blow:
    This special ability of barbarian characters has a stunning effect, knocking the target back by 0.2 points on the initiative bar after every successful strike.
  • Swinging strike:
    This special ability of barbarian characters allows them to deal 50% of the normal damage to all enemy stacks surrounding the target of their direct attack. The target itself receives 100% of the damage, Stunning blow is only applied to the target.

    Casters' spells


    Casters can cast magic spells too. Spell damage/duration depends on the stack numbers N. For Duration spells, the spell is cast for N turns.

    A list of magic available to casters is given below. Naturally, when casting those spells, the creature's mana is consumed, not the lord's mana.

    Spell name
    Creatures
    Mana
    Effect
    Berserker
    Sirens
    15
    Make target enemy living stack attack any nearest stack for increased damage for 1 turn.
    Bless
    Clerics
    4
    Duration spell. Increase minimal damage value of target friendly stack by 80%*[max.damage-min.damage]
    Chain lightning
    Sky shamans
    16
    Deal air (lightning) damage to target enemy stack, then to any nearest stack, and so forth up to 4 times. 1+32*N0.7 damage to primary target, 50% less damage each next time.
    Chastise
    Lorekeepers, Ogre magi, Dark witches, Dark sybils, Thrones
    6
    Duration spell. Increase attack of target friendly stack by 9.
    Exorcists
    Duration spell. Increase attack of target friendly stack by 12.
    Confusion
    Dark sybils
    9
    Duration spell. Decrease ranged and retaliation damage dealt by target enemy stack by 40%.
    Mummies, Sphynx mummies
    Duration spell. Decrease ranged and retaliation damage dealt by target enemy stack by 70%.
    Curse
    Goblin warlocks
    4
    Duration spell. Decrease maximal damage value of target enemy stack by 65% of the damage range.
    Archliches
    Duration spell. Decrease maximal damage value of target enemy stack down to minimal.
    Decay
    Archliches
    6
    Deal 1+19*N0.7 earth damage to target enemy stack each time it gains its turn for 4 turns.
    Delay
    Goblin warlocks
    4
    Duration spell. Decrease initiative of target enemy stack by 25%.
    Shamans, Sky shamans, Earth shamans, Dark witches, Dark sybils, Horned reapers
    Duration spell. Decrease initiative of target enemy stack by 30%.
    Dispersion
    Sprites, Magi
    10
    Remove magical effects from target, effect is 80%+3*[level difference between the effect caster and the dispersion caster]%. When cast by creature of Tth tier, level is T for normal and T+1 for upgraded.
    Lorekeepers, Exorcists
    Remove magical effects from target, effect is 100%+3*[level difference between the effect caster and the dispersion caster]%. When cast by creature of Tth tier, level is T for normal and T+1 for upgraded.
    Divine retribution
    Thrones
    14
    Deal holy damage to target enemy stack depending on the number of commanded creatures it killed, and the tier of those creatures.
    Disruption ray
    Cave demons, Pit demons, Dark witches, Dark sibyls
    5
    Decrease defense of target enemy stack by 5 (cannot decrease below zero).
    Earth and Sky
    Dreamwalkers, Dreamreavers
    0
    Increase speed by 2 and initiative by 6% of target commanded stack; or decrease speed by 2 and initiative by 6% of and apply Decay effect of 8*N damage to target enemy stack for 2 turns.
    Earthen spikes
    Anchorites
    5
    Area spell. Deal 4+8*N0.7 earth damage to each stack in a 3 by 3 tile plus-shaped area.
    Evasion
    Priests
    6
    Duration spell. Decrease ranged damage taken by target friendly creature by 40%.
    Patriarchs
    Duration spell. Decrease ranged damage taken by target friendly creature by 55%.
    Fire wall
    Patriarchs
    16
    Create a wall of fire in a 1x3 area for 3 turns. Deal 1+19*N0.7 fire damage to any stack in the area each time that stack triggers it. Triggering occurs when: the spell is cast, a stack enters the area, a stack finishes its turn in the area.
    Fireball
    Lorekeepers
    10
    Area spell. Deal 1+18*N0.7 fire damage to all stacks in a 3x3 area.
    Cave demons, Pit demons, Efreeti, Efreeti sultans
    Area spell. Deal 1+23*N0.7 fire damage to all stacks in a 3x3 area.
    Hypnosis
    Seducing sirens
    18
    Temporarily take control of target enemy creature.
    Ice clod
    Mercenary sorcerers, Water elementals
    6
    Deal 2+23*N0.7 water damage to target enemy stack.
    Lightning
    Druids
    5
    Deal 6+14*N0.7 air (lightning) damage to target enemy stack.
    Anchorites, Renegade magicians
    Deal 8+16*N0.7 air (lightning) damage to target enemy stack.
    Magic punch
    Magi
    5
    Deal 1+19*N0.7 physical damage to target enemy stack.
    Lorekeepers
    Deal 1+24*N0.7 physical damage to target enemy stack.
    Mass delay
    Horned overseers
    8
    Duration spell. Mass spell. Decrease initiative of all enemy stacks in a 5x5 area by 30%.
    Mass disruption ray
    Sphynx mummies
    10
    Mass spell. Decrease defense of all enemy stacks in a 5x5 area by 6 (cannot decrease below zero).
    Mass earth and sky
    Dreamreavers
    0
    Mass spell. Increase speed by 1 and initiative by 3% of all commanded stacks and decrease speed by 1 and initiative by 3% and apply Decay effect of 3*N damage to all enemy stacks in a 3x3 area for 2 turns.
    Meteorite rain
    Pit demons
    16
    Area spell. Deal 1+36*N0.7 earth damage to each stack in a 4x4 area.
    Raise dead
    Demiliches, Sphynx mummies
    9
    Raise commanded undead or living stack, restoring 160+20*N0.7 hit points. HP parameter of undead creatures are reduced by 20%, those of living creatures - by 40%.
    Rapid
    Shamans, Sky shamans, Earth shamans, Clerics
    4
    Duration spell. Increase initiative of target friendly stack by 30%.
    Stoneskin
    Druids, Clerics
    6
    Duration spell. Increase defense of target friendly stack by 9.
    Anchorites
    Duration spell. Increase defense of target friendly stack by 12.
    Wasp swarm
    Sprites
    5
    Deal 1+2*N0.7 nature damage to target enemy living stack.
    Weakness
    Orc shamans, Archliches, Demiliches
    5
    Duration spell. Decrease attack of target enemy stack by 9.


    Some creatures can apply spells through certain abilities, be it activated, triggering or generic. In this case, even if that creature is a caster, its mana is not consumed.

    Spell name
    Creatures
    Ability name
    Details
    Affliction
    Mirage dragons
    Affliction strike
    Cast on each melee attack. Duration spell. Decrease target's morale and luck by 2.
    Berserker
    Dark sybils
    Shadow whip
    Triggering on melee attack on living creatures. Cast for 1 turn. The target attacks nearest stack dealing 109% of normal damage.
    Curse
    Dark rocs
    Shroud of darkness
    One of randomly selected spells applied on each melee attack. Duration spell up to 3 turns.Decrease maximal damage value of the target by 80% of the damage range.
    Earth shamans, Mummies, Sphynx mummies
    Hexing attack
    One of randomly selected spells applied on each melee attack. Duration spell. Decrease maximal damage value of target enemy stack down to minimal.
    Delay
    Dark sybils
    Shadow whip
    Triggering on melee attack. Cast for 3 turns. Decrease initiative of target enemy stack by 30%.
    Dark rocs
    Shroud of darkness
    One of randomly selected spells applied on each melee attack. Duration spell up to 3 turns. Decrease initiative of target enemy stack by 30%.
    Earth shamans, Mummies, Sphynx mummies
    Hexing attack
    One of randomly selected spells applied on each melee attack. Duration spell. Decrease initiative of target enemy stack by 40%.
    Disruption ray
    Earth shamans, Mummies, Sphynx mummies
    Hexing attack
    One of randomly selected spells applied on each melee attack. Decrease defense of target enemy stack by 6 (cannot decrease below zero).
    Lightning
    Titans
    Call of thunder
    Activated ability. Deal 50*N air (lightning) damage to target enemy stack.
    Thunderbirds
    Thunderbolt
    Triggering on melee attack. Deal 8+16*N0.7 air (lightning) damage to target enemy stack.
    Weakness
    Shadow dragons, Black knights, Unholy knights
    Cursing attack
    Cast on each melee attack. Duration spell. Decrease target's attack by 9.
    Earth shamans, Mummies, Sphynx mummies
    Hexing attack
    One of randomly selected spells applied on each melee attack. Duration spell. Decrease attack of target enemy stack by 12.
    Dark rocs
    Shroud of darkness
    One of randomly selected spells applied on each melee attack. Duration spell up to 3 turns. Decrease attack of target enemy stack by 9.
    Dark sybils
    Shadow whip
    Triggering on melee attack. Cast for 3 turns. Decrease attack of target enemy stack by 9.
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