Untitled Document
CREATURES STATISTICS CREATURES ARTWORK
SKILLS ABILITIES
TOWN BUILDINGS STRATEGY
Ranger Abilities
from Dark Magic

Master of Curses

  • Grants mass effects to Curse and Disrupting Ray spells, but doubles the casting cost of these spells.

Master of Mind

  • Grants mass effects to Slow and Forgetfulness spells, but doubles the casting cost of these spells.

Master of Sickness

  • Grants mass effects to Plague and Weakness spells, but doubles the casting cost of these spells.

Suppress Dark

  • Enemy hero is forced to spend 50% more mana to cast Dark Magic spells in combat.
Requirements: :Imbue Arrow, Soil Burn

Soil Burn

  • The hero calls upon forces of nature to affect enemy melee-attacking creatures. Any time when enemy creature moves it will receive fire damage. Inflicted damage equals hero's level.
Requirements: Master of Sickness
from Destructive Magic

Master of Fire

  • Grants armor-damaging effect to Fireball and Armageddon spells.

Master of Ice

  • Grants freezing effect to Ice Bolt and Frost Ring spells.

Master of Lightnings

  • Grants stunning effect to Lightning Bolt and Chain Lightning spells.

Sun Fire

  • The hero calls upon the forces of nature to affect enemy casters. Any time enemy creature is going to cast a spell it will receive fire damage. Inflicted damage equals hero's level.
Requirements: Master of Fire

Secrets of destruction

  • Hero gains +2 Knowledge permanently and randomly acquires one damaging spell of 1st to 3rd circle that is not yet in hero's spellbook.
Requirements: : Imbue Arrow ,Sun Fire
from Light Magic

Master of Abjuration

  • Grants mass effects to Deflect Arrows and Stoneskin spells, but doubles the casting cost of these spells.

Master of Blessings

  • Grants mass effects to Dispel and Bless spells, but doubles the casting cost of these spells.

Master of Wrath

  • Grants mass effects to Bloodlust and Haste spells, but doubles the casting cost of these spells.

Storm Wind

  • The Ranger calls upon the forces of nature to affect enemy flying creatures. Initiative and Speed of all enemy flyers is decreased by 1.
Requirements: Master of Wrath

Fire Protection

  • Creatures under Hero's conrtol gain 50% resistance to all fire-based attacks and are immune to armor damaging effects of Master of Fire ability.
Requirements: Imbue Arrow, Storm Wind
from Summoning Magic

Master of Animation

  • Makes Raise Dead and Magic First spells more powerful (effective Spell Power increases by 4 for casting those spells).

Master of Conjuration

  • Makes Conjure Phoenix and Summon Elementals spells more powerful (effective Spell Power increaes by 4 for casting those spells).

Master of Quakes

  • Makes Land Mines and Earthquake spells more powerful (effective Spell Power increases by 4 for casting those spells).

Fog Veil

  • The Ranger calls upon the forces of nature to affect enemy ranged-attacking creatures. Initiative of all enemy shooters is decreased by 10% and their damage is decreased by 10%.
Requirements: Master of Quakes

Fire Affinity

  • Hero is granted the knowldge of Summon Elementals spell. Regardless of circumstances this spell would summon Fire Elementals from now on. The number of Elementals summoned is 40% greater than normal.
Requirements: Fire Protection, Fog Veil
from Sorcery

Arcane Training

  • Reduces casting costs of all spells by 20%..

Mysticism

  • Doubles spell ponts regeneration.

Wisdom

  • Allows a hero to learn magic spells of the third circle regardless of actual skills in respective schools of magic.

Insights

  • Adds +2 to hero's Spell Power permanently. Also hero receives a new spell in his or her spell book.
Requirements: Mysticism

Counterspell

  • Special combat ability. Negates all effects of the next spell cast by the enemy, but drains twice the mana cost of that spell.
Requirements: Insights, Fire Affinity, Master of Secrets
from Defense

Evasion

  • Decreases damage dealt to your creatures by ranged attacks by 20%.

Protection

  • Decreases damage dealt to your creatures by magic attacks by 15%.

Toughness

  • Increases hit points of all your creatures by 2. Especially effective for armies of great number.

Last Stand

  • All troops under hero's control are blessed with amazing vitality. If enemy creature attacks hero's troops and kills them all, the last of the troops will survive an attack with 1 hit point.
Requirements: Toughness

Hold Ground

  • Troops under hero's control get an additional +2 defense bonus carrying out the Defend command.
Requirements: Last Stand, Native Terrain
from Leadership

Diplomacy

  • Allows to effectively negotiate with hostile creatures. Increases chances and reduces costs of creatures that wish to join your army.

Estates

  • Hero contributes 250 gold pieces per day to your cause.

Recruitment

  • Increases weekly growth of 1st, 2nd and 3rd level creatures by +3, +2 and +1 respectively. Hero must be stationed within the friendly town for the last day of the week for effect to take place.

Forest Guard Emblem

  • Adds +2 to Ranger's Offence permanently. War Dancers joins Ranger's army to fight at his or her cause. The number of War Dancers depends upon the number of the week.
Requirements: Recruitment
from Learning

Eagle Eye

  • Allows your hero to learn any unknown spell used by an enemy hero or by any creature in combat (hero must be legally able to learn the spell).

Intelligence

  • Increases normal maximum spell points by 50%.

Scholar

  • Allows heroes to teach each other various spells, effectively trading spells between spell books.

Cunning Of The Woods

  • +10 % to the chance of inflicting critical hit using "Avenger" skill
Requirements: Eagle Eye

Master of Secrets

  • Delving deep into the secrets of spellcraft, hero gains +2 Spell Power permanently.
Requirements: Snipe Dead , Cunning Of The Woods
from Logistics

Navigation

  • Increases hero's movement speed at sea by 50%.

Pathfinding

  • Reduces penalty for moving through rough terrain by 50%.

Scouting

  • Allows the hero to see much farther over terrain.

Native Terrain

  • All creatures in hero (Knight or Ranger) army recive +1 for movement speed if the battle is taking place on the grass terrain
Requirements: Disguise And Reckon

Disguise And Reckon

  • The structure of your army is hiden from the enemy. Moreover you can see the diplomatic status of the mobs
Requirements: Scouting
from Luck

Fortunate Adventurer

  • In the course of adventures the hero tends to find more gold and resources and be more lucky overall.

Lucky Strike

  • More chances to trigger for useful combat abilities of creatures in hero's army (like footmen's Shield Bash, for example)

Resistance

  • Increases magic resistance of all creatures in hero's army by 15%.

Dead Luck

  • The hero has gained an ability to affect the Luck of enemy creatures. The Luck of all enemy troops is decreased by 1.
Requirements: Elven Luck, Multishot

Elven Luck

  • The Luck bonus to damage is increased to 125%.
Requirements: Lucky Strike
from Offence

Archery

  • Increases damage dealt by hero's creatures in ranged combat by 20%.

Frenzy

  • Minimum and maximum damage inflicted by each creature under hero's control is increased by 1. Especially effective for armies of low level creatures.

Tactics

  • Allows you to rearrange your creatures just before combat in additional area.

Forest Rage

  • All Rampart creatures in Ranger's army gains +1 to maximum damage.
Requirements: Frenzy

Wildfire

  • Ballista under hero command negates enemy defense and deals additional elemental fire damage.
Requirements: Forest Rage, Snipe Dead
from War Machines

Ballista

  • Allows manual control of the Ballista. Ballista gains one extra shot. Restores the balista after the battle if it was destroyed.

Cannoneer

  • Allows manual control of the Catapult. Catapult gains one extra shot. Restores ammo cart after the battle if it was destroyed

First Aid

  • Allows manual control of the First Aid Tent. Restores the First Aid Tent after the battle if it was destroyed

Imbue Ballista

  • Imbue Arrow ability will now affect Ballistae as well. All Ballistae shots will carry Ranger's enchantments and therefore drain Ranger's spell points.
Requirements: Ballista

Triple Ballista

  • Ballista gains another extra shot (up to 3 consequtive shots total if hero is proficient with ballistas).
Requirements: Imbue Ballista, Multishot

Please login to view comments.