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The hero deviates the enemy's blows : +1 defense per level of the hero. |
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Increases magical ranged attacks by one per level of the hero. |
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Armsmaster : increases experience of all regular units stacked with the hero (+2 experience per level of the hero). |
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Blade Master : gives +1 to Hit per two levels of the hero. |
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The Hero never fails resistance rolls. |
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The powerful constitution gives +1 hit (heart) per level of the hero. |
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Leadership : all friendly units in fight gain +1 attack strength (including ranged attacks) per two levels the hero. |
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Legendary adds +3 Fame to the controlling Wizard per level of the hero. |
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Lucky adds +1 to attack, defense and resistance rolls. |
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Might gives +1 hand-to-hand attack per level of the hero. |
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The hero does not require any payment for his services, on the contrary adds 10 gold. |
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Adds +1 resistance per level of the hero to every friendly unit in fight. |
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Sage heroes adds +3 research points per level of the hero each turn to the controlling wizard's research total. |
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The hero is able to cast spells in combat. A caster adds half his casting skill to his controlling wizard's casting skill if he is stacked in the capital (the city where the Fortress is). |
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Random Fighter Pick. |
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Random Fighter or Mage Pick. |
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Random Mage Pick. |
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Moves on forest squares spending 1 Mvt. |
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Ability to fly. Movement speed does not depend on terrain. |
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Moves under the ground while fighting, spending 1 Mvt between any two squares of the battleground. |
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Moves on mountains spending 1 Mvt. |
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Wraithform : passage of walls and movement on any map square always cost 1 Mvt. Web has no effect on a non-corporeal unit. |
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Pathfinder : all units stacked with a Pathfinder will move over any land square spending 1/2 Mvt. |
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Ability to shift between the planes. Planar travel is effective on all stacked units. |
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The unit can teleport while fighting, spending 1 Mvt between any two squares of the battleground. |
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Ability to float on ocean map squares. |
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Ability to go by air. All units stacked with a Wind Walker can follow him in the air. WARNING : Wind Walking units fly during battles, but stacked units do not ! |
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Armor piercing : halves the enemy's defense. |
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The attacked unit should resist or will freeze in fearž losing ability to attack or defend itself. |
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Ability to found a new outpost. |
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The defeated opponents raise from the dead as undead to serve you. |
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Brings down a stream of holy light when fighting. Death and chaos units should resist or die. |
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First Srike : the unit always strikes first. Then, if the enemy survives, he can counterattack. |
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Healer : cures 25% health of all units stacked with him after a battle. |
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Illusion : Impacts affect directly health, ignoring armor. |
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Invisible : the unit is impossible to shoot (except if the shooter has Illusions Immunity or True Sight). The enemy receives -1 to Hit at hand-to-hand fight. Global battleground spells can affect invisible units. |
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Innate immolation. |
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+2 defense from ranged attacks. |
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The unit sucks life from the enemy, adding it to his own health. If the opponent dies, he may return undead to serve you. |
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The probability to hit a target does not depend on the distance. |
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Lucky : adds +1 to defense, attack and resistance rolls. |
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Ability to create a connexion between a node and the controlling Wizard by melding. |
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The unit can restore any map square struck with corruption. |
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Innate regeneration. |
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Undead unit. It does not require any gold or food for its maintenance and cannot recover from wounds or be healed.
Undead units are immune to death, illusions, cold and poison. They are vulnerable to Life spells.
Undead Fantastic Creatures require a 50% higher upkeep (even if they cannot be created directly by black channels, you may obtain undead Fantastic Creatures by killing living ones with a life-stealing creature).
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Ability to destroy a wall. |
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The unit can use this quantity of mana in every battle in order to cast spells or shoot magical ranged attacks. |
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Death gaze : every figure in the attacked unit should resist or die. |
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Doom gaze : causes damages without considering any property of the attacked unit. |
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Fire breath : before hitting, the unit exhales fire on the enemy. |
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All stacked units gain extra resistance to magic, extra attack and extra defense. |
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Lightning attack. |
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Poisoned weapon : if hit, the enemy loses as much life as there is poison on the blade. Damage does not depend on the attacked unit (except if it has Poison Immunity). |
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All units in a stack gain resistance to magic and +1 endurance. |
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The unit can see over many map squares. |
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Stoning gaze : if the attacked unit does not resist with indicated force, it turns to stone and cannot counterattack. |
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Stoning touch : if the attacked unit does not resist with indicated force, it turns to stone and cannot counterattack . |
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Throwing weapon : before each attack, the unit throws axes to the enemy. |
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Immunity to freezing attacks. However, very powerful Ice bolts can break through it. |
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Immunity to Death attacks; protection against many Death Spells. |
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Immunity to fire attacks; protection against many Chaos spells. |
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Immunity to illusory attacks, protection against many spells of sorcery, ability to see invisible units. |
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Immunity to magical attacks. |
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Increases the unit's defense to 50 shields against arrows, slings and javelins (but not rocks). |
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Will neutralize first strike ability or dodge the first attack of other enemies. |
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Immunity to poison. |
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Immmunity to stoning attacks. |
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"Immunity" to usual (non-magical) weapons : increases defense up to 10 shields against non-magical hand-to-hand attacks. |
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Ability to cast Doom Bolt. |
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Ability to cast Fireball. |
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Ability to cast Healing. |
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Ability to summon a Demon. |
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Ability to cast web. |