recursal/Fanatic-Fandom huggingface dataset:
Library (Expansion)

**Prerequisites:** none

**Expansion Slot:** Red

**Cost:** 250 Gold, 1 Ancient Tome

**Construction Time:** 12 Turns

Gives a progress bonus to Lore Research and Unlock Mastery of 2 to 10 research points per turn, based on the number of Ancient Tomes owned (full bonus at 8).

+1 XP to non-recovering followers of Level 5 or less with the Scholar type.

Maximum 1 per Tower.
Depravity

**Mastery Prerequisites:** Abyssal 3

**Research Cost:** none (this spell becomes available automatically upon reaching the requisite mastery level)

**Rarity:** Common

**Casting Cost:** 9 Mana

**Target/Type:** Site. Can only target Settlements.

**Duration:** 9 turns

+2 Crime, +3 Decadence, +1 Prosperity, -8 Unrest, +2 Squalor

## Notes

* Depravity does not stack with Lesser Depravity or Greater Depravity. Only the most recently cast takes effect.
* Casting this spell contributes 9 points of Mastery Progress to Abyssal Mastery. Multiple castings in the same turn do not result in additional Mastery Progress bonuses.
Giant Snakes

* **Mastery Prerequisites:** Beasts 3
* **Research Cost:** none
* **Recruitment Cost:** 11 Mana
* **Upkeep:** 2 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 3

## Unit Statistics

* **Special Abilities:** Beasts, Hardy, Pathfinders, Ambush, Hunt Food
* **Resistances:** -
* **Vulnerabilities:** -

## Unit Attacks

 Damage
 Add. Damage
 Reach
 Damage vs. Low Armor
Diamondskin

**Mastery Prerequisites:** Earth 9

**Research Cost:** none (this spell becomes available automatically upon reaching the requisite mastery level)

**Rarity:** Common

**Casting Cost:** 24 Mana

**Upkeep:** 1 Mana / turn

**Target/Type:** Unit

Cannot target Elemental, Spectral, or Earth units.

Armor: +4

Toughness: +3

Magical Resistance: +2

Physical Resistance: +1

Special Ability: Hardy

Gain Tag: Earth

## Notes

* Casting this spell contributes 8 points of Mastery Progress to Earth Mastery, 4 points to Enchantment Mastery, and 4 points to Transmutation Mastery. Multiple castings in the same turn do not result in additional Mastery Progress bonuses.
Frost Armor

**Mastery Prerequisites:** Frost 3

**Research Cost:** none (this spell becomes available automatically upon reaching the requisite mastery level)

**Rarity:** Common

**Casting Cost:** 12 Mana

**Target/Type:** Unit. Can also be used during battles.

**Duration:** 12 Turns

**Battle Duration:** 16 Turns

Cannot target units with any of tag/ability: Fire, Spectral, Semi Corporeal.

Armor: +1

Cold Resistance: +1

Corrosive Resistance: +1

Disease Resistance: +1
Magmagors

* **Mastery Prerequisites:** Beasts 3, Darkness 2, Fire 3, Metal 2, Elemental Lore 2
* **Research Cost:** 500 Gold, 20 Mana, 10 Eternal Fire
* **Recruitment Cost:** 25 Mana, 2 Eternal Fire
* **Upkeep:** 4 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 4

## Unit Statistics

* **Special Abilities:** Hardy, Monster, Frenzy, Tireless
* **Resistances:** Radiant 1, Fire 3, Dark 1, Poison 3
* **Vulnerabilities:** Radiant 0, Fire 0, Dark 0, Poison 0

## Notes

* Tags: Beast, Fire, Serpent, Bovid, Elemental
Lesser Blight

**Mastery Prerequisites:** Pestilence 2

**Research Cost:** none (this spell becomes available automatically upon reaching the requisite mastery level)

**Rarity:** Common

**Casting Cost:** 5 Mana

**Target/Type:** Hex

**Cooldown:** 8 Turns

Target hex is affect by Blight (1). Cannot target Ocean or hexes with an existing hex condition.

## Notes

* Casting this spell contributes 2.5 points of Mastery Progress to Pestilence Mastery and 1.25 points to Necromancy Mastery. Multiple castings in the same turn do not result in additional Mastery Progress bonuses.
Alignment: Good

Cost: 0

A good wizard is aligned with good realms and organizations in the world. She has no problem allying or working with those, who are just neutral - but will not fight alongside scions of evil.

## Mechanics

* Cannot unlock the following masteries: Abyssal, Darkness.
* Gives a diplomatic bonus when interacting with good factions.
* Has access to the Conversion (redemption) action.
* Some spells, event, heroes, and artifacts require good alignment.
Gotterdammerung

**Mastery Prerequisites:** Celestial 6

**Research Cost:** none (this spell becomes available automatically upon reaching the requisite mastery level)

**Rarity:** Common

**Casting Cost:** 21 Mana

**Target/Type:** Battle. This spell is a Battlefield Enchantment, which must be cast pre-battle.

Can only be cast if at least the equivalent of two default-size enemy units have at least one of: Darkness, Evil, Demonic, Eldritch.

Effect on Both Sides:

* Retreat is prevented.
* All units gain Immune to Terror.
* All units suffer one level of Vulnerability: Radiant and Vulnerability: Dark.

Effect on Own Side:

* All units gain +1 Melee Shock, +1 Toughness.
* Units with Flight or Limited Flight gain Inspire, +1 Melee Shock.
* Non-Celestial, living units with at least one of: (Radiant, Good), gain Frenzy, +1 Melee Skill.

Effect on Other Side:

* All units gain +1 Courage, +1 Discipline.
* Units with Flight or Limited Flight gain -2 Melee Skill.
* Living units with at least one of: (Darkness, Evil, Demonic, Demon-Taint, Eldritch), gain Frenzy, +1 Melee Skill.
Creation

## Creation

* Level 1:
	+ Unit: Grey Oozes
		- Transmute Mana to Metal (w/ Metal 3)
		- +5% Transmute Output
* Level 4:
	+ Mechanic: +5 Transmute Cap
* Level 5:
	+ Mechanic: +10% Transmute Output
* Level 6:
	+ Mechanic: +10 Transmute Cap
* Level 7:
	+ Mechanic: +15% Transmute Output
		- +15 Transmute Cap
		- +20% Transmute Output
* Level 10:
	+ Mechanic: +25% Transmute Output

## Research Projects

		- Biomancy (w/ Life 4, Transmutation 1)
		- Lesser Elder Spawn (w/ Blood 3, Eldritch Lore 6)
Aquatic Boon

**Mastery Prerequisites:** Water 5

**Research Cost:** none (this spell becomes available automatically upon reaching the requisite mastery level)

**Rarity:** Common

**Casting Cost:** 7 Mana

**Target/Type:** Unit

**Duration:** 4 Turns

Special Ability: Aquatic

## Notes

* Casting this spell contributes 3.5 points of Mastery Progress to Water Mastery. Multiple castings in the same turn do not result in additional Mastery Progress bonuses.
Lesser Angels of Hope

* **Prerequisites:** Celestial 2, Celestial Summoning
* **Research Cost:** 500 Gold, 5 Mana
* **Recruitment Cost:** 50 Silver, 50 Mana
* **Upkeep:** 3 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 4

## Unit Statistics

**Special Abilities:** Hardy, Limited Regeneration, Tireless

**Resistances:** -

**Vulnerabilities:** -

## Unit Attacks

 Damage
 Add. Damage
 Reach
 Damage vs. Low Armor

## Notes

* Tags: Celestial, Magic, Light, Flying, Non Living, Extra Planar
Doom

**Mastery Prerequisites:** Death 4

**Research Cost:** none (this spell becomes available automatically upon reaching the requisite mastery level)

**Rarity:** Common

**Casting Cost:** 13 Mana

**Target/Type:** Battle

**Battle Duration:** 28 Turns

Toughness: -1

Courage: -1

Physical Vulnerability: +1

Arcane Vulnerability: +1

Dark Vulnerability: +1

Radiant Vulnerability: +1
Greater Water Elementals

* **Prerequisites:** Water 8, Elemental Summoning, Elemental Lore 3, Water Elementals
* **Research Cost:** 2000 Gold, 25 Mana
* **Recruitment Cost:** 70 Mana
* **Upkeep:** 6 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 5

## Unit Statistics

**Special Abilities:** Aquatic, Regeneration, Anti-Cavalry, Leap

**Resistances:** Physical 2, Fire 2

**Vulnerabilities:** Physical 0, Fire 0
Demon-Tainted (Hex)

Demon-Tainted is an hex condition, that can be generated and spread by a Mana Node (Good, Light, Order) and divine request. All hex conditions are exclusive to each other.

Demon-Tainted unfortunately is not documented.[1] Assumingly it increases the chance for a demonic planar invasion.

[1]: Clarification needed
Ice Bridge

**Mastery Prerequisites:** Frost 1

**Research Cost:** none (this spell becomes available automatically upon reaching the requisite mastery level)

**Rarity:** Common

**Casting Cost:** 50 Mana

**Target/Type:** World

Creates an ice bridge which allows traversing a river without any movement penalty.

## Notes

* Casting this spell contributes 50 points of Mastery Progress to Frost Mastery. Multiple castings in the same turn do not result in additional Mastery Progress bonuses.
Animate Weapons

**Mastery Prerequisites:** War 1

**Research Cost:** none (this spell becomes available automatically upon reaching the requisite mastery level)

**Rarity:** Common

**Casting Cost:** 6 Mana

**Target/Type:** Battle

Target unit is attacked by animated weapons and ammunition littering the battlefield. These are chosen at random from fallen unit members with weapons.

The number of attacks is 20-40% of the casualty count, but not exceeding 10 x (War Mastery). These will be resolved at Skill 7 and with +1 Physical and +1 Arcane damage.
Lesser Elder Spawn

* **Mastery Prerequisites:** Creation 3, Blood 3, Eldritch Lore 6
* **Research Cost:** 10 Mana, 5 Wyrdstone
* **Recruitment Cost:** 75 Mana
* **Upkeep:** None
* **Recruitment Type:** Create
* **Turns to Recruit:** 1

## Unit Statistics

* **Special Abilities:** Fearless, Unsettling, Hardy, Unfeeling, Limited Mind, Feast
* **Resistances:** -
* **Vulnerabilities:** -
Abyssal

Abyssal

* Level 1:
	+ Spell: Power Word: Pain, Lesser Depravity
	+ Unit: Tormented
* Level 2:
	+ Spell: Demonic Strength
	+ Mana +1
	+ Unit: Demonic Grunt Spearmen
* Level 3:
	+ Spell: Hellfire, Depravity
	+ Unit: Demonic Grunt Macemen
	+ Mana +2
* Level 4:
	+ Unit: Demonic Grunt Crossbowmen
	+ Mana: +3
* Level 5:
	+ Spell: Terrible Visage, Greater Depravity
	+ Mana: +4
* Level 6:
	+ Unit: Demonic Grunt Swordsmen
	+ Mana: +6
* Level 7:
	+ Mana: +9
* Level 8:
	+ Unit: Demonic Grunt Greatswordsmen
	+ Mana: +10
* Level 9:
	+ Mana: +12
* Level 10:
	+ Mana: +15

## Research Projects

		- Lesser Plague Demons (w/ Pestilence 2, Demonic Summoning)
		- Imps (w/ Demonic Summoning)
		- Hellhounds (w/ Beasts 1)
		- Soulgorger Vultures (w/ Beasts 1, Death 1, Demonic Summoning, Aviarium)
	+ Spellcraft:
		- Demonic Summoning (Summoning 1, Demonic Lore 4, Must not have: Celestial, Demon, Faerie, Undead)
		- Demonic Symbiote (w/ Biomancy)
		- Barbed Horrors (w/ Metal 1, Demonic Summoning, Demonic Lore 4)
		- Demonic Siege Beasts (w/ War 3, Demonic Summoning)
		- Succubi Neolates (w/ Enchantment 1, Demonic Summoning)
		- Incubi Neolates (w/ Darkness 1, Demonic Summoning)
		- Greater Imps (w/ Arcane 3, Demonic Summoning, Imps)
		- Succubi Mutilators (w/ Blood 1, Demonic Summoning, Succubi Neolates)
		- Incubi Nightreavers (w/ Darkness 3, Demonic Summoning, Incubi Neolates)
		- Succubi Matrons (w/ Enchantment 3, Divination 1, Demonic Summoning, Succubi Neolates)
		- Greater Plague Demons (w/ Pestilence 5, Demonic Summoning)
Barkskin

**Mastery Prerequisites:** Life 1

**Research Cost:** none (this spell becomes available automatically upon reaching the requisite mastery level)

**Rarity:** Common

**Casting Cost:** 5 Mana

**Target/Type:** Unit

Can only target Living, Non-Plant units.

Grants Toughness: +2; Special Ability: Hardy.

Gain Tag: Plant

## Notes

* Casting this spell contributes 5 points of Mastery Progress to Life Mastery. Multiple castings in the same turn do not result in additional Mastery Progress bonuses.
* Every unit under the effect of this spell that the player controls will contribute 0.04 points of Mastery Progress to Life Mastery per turn.
Greater Earth Elementals

* **Prerequisites:** Earth 8, Elemental Summoning, Elemental Lore 3, Earth Elementals
* **Research Cost:** 2000 Gold, 25 Mana
* **Recruitment Cost:** 80 Mana
* **Upkeep:** 5 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 4

## Unit Statistics

* **Special Abilities:** Hardy, Sappers, Linebreaker, Set Defense, Regeneration, Implicit Shield
* **Resistances:** Fire 4, Cold 4, Lightning 4
* **Vulnerabilities:** Fire 0, Cold 0, Lightning 0
Fire Elementals

* **Prerequisites:** Fire 5, Elemental Summoning, Lesser Fire Elementals
* **Research Cost:** 800 Gold, 10 Mana
* **Recruitment Cost:** 40 Mana
* **Upkeep:** 4 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 4

## Unit Statistics

* **Special Abilities:** Anti-Cavalry, Sappers, Unsettling
* **Resistances:** Physical 1, Fire 4
* **Vulnerabilities:** Physical 0, Fire 0

## Unit Attacks

 Damage
 Reach
 Cooldown
 Special
Empowered Furnaces

**Mastery Prerequisites:** Fire 2

**Research Cost:** none (this spell becomes available automatically upon reaching the requisite mastery level)

**Rarity:** Common

**Casting Cost:** 20 Mana

**Target/Type:** Site

Settlement Target: +2 Industry. Any Target: -50% Recruitment Time (Armored Units).

## Notes

* Casting this spell contributes 10 points of Mastery Progress to Fire Mastery. Multiple castings in the same turn do not result in additional Mastery Progress bonuses.
Greater Spellfire Phoenixes

* **Mastery Prerequisites:** (Phoenix Summoning, Light 2, Fire 5) and (Arcane 5, Elemental Lore 3, Spellfire Phoenixes or Arcane 8, Elemental Lore 5)
* **Research Cost:** 1,250 Gold, 60 Mana
* **Recruitment Cost:** 225 Mana
* **Upkeep:** 18 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 5

## Unit Statistics

* **Special Abilities:** Flight, Phoenix Rebirth, Hardy, Immune to Terror, Monster, Inspiring, Linebreaker
* **Resistances:** Fire 5, Arcane 4, Radiant 2
* **Vulnerabilities:** Fire 0, Arcane 0, Radiant 0

## Notes

* Tags: Fire, Flying, Elemental, Avian, Magic
Archaean Wings

**Mastery Prerequisites:** Air 6

**Research Cost:** none (this spell becomes available automatically upon reaching the requisite mastery level)

**Rarity:** Common

**Casting Cost:** 25 Mana

**Target/Type:** Unit. Can also be used during battles.

**Duration:** 12 Turns

**Battle Duration:** 6 Turns

Grants Special Ability: Flight.

## Notes

* Casting this spell contributes 12.5 points of Mastery Progress to Air Mastery and 6.25 points to Creation Mastery. Multiple castings in the same turn do not result in additional Mastery Progress bonuses.
Fomorian Degenerates

* **Mastery Prerequisites:** Fomorian Sorcery and (Beasts 1 or Blood 1 or Binding 2)
* **Research Cost:** 100 Gold, 5 Mana
* **Recruitment Cost:** 20 Mana
* **Upkeep:** 1 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 2

## Unit Statistics

* **Special Abilities:** Hardy, Ambush, Feast, Stupid
* **Resistances:** -
* **Vulnerabilities:** -

## Unit Attacks

 Damage
 Reach
 Damage vs. Low Armor
Hex Condition

Hex conditions are modifications of map tiles. Most of them change resource output and random event chances. They can spread from Mana Nodes, by spellcasting or divine requests. A hex can be marked up to 3 times with exclusively 1 of these:

* Darkened
* Hallowed
* Blighted
* Sanctuary
* Primal
* Demon-Tainted
* Enchanted
Drain Soul

**Mastery Prerequisites:** Darkness 1

**Research Cost:** none (this spell becomes available automatically upon reaching the requisite mastery level)

**Rarity:** Common

**Casting Cost:** 8 Mana

**Target/Type:** Battle

Deals 12 Dark damage to up to 8 targets in the target unit. Can only target living units. The caster gains 1 Soul per kill.
Intermediate Battle Siphoning

**Prerequisites**: Arcane 4, Binding 3, War 2, Summoning 1, Lesser Battle Siphoning

**Research Cost:** 1,000 Gold, 150 Mana

Gain 33% of the base mana cost for summoned or bound units after a won battle

## Notes

* The base mana cost is calculated using only the **opposing** summoned or bound units, not your own.
Durability

**Mastery Prerequisites:** Artifice 1

**Research Cost:** none (this spell becomes available automatically upon reaching the requisite mastery level)

**Rarity:** Common

**Casting Cost:** 5 Mana

**Target/Type:** Unit

Reduces the Gold upkeep of a recruited or constructed unit by 25% for 10 turns.

## Notes

* Casting this spell contributes 5 points of Mastery Progress to Artifice Mastery. Multiple castings in the same turn do not result in additional Mastery Progress bonuses.
Bazaar

**Prerequisites:** none

**Expansion Slot:** Green

**Cost:** 1,000 Gold

**Construction Time:** 12 Turns

Improves market prices by 2.5%. Has a 5% chance per non-recovering Mercantile Follower at the Tower to generate (Follower level + 1d10)\*25 gold, and an additional +1 XP for the Follower.

+1 XP per turn to non-recovering Followers of Level 5 or less with the Mercantile type.

Maximum 1 per Tower.
Arcane Apocalypse

**Mastery Prerequisites:** Destruction 8

**Research Cost:** none (this spell becomes available automatically upon reaching the requisite mastery level)

**Rarity:** Common

**Casting Cost:** 100 Mana

**Target/Type:** Site.

**Cooldown:** 40 Turns

Destroys a mana node and any armies in the hex. The terrain is changed to Rocky Badlands.
Death

## Death

* Level 1:
	+ Spell: Curse of Rot
	+ Unit: Lesser Nether Shades
* Level 2:
	+ Spell: Rest in Peace
	+ Mechanic: Golem Material: Bone (w/ Artifice 1)
	+ Unit Option: Lesser Mark of Death
	+ Mana: +1
		- Reaper's Due
		- Spectral Anchor
	+ Mechanic: Transmute Ectoplasm to Mana
	+ Unit: Nether Shades
	+ Mana: +2
		- Healer's Bane
		- Doom
	+ Unit: Lesser Nyxian Valkyries
	+ Mana: +3
* Level 5:
	+ Spell: Entropic Blast
	+ Unit: Spirit Host
	+ Unit Option: Mark of Death
	+ Mana: +5
* Level 6:
	+ Spell: Anguish of the Fallen
	+ Unit: Nyxian Valkyries
	+ Mana: +8
* Level 7:
	+ Spell: Funeral Pyre
	+ Mana: +11
* Level 8:
	+ Spell: Power Word: Doom
	+ Mana: +15
* Level 9:
	+ Spell: Power Word: Death
	+ Unit Option: Greater Mark of Death
	+ Mana: +18
* Level 10:
	+ Unit: Greater Nyxian Valkyries
	+ Mana: +20

## Research Projects

		- Spirit Hounds (w/ Beasts 1, Spirit Summoning)
		- Banshees (w/ Necromancy 2, Arcane 1)
		- Soulgorger Vultures (w/ Abyssal 1, Beasts 1, Demonic Summoning, Aviarium)
	+ Spellcraft
		- Spirit Summoning (w/ Summoning 1)
		- Greater Banshees (w/ Necromancy 5, Arcane 1, Darkness 2)
		- Phantasmal Horrors (w/ Illusion 5, Darkness 1)
		- Purge Infection (w/ Light 2 OR w/ Arcane 3, Enchantment 3)
	+ Units:
		- Soulgorger Vultures (w/ Air 3, Demonic Summoning, Aviarium)
		- Mummies (w/ Necromancy 4, Darkness 2)
Arcane

Arcane

* Level 1:
	+ Spell: Read Magic
	+ Unit: Wisp
* Level 2:
	+ Spell: Blur
	+ Mana +1
* Level 3:
	+ Spell: Magic Missiles, Arcane Conduit
	+ Mechanics:
		- +1 Spell Research
		- Golem Breath: Arcane (with Artifice 5)
		- Golem Artillery: Arcane (with Artifice 7)
	+ Unit Options: Lesser Mark of Sorcery
	+ Mana +2
* Level 4:
	+ Spell: Dispel Magic
	+ Mana: +3
* Level 5:
	+ Spell: Greater Magic Missiles
	+ Mechanics:
		- Golem Beam: Arcane (with Artifice 9)
	+ Mana: +4
	+ Unit Options: Mark of Sorcery
* Level 6:
	+ Mana: +6
* Level 7:
	+ Spell: Battle Gate
	+ Mechanic: +2 Spell Research
	+ Mana: +8
* Level 8:
	+ Mechanic: Golem Power Source: Will (with Artifice 1)
	+ Mana: +10
	+ Unit Options: Greater Mark of Sorcery
* Level 9:
	+ Mana: +12
* Level 10:
	+ Mana: +15

## Research Projects

		- Banshees (w/ Necromancy 2, Death 1)
		- Greater Banshees (w/ Necromancy 5, Death 2, Darkness 2)
		- Dream Leeches (w/ Illusion 2, Blood 1, Eldritch Lore 2)
	+ Items:
		- Orb of Channeling (w/ Divination 1, Channeling OR w/ Enchantment 1, Farsight)
	+ Spellcraft
		- Arcane Machinery (w/ Artifice 5)
		- Minor Battle Siphoning (w/ Binding 1)
		- Arcane Trinkets (w/ Artifice 1, Enchantment 2)
		- Pixies (w/ Air 1, Faerie Binding)
		- Skeleton Mages (w/ Necromancy 4)
		- Arcanosaurian Hatchlings (w/ Beasts 2)
		- Lesser Spellfire Phoenixes (w/ Phoenix Summoning)
	+ Spellcraft:
		- Lesser Battle Siphoning (w/ Binding 2, War 1, Minor Battle Siphoning)
		- Purge Infection (w/ Death 3, Enchantment 3)
		- Arcane Symbiote (w/ Biomancy)
	+ Units:
		- Raise Liches (w/ Necromancy 6, Frost 3 OR w/ Necromancy 6, Darkness 3)
		- Greater Imps (w/ Abyssal 4, Demonic Summoning, Imps)
		- Arcanosaurians (w/ Beasts 3, Arcanosaurian Hatchlings)
		- Lesser Spellfire Phoenixes (w/ Fire 2, Summoning 1, Elemental Lore 1)
	+ Items:
		- Orb of Channeling (w/ Divination 3, Enchantment 3)
		- Intermediate Battle Siphoning (w/ Binding 3, Summoning 1, War 2, Lesser Battle Siphoning)
		- Spellfire Phoenixes (w/ Fire 3, Light 1, Phoenix Summoning, Elemental Lore 2, Lesser Spellfire Phoenixes OR w/ Light 1, Phoenix Summoning, Elemental Lore 2, Phoenixes)
		- Liches (w/ Necromancy 6)
		- Eldritch Brachyurans (w/ Darkness 8, Blood 3, Eldritch Lore 8)
	+ Spellcraft:
		- Greater Battle Siphoning (w/ Binding 4, Summoning 2, War 3, Intermediate Battle Siphoning)
		- Greater Spellfire Phoenixes (w/ Fire 5, Light 2, Phoenix Summoning, Elemental Lore 3, Spellfire Phoenixes OR w/ Fire 5, Light 2, Phoenix Summoning, Elemental Lore 5)
	+ Spellcraft:
		- Supreme Battle Siphoning (w/ Binding 6, Summoning 5, War 5, Greater Battle Siphoning)
Giant Spiders

* **Mastery Prerequisites:** Beasts 3
* **Research Cost:** none
* **Recruitment Cost:** 60 Mana
* **Upkeep:** 20 Food, 4 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 5

## Unit Statistics

* **Special Abilities:** Beasts, Poisoned Attacks, Pathfinders, Hardy, Ambush, Hunt Food
* **Resistances:** -
* **Vulnerabilities:** -

## Unit Attacks

 Damage
 Reach
 Armor Pen.
 Specials
Armored Zombies

* **Prerequisites:** Necromancy 1, Barracks
* **Research Cost:** 50 Gold, 2 Mana
* **Recruitment Cost:** 9 Mana
* **Upkeep:** 1 Mana
* **Recruitment Type:** Raise
* **Turns to Recruit:** 1

## Unit Statistics

* **Special Abilities:** Fearless, Vulnerable: Slashing, Mindless, Unfeeling, No Replenishment
* **Resistances:** -
* **Vulnerabilities:** -

## Unit Attacks

 Damage
 Add. Damage
 Reach
 Specials
 Damage vs. Low Armor
Baleful Strength

**Mastery Prerequisites:** Darkness 1

**Research Cost:** none (this spell becomes available automatically upon reaching the requisite mastery level)

**Rarity:** Common

**Casting Cost:** 5 Mana

**Target/Type:** Unit. Can also be used during battles.

**Battle Duration:** 2 Turns

Melee Skill: +1

Melee Damage: +2

Shock: +1

Toughness: -1

Discipline: -1

## Notes

* Casting this spell contributes 5 points of Mastery Progress to Darkness Mastery. Multiple castings in the same turn do not result in additional Mastery Progress bonuses.
Ghouls

* **Prerequisites:** Necromancy 3
* **Research Cost:** none
* **Recruitment Cost:** 32 Mana
* **Upkeep:** 3 Mana
* **Recruitment Type:** Raise
* **Turns to Recruit:** 4

## Unit Statistics

* **Special Abilities:** Feast, Ambush, Leap, Limited Mind
* **Resistances:**
* **Vulnerabilities:**

## Unit Attacks

 Damage
 Add. Damage
 Reach
 Specials
 Damage vs. Low Armor
Giant Crabs

* **Mastery Prerequisites:** (Beasts 3) and (Water 3 or Underground Waterways)
* **Research Cost:** 1,000 Gold, 10 Mana
* **Recruitment Cost:** 120 Mana
* **Upkeep:** 2 Food
* **Recruitment Type:** Bound
* **Turns to Recruit:** 2

## Unit Statistics

* **Special Abilities:** Beasts, Forage Food, Hunt Food, Aquatic, Ambush, Implicit Shield
* **Resistances:** -
* **Vulnerabilities:** -

## Unit Attacks

 Damage
 Reach
 Armor Penetration
 Break Defense
 Specials
Chaos Bolt

**Mastery Prerequisites:** Chaos 1

**Research Cost:** none (this spell becomes available automatically upon reaching the requisite mastery level)

**Rarity:** Common

**Casting Cost:** 6 Mana

**Target/Type:** Battle

Inflicts 2 x (2 to 8) hits for 4 to 9 damage of two different types randomly chosen from: Arcane, Cold, Corrosive, Dark, Fire, Lightning, Radiant, and Physical.
Gift of Undeath

**Mastery Prerequisites:** Necromancy 2

**Research Cost:** none (this spell becomes available automatically upon reaching the requisite mastery level)

**Rarity:** Common

**Casting Cost:** 5 Mana

**Target/Type:** Character

Transforms a character into an Undead. Can only target living characters. 5% chance of killing the target instead.

## Notes

* Casting this spell contributes 5 points of Mastery Progress to Necromancy Mastery. Multiple castings in the same turn do not result in additional Mastery Progress bonuses.
* Undead Followers are mostly immune to the effects of poison, disease, mind control, pain, and fatigue. They are vulnerable to divine and radiant magic, and can potentially be enslaved by a powerful necromancer.
* If you Wizard Race is Undead, then undead Followers get -90% upkeep cost and sometimes (due to a bug) get negative income (which earns you gold).
* Celestial Characters cannot be targeted.
* Transformed Characters will retain their culture and religion. They will also suffer -1 to all worker skills, so do not convert your trainers.
* Some Character traits like Humble, Greedy and Just are lost. Not all personality traits though (probably an oversight)
* Some Followers (Culture related?) retain their free will and personality.
Dispel Magic

**Mastery Prerequisites:** Arcane 4

**Research Cost:** none (this spell becomes available automatically upon reaching the requisite mastery level)

**Rarity:** Common

**Casting Cost:** 5 Mana

**Target/Type:** Multiple. Can also be used during battles.

Dispels all dispellable magical effects on the target. Friendly targets will not have positive effects dispelled, if non-positive ones are present. Non-friendly targets will not have negative effects dispelled, if non-negative ones are present.
Acid Elementals

* **Prerequisites:** Destruction 2, Water 5, Elemental Summoning, Lesser Acid Elementals
* **Research Cost:** 800 Gold, 10 Mana
* **Recruitment Cost:** 40 Mana
* **Upkeep:** 4 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 5

## Unit Statistics

* **Special Abilities:** Close Quarters Fighting, Anti-Cavalry, Monster Slayers
* **Resistances:** Corrosive 4, Lightning 2
* **Vulnerabilities:** Corrosive 0, Lightning 0

## Notes

* Tags: Water, Acid, Elemental, Non Living
Mark of Death

**Mastery Prerequisites:** Death 5

**Research Cost:** none (this unit option becomes available automatically upon reaching the requisite mastery level)

**Cost to Apply:** 1,000 Gold, 50 Bone, 20 Chitin, 5 Necrotite

Toughness: +1

Courage: +1

Dark Resistance: +1

Radiant Resistance: +1

Arcane Resistance: +1

Special Ability: Hardy, Fearless

Gain Tags: Death
Blood

## Blood

Blood

* Level 1:
	+ Spell: Blood Sacrifice
	+ Mechanic:
		- Golem Power Source: Blood (with Artifice 1)
	+ Unit: Blood Beasts
	+ Mana: +1
* Level 2:
	+ Spell: Berserk Rage
	+ Mechanic:
		- +1 Spell Research
	+ Mana +1
* Level 3:
	+ Mana +2
* Level 4:
	+ Spell: Life Leech
	+ Mana: +2
		- +2 Spell Research
	+ Mana: +3
* Level 6:
	+ Mana: +3
* Level 7:
	+ Mana: +4
* Level 8:
	+ Mana: +5
* Level 9:
	+ Mana: +6
	+ Mechanic:
		- +3 Spell Research
* Level 10:
	+ Mana: +8

## Research Projects

		- Fomorian Degenerates (w/ Fomorian Sorcery)
		- Ravenous Zombies (w/ Necromancy 1)
		- Succubi Mutilators (w/ Abyssal 4, Demonic Summoning, Succubi Neolates)
		- Lesser Vampires (w/ Necromancy 4)
		- Uhlebeasts (w/ Darkness 5)
		- Vile Symbiote (w/ Darkness 3, Biomancy)
	+ Units:
		- Lesser Elder Spawn (w/ Creation 3, Eldritch Lore 6)
		- Eldritch Symbiote (w/ Transmutation 3, Biomancy, Eldritch Lore 3)
	+ Units:
		- Vampires (w/ Necromancy 5)
		- Elder Vampires (w/ Necromancy 8, Binding 5, Darkness 4)
		- Fleshflects (w/ Darkness 2, Transmutation 2, Eldritch Lore 4)
		- Eldritch Gorgonoids (w/ Darkness 7, Beasts 6, Eldritch Lore 8)
Draugar

* **Prerequisites:** Necromancy 3, War 4, Ancient History 1
* **Research Cost:** 2500 Gold, 65 Mana
* **Recruitment Cost:** 75 Mana
* **Upkeep:** 3 Mana
* **Recruitment Type:** Raise
* **Turns to Recruit:** 5

## Unit Statistics

* **Special Abilities:** Hardy, Noxious, Limited Mind, No Replenishment
* **Resistances:** Cold 2, Arcane 1, Dark 2
* **Vulnerabilities:** Cold 0, Arcane 0, Dark 0

## Unit Attacks

 Damage
 Reach
 Damage vs. Low Armor
Deity

Deities are randomly generated each game. In addition to deities, there are 6 cults, that are the same each game. By offering resources (Quests and Objectives (Crown) > Worship > Add offering), worshiping (by followers), building shrines and raiding certain dungeons (deities only), you gain favor for a specific deity or cult. Requesting a boon will reduce your favor by 1-10 if refused and by a percentage[1] of your remaining favor if successful. A good threshold for boons is between 60-75 favor, which results in ~33%. Requesting hex conditions subtracts 10 or 25, 50, 100 flat, independent of remaining favor. The amount of favor for resources depends on their (original?)[1] market value modified with the deities preferences if any.

What does deity power do?[1]

Note that boons granted to characters are permanent, while they are not for units (16 turns) and settlements (16 turns). Hex conditions are also permanent. Also note, that chances for which boon you get are not equal.[1]

Note that many boons have duplicated in their pools. Maybe that makes them more likely to be chosen?

##### Removing hex conditions

* Lvl 3->2 (100 favor)
* Lvl 2->1 (50 favor)
* Lvl 1->0 (25 favor)

##### Adding hex conditions

* Lvl 0->1 (10 favor)
* Lvl 1->2 (50 favor)
* Lvl 2->3 (100 favor)

#### Possible Boons

* Character: Gain Skill
* Character: Remove Skill
* City: Increase [Attribute]
* City: Reduce [Attribute]
* Site\*: Increase [Attribute]
* Site\*: Reduce [Attribute]
* City: +2 [Attribute]
* Damage Unit
* Heal Unit
* [Tag] Unit: +1 [Attribute or trait] [+sometimes several more. Rarely +2]
* [Tag] Unit: +1 [type] Damage

\*It is unclear why you can cast for example reduce unrest on sites, that do not have that attribute.

Settlement attributes are always changed by 2 (20 for unrest and squalor) for 16 turns. Unit attributes by 1 for 16 turns.

---[1]: Clarification needed
Greater Battle Siphoning

**Prerequisites**: Arcane 6, Binding 4, War 3, Summoning 2, Intermediate Battle Siphoning

**Research Cost:** 2,500 Gold, 250 Mana

Gain 50% of the base mana cost for summoned or bound units after a won battle

## Notes

* The base mana cost is calculated using only the **opposing** summoned or bound units, not your own.
Bad Moon

**Mastery Prerequisites:** Darkness 4

**Research Cost:** none (this spell becomes available automatically upon reaching the requisite mastery level)

**Rarity:** Common

**Casting Cost:** 10 Mana

**Target/Type:** Province

**Duration:** 4 Turns

Doubles the chance of negative random events occurring in the affected province, and if one occurs, you gain 25 Mana

## Notes

* Casting this spell contributes 5 points of Mastery Progress to Darkness Mastery. Multiple castings in the same turn do not result in additional Mastery Progress bonuses.
* This spell cannot be stacked on a single province. The duration must expire before it may be reapplied.
Greater Mark of Nature

**Mastery Prerequisites:** Life 9

**Research Cost:** none (this unit option becomes available automatically upon reaching the requisite mastery level)

**Cost to Apply:** 500 Food, 250 Furs, 50 Herbs, 50 Bone, 15 Wyrdstone

Melee Damage: +1 (Physical)

Melee Shock: +1

Toughness: +1

Discipline: -1

Disease Resistance: +3

Poison Resistance: +3

Corrosive Resistance: +3

Special Ability: Pathfinders, Regeneration

Gain Tag: Life
Anguish of the Fallen

**Mastery Prerequisites:** Death 6

**Research Cost:** none (this spell becomes available automatically upon reaching the requisite mastery level)

**Rarity:** Common

**Casting Cost:** 11 Mana

**Target/Type:** Battle

Can only be cast once at least 20 living individuals have been slain during the battle. Target unit suffers a number of hits equal to 50%-100% of the number of slain living individuals. If there are more than 20 individuals in the target unit, the number of hits cannot exceed this. Hits deal 9 Dark damage, if there are more casualties on the opposing side to the target unit; 6 Dark damage otherwise.
Imps

* **Prerequisites:** Abyssal 1, Demonic Summoning
* **Research Cost:** 250 Gold, 2 Mana
* **Recruitment Cost:** 50 Mana
* **Upkeep:** 1 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 2

## Unit Statistics

* **Special Abilities:** Ambush, Hinder Opponent, Skirmish
* **Resistances:** Fire 2
* **Vulnerabilities:** Fire 0

## Unit Attacks

 Damage
 Add. Dam
 Reach
 Cooldown

## Notes

* Tags: Demon, Fire, Non Living, Extra Planar
Lesser Nyxian Valkyries

* **Mastery Prerequisites:** Death 4
* **Research Cost:** none
* **Recruitment Cost:** 1500 Gold, 25 Mana
* **Upkeep:** 50 Gold, 8 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 8

## Unit Statistics

* **Special Abilities:** Limited Flight, Relentless Pursuit
* **Resistances:**
* **Vulnerabilities:**

## Unit Attacks

 Damage
 Add. Damage
 Reach
 Armor Pen.
 Specials

## Notes

* Tags: Flying, Humanoid, Extra Planar, Death
Fetid Zombies

* **Prerequisites:** Necromancy 1, Pestilence 1
* **Research Cost:** 50 Gold, 2 Mana
* **Recruitment Cost:** 6 Mana
* **Upkeep:** 1 Mana
* **Recruitment Type:** Raise
* **Turns to Recruit:** 1

## Unit Statistics

* **Special Abilities:** Fearless, Vulnerable: Slashing, Mindless, Unfeeling, Noxious, No Replenishment
* **Resistances:** -
* **Vulnerabilities:** -

## Unit Attacks

 Damage
 Add. Damage
 Reach
 Specials
 Damage vs. Low Armor

## Notes

* Tags: Zombie, Undead, Non Living, Pestilence
Iron Skin

**Mastery Prerequisites:** Metal 4

**Research Cost:** none (this spell becomes available automatically upon reaching the requisite mastery level)

**Rarity:** Common

**Casting Cost:** 5 Mana

**Target/Type:** Unit. Can also be used during battle.

Cannot target Air or Spectral units.

Armor: +2

Lightning Vulnerability: +2

Special Ability: Hardy

Gain Tag: Metal

## Notes

* Casting this spell contributes 5 points of Mastery Progress to Metal Mastery. Multiple castings in the same turn do not result in additional Mastery Progress bonuses.
Demonic Grunt Swordsmen

* **Mastery Prerequisites:** Abyssal 6
* **Research Cost:** none
* **Recruitment Cost:** 70 Mana
* **Upkeep:** 6 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 2

## Unit Statistics

* **Special Abilities:** Hardy, Frenzy
* **Resistances:**
* **Vulnerabilities:**

## Unit Attacks

 Damage
 Reach
 Damage vs. Low Armor

## Notes

* Tags: Demon, Non Living, Limited Trainable, Extra Planar
Mark of Fire

**Mastery Prerequisites:** Fire 5

**Research Cost:** none (this unit option becomes available automatically upon reaching the requisite mastery level)

**Cost to Apply:** 1,000 Gold, 50 Coal, 30 Eternal Fire

Fire Resistance: +2

Disease Resistance: +1

Poison Resistance: +1

Melee Damage: +2 (Fire)

Special Ability: Linebreaker

Gain Tag: Fire
Greater Mark of Water

**Mastery Prerequisites:** Water 9

**Research Cost:** none (this unit option becomes available automatically upon reaching the requisite mastery level)

**Cost to Apply:** 4,100 Gold, 50 Wine, 10 Platinum, 5 Glass

Melee Skill: +1

Melee Damage: +2 (Corrosive)

Shock: +1

Toughness: +1

Fire Resistance: +3

Poison Resistance: +3

Corrosive Resistance: +3

Lightning Vulnerability: +1

Special Ability: Aquatic, Limited Regeneration

Gain Tag: Water
Angels of Hope

* **Prerequisites:** Celestial 3, Light 3, Celestial Summoning
* **Research Cost:** 200 Silver, 5 Mana
* **Recruitment Cost:** 80 Silver, 75 Mana
* **Upkeep:** 6 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 6

## Unit Statistics

* **Special Abilities:** Hardy, Limited Regeneration, Flight, Tireless, Inspiring
* **Resistances:** -
* **Vulnerabilities:** -

## Unit Attacks

 Damage
 Add. Damage
 Reach

## Notes

* Tags: Celestial, Magic, Light, Flying, Non Living, Extra Planar
Mark of Light

**Mastery Prerequisites:** Light 5

**Research Cost:** none (this unit option becomes available automatically upon reaching the requisite mastery level)

**Cost to Apply:** 1,000 Gold, 25 Platinum, 1 Oricalchum

Melee Damage: +1 Radiant

Melee Shock: +1

Courage: +1

Resistances: Radiant 2, Dark 1, Poison 1, Disease 1

Special Ability: Inspiring

Gain Tag: Light
Lesser Ghebborim

* **Prerequisites:** Summoning 3, Chaos 2, War 1, Planar Lore 2
* **Research Cost:** 400 Gold, 10 Mana
* **Recruitment Cost:** 500 Gold, 25 Mana
* **Upkeep:** 50 Gold 6 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 4

## Unit Statistics

* **Special Abilities:** Hardy, Tireless, Monster Slayers, Frenzy, Close Quarters Fighting
* **Resistances:** -
* **Vulnerabilities:** -

## Unit Attacks

 Damage
 Reach
 Armor Pen.
 Break Def.
 Damage vs. Low Armor
Hurricane

**Mastery Prerequisites:** Air 7

**Research Cost:** none (this spell becomes available automatically upon reaching the requisite mastery level)

**Rarity:** Common

**Casting Cost:** 20 Mana

**Target/Type:** Hex. Can also be used during battles.

On land: Deals damage to flying non-spectral units in the target hex and hampers movement of all units.

On water: Deals damage to all units and has a 50% chance to move armies to a random adjacent hex - aquatic and water units are unaffected.

In combat: deals 4 physical damage to all unengaged flying units, and makes flight impossible for 10 seconds.

## Notes

* Casting this spell contributes 10 points of Mastery Progress to Air Mastery and 5 points to Chaos Mastery. Multiple castings in the same turn do not result in additional Mastery Progress bonuses.
Greater Planar Seal

**Mastery Prerequisites:** Warding 10

**Research Cost:** none (this spell becomes available automatically upon reaching the requisite mastery level)

**Rarity:** Common

**Casting Cost:** 50 Mana

**Target/Type:** World

**Cooldown:** 20 Turns

**Duration:** 4 Turns

No summoning of extra-planar units is possible for 4 turns.
Barracks (Expansion)

**Prerequisites:** none

**Expansion Slot:** Red

**Cost:** 500 Gold

**Construction Time:** 12 Turns

+1 active recruitment capacity. Allows recruitment of better troops.

Enables appointing one unit to Personal Guard, giving it +2 Courage, +2 Discipline, +1 Toughness, and +1 Melee Skill.

Maximum 1 per Tower.
Angels of War

* **Prerequisites:** Celestial 4, War 3, Celestial Summoning
* **Research Cost:** 150 Silver, 10 Mana
* **Recruitment Cost:** 120 Copper, 75 Mana, 40 Iron
* **Upkeep:** 6 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 7

## Unit Statistics

* **Special Abilities:** Hardy, Tireless, Flight, Shield Wall, Implicit Shield, Linebreaker, Set Defense
* **Resistances:** -
* **Vulnerabilities:** -

## Notes

* Tags: Celestial, Magic, Flying, Non Living, Extra Planar
Celestial Choir

**Mastery Prerequisites:** Celestial 3

**Research Cost:** none (this spell becomes available automatically upon reaching the requisite mastery level)

**Rarity:** Common

**Casting Cost:** 11 Mana

**Target/Type:** Faction (Self)

**Cooldown:** 12 Turns

Reduce the cost to recruit or summon Celestial units by 25% for 4 turns.
Beasts

Beasts

* Level 1:
	+ Spell: Enrage Wildlife
	+ Unit: Dire Wolves
	+ Mechanics:
		- Golem Shape: Quadruped (with Artifice 3)
* Level 2:
	+ Spell: Feral Strength
	+ Unit: Giant Lizards
	+ Mechanics:
		- Golem Shape: Centauroid (with Artifice 5)
	+ Mana +1
* Level 3:
	+ Spell: Stampede
	+ Unit: Giant Spiders, Giant Snakes
	+ Mana +2
* Level 4:
	+ Unit: Giant Worms
	+ Mana: +3
* Level 5:
	+ Spell: Predators Prize
	+ Unit: Uhlebeasts
	+ Mana: +4
* Level 6:
	+ Unit: Gargantuan Spiders
	+ Mana: +6
* Level 7:
	+ Unit: Dire Lions
	+ Mana: +8
* Level 8:
	+ Unit: Giant Scorpions
	+ Mana: +10
* Level 9:
	+ Mana: +12
* Level 10:
	+ Mana: +15

## Research Projects

		- Giant Eagles (w/ Aviarium)
		- Zombie Critters (w/ Necromancy 2)
		- Frost Wolves (w/ Frost 1)
		- Spirit Hounds (w/ Death 1, Spirit Summoning OR w/ Necromancy 2)
		- Hellhounds (w/ Abyssal 1)
		- Soulgorger Vultures (w/ Abyssal 1, Death 1, Demonic Summoning, Aviarium)
		- Lesser Phoenixes (w/ Fire 2, Summoning 1, Elemental Lore 1)
		- Lesser Shadowflame Phoenixes (w/ Fire 2, Darkness 2, Summoning 1, Elemental Lore 1)
		- Fomorian Degenerates (w/ Fomorian Sorcery)
		- Hopefire Rune Wolves (w/ Rune 1, Alignment: Good)
		- Ravenous Symbiote (w/ Biomancy)
		- Fae Binding of Beasts (w/ Binding 1, Fae Lore 2)
	+ Units:
		- Zombie Beasts (w/ Necromancy 2)
		- Lesser Phoenixes (w/ Fire 3, Air 1, Elemental Lore 1)
		- Lesser Shadowflame Phoenixes (w/ Fire 3, Darkness 3, Air 1, Elemental Lore 1)
		- Feral Trolls (w/ Chaos 5, Life 2, Binding 2)
		- Arcanosaurian Hatchlings (w/ Arcane 2)
	+ Spellcraft:
		- Phoenix Summoning (w/ Summoning 2, Fire 2, Elemental Lore 4)
		- Symbiote Grafting (w/ Blood 4, Life 2, Transmutation 1, Biomancy)
		- Giant Crabs (w/ Water 3 OR w/ Underground Waterways)
		- Draugar Berserkers (w/ Necromancy 4, War 2, Ancient History 1)
		- Magmagors (w/ Metal 2, Fire 3, Darkness 2, Elemental Lore 2)
		- Arcanosaurians (w/ Arcane 3, Arcanosaurian Hatchlings)
		- Hopefire Rune Wolves (w/ Rune 2, Light 2)
		- Giant Frogs (w/ Water 2)
	+ Spellcraft:
		- Phoenix Summoning (w/ Summoning 4, Fire 4, Elemental Lore 1)
		- Uhlebeasts (w/ Blood 2 OR w/ Darkness 2)
		- Eldritch Gorgonoids (w/ Darkness 7, Blood 5, Eldritch Lore 8)
		- Landsharks (w/ Earth 4, Water 1, Tunnel Network)
Curse of Rot

**Mastery Prerequisites:** Death 1

**Research Cost:** none (this spell becomes available automatically upon reaching the requisite mastery level)

**Rarity:** Common

**Casting Cost:** 12 Mana

**Target/Type:** Site

**Duration:** 7 Turns

Curses the target city, accelerating the decay of food, wood, and bodies in or near the city. Applies the following temporary modifiers: -2 Growth, -2 Prosperity, -2 Industry, +1 Spiritual. Also permanently increases Squalor by 5 + 10% of the existing level.

## Notes

* Casting this spell contributes 12 points of Mastery Progress to Death Mastery. Multiple castings in the same turn do not result in additional Mastery Progress bonuses.
Lesser Air Elementals

* **Prerequisites:** Air 2, Elemental Summoning
* **Research Cost:** 200 Gold, 5 Mana
* **Recruitment Cost:** 25 Mana
* **Upkeep:** 2 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 2

## Unit Statistics

**Special Abilities:** Limited Flight, Ranged Avoidance, Skirmish

**Resistances:** Physical 2

**Vulnerabilities:** Physical 0

## Unit Attacks

 Damage
 Reach
 Break Def.
 Special
Giant Frogs

* **Mastery Prerequisites:** Beasts 4, Water 2
* **Research Cost:** 25 Gold, 10 Mana
* **Recruitment Cost:** 12 Mana
* **Upkeep:** 2 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 2

## Unit Statistics

* **Special Abilities:** Beasts, Hardy, Forage Food, Hunt Food, Leap, Semi Amphibious
* **Resistances:** -
* **Vulnerabilities:** -

## Unit Attacks

 Damage
 Add. Damage
 Reach
 Specials
Giant Lizards

* **Mastery Prerequisites:** Beasts 2
* **Research Cost:** none
* **Recruitment Cost:** 24 Mana
* **Upkeep:** 1 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 3

## Unit Statistics

* **Special Abilities:** Beasts, Hardy, Forage Food, Hunt Food
* **Resistances:** -
* **Vulnerabilities:** -

## Unit Attacks

 Damage
 Reach
 Damage vs. Low Armor
Binding

Binding

		- -6% Mana upkeep for summoned and bound units
		- -9% Mana upkeep for summoned and bound units
		- -12% Mana upkeep for summoned and bound units
		- -15% Mana upkeep for summoned and bound units
		- -18% Mana upkeep for summoned and bound units
		- -21% Mana upkeep for summoned and bound units
		- -24% Mana upkeep for summoned and bound units
		- -27% Mana upkeep for summoned and bound units
		- -30% Mana upkeep for summoned and bound units

## Research Projects

		- Fae Binding of Beasts (w/ Beasts 2, Fae Lore 2)
	+ Spellcraft:
		- Faerie Binding (w/ Life 1, Fae Lore 4, Must not have: Celestial, Demon, Faerie, Undead)
		- Minor Battle Siphoning (w/ Arcane 1)
		- Feral Trolls (w/ Chaos 5, Life 2, Beasts 2)
		- Fomorian Degenerates (w/ Fomorian Sorcery)
	+ Spellcraft:
		- Lesser Battle Siphoning (w/ Arcane 2, War 1, Minor Battle Siphoning)
		- Fomorian Nobles (w/ Order 3, Ancient History 4)
	+ Spellcraft:
		- Intermediate Battle Siphoning (w/ Arcane 4, Summoning 1, War 2, Lesser Battle Siphoning)
		- Grendelkin (w/ Darkness 2, Ancient History 5)
	+ Spellcraft:
		- Greater Battle Siphoning (w/ Arcane 6, Summoning 2, War 3, Intermediate Battle Siphoning)
		- Elder Vampires (w/ Necromancy 8, Darkness 4, Blood 4)
		- Fomorian Nobles (w/ Fomorian Sorcery, Ancient History 4)
		- Supreme Battle Siphoning (w/ Arcane 8, Summoning 5, War 5, Greater Battle Siphoning)
Fool's Gold

**Mastery Prerequisites:** Illusion 2

**Research Cost:** none (this spell becomes available automatically upon reaching the requisite mastery level)

**Rarity:** Common

**Casting Cost:** 1 Mana

**Target/Type:** World

**Cooldown:** 10 Turns

Gain 250 gold per level of Illusion, Light, and/or Creation Mastery. If not spent at the end of the turn, it will vanish. Wizards with the trait Midas Touched will gain +10% and keep 50% of the unspent gold.
Giant Worms

* **Mastery Prerequisites:** Beasts 4
* **Research Cost:** none
* **Recruitment Cost:** 75 Mana
* **Upkeep:** 12 Food, 3 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 4

## Unit Statistics

* **Special Abilities:** Beasts, Hardy, Burrow, Hunt Food, Scavenge Food
* **Resistances:** -
* **Vulnerabilities:** -

## Unit Attacks

 Damage
 Add. Damage
 Reach
 Armor Pen.
 Specials
Chaos Knights

**Mastery Prerequisites:** ?[1]

**Research Cost:** ?[1]

**Recruitment Cost:** ?[1]

**Upkeep:** ?[1] Gold / Turn, ?[1] Mana / Turn.

**Recruitment Type:** ?[1]

**Turns to Recruit:** ?[1]

## Unit Statistics

* **Special Abilities:** Frenzy, Hardy, Fearless
* **Resistances:** Fire 1, Cold 1, Lightning 1, Magic 1
* **Vulnerabilities:** Fire 0, Cold 0, Lightning 0

## Unit Attacks

 Damage
 Reach
 Cooldown
 Charges
 Break Defense
 Dmg vs low Armor

## Notes

* Tags: Chaos, Knight, Humanoid

[1]: Clarification needed. How and where do you even get this unit?
Exploits

Exploits are cheese, by game design not intended strategies, that are advantageous to the player. Other than cheats, exploits do not break the rules of the game. Here are some known exploits:

o) You can start battles against armies with 0 movement. You need at least 1 movement to attacks sites. If your army would expend all its moves to reach the target site, you can split 1 faster unit off and move it after the main army. With the movement left you can start a battle and the exhausted army on the same hex joins it. Boom, 1 turn saved.

o) You can replenish troops on or adjacent to friendly settlements, fortresses and outposts. You can merge units, so that there is leftovers (and therefore you do not lose units by merging) and move the full strength units to their next operation destination, while the (strength wise) drained units replenish. Replenishment works per unit, not per site.

o) Projects become more expensive, the more you start at the same time - therefore start the expensive ones first.

o) Raise battlefield is a cheap way to raise many units fast and cheap. The upkeep can be crushing, but that would be the case as well if summoned. You can raise them anywhere on the map, where there is a battlefield. So go search provinces, where you want to attack.

o) Adding hex conditions with deities is very cheap to great effect. Build a shrine in your wizard tower soon and use it, as this shrine is generic and can offer to any deity.

o) To gather XP for followers, you can attach them to armies and jump around wherever there is a battle. That is 1-2 XP for each follower and a total of 4-8 XP per battle, no matter the size.

o) The Advisor and Wizard Apprentice can train workers while in office.

o) As undead Wizard Race you can turn Followers to undead for the cost of 15 mana and -1 to all worker skills. That makes them upkeep free.

o) You only need 1 worker with high prospecting and construction. That worker can jump around and start upgrading - S/He does not need to be present.
Lesser Light Elemental

* **Prerequisites:** Light 2, Elemental Summoning
* **Research Cost:** 200 Gold, 5 Mana
* **Recruitment Cost:** 20 Mana
* **Upkeep:** 2 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 2

## Unit Statistics

* **Special Abilities:** Semi Corporeal
* **Resistances:** Radiant 4
* **Vulnerabilities:** Radiant 0

## Unit Attacks

 Damage
 Add. Damage
 Reach
 Cooldown
 Special
Mark of Darkness

**Mastery Prerequisites:** Darkness 5

**Research Cost:** none (this unit option becomes available automatically upon reaching the requisite mastery level)

**Cost to Apply:** 1,000 Gold, 100 Coal, 50 Bone

Melee Skill: +1

Discipline: +1

Arcane Resistance: +1

Dark Resistance: +3

Radiant Vulnerability: +1

Special Abilities: Unsettling, Vampiric

Melee Damage: +2 (Dark)

Gains Tag: Dark