recursal/Fanatic-Fandom huggingface dataset:
Borrowed Sight

**Mastery Prerequisites:** Divination 3

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

**Rarity:** Common

**Casting Cost:** 10 Mana

**Target/Type:** Army

One randomly chosen unit in target army is affected by the Borrowed Sight effect for 7 turns. During this time the army containing this unit will grant you vision and exploration as if it were your own.

## Notes

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

Artifice

* Level 1:
	+ Spell: Durability
	+ Mechanics:
		- Custom Golem/Construct Creation
* Level 2:
	+ Spell: Mend Construct
	+ Mechanics:
		- Enchant items: +1 Concurrent Project without additional cost
		- Golem Shape: Quadruped (with Beast 1)
		- Golem Trait: Bulky
		- Golem Option: Polearm, Shield
* Level 4:
	+ Spell: Boost Constructs
	+ Mechanics:
		- Transmute Jewelry to Mana (with Destruction 3)
		- Golem Option: Ranged Weapon
		- Golem Shape: Centauroid (with Beast 2)
		- Golem Trait: Swift
		- Golem Option: Breath Weapon (With Fire 3, Water 3, Air 3, or Frost 3)
		- Enchant items: +2 Concurrent Project without additional cost
		- Golem Option: Massive Weapon
		- Golem Artillery Weapon (With Fire 3, Water 3, Arcana 3, or Chaos 5)
		- Golem Trait: Winged
		- Enchant items: +3 Concurrent Project without additional cost
		- Golem Beam: Arcane (with Arcana 5)
		- Golem Beam: Dark (with Darkness 5)
		- Golem Beam: Radient (with Light 5)
		- Golem Beam: Frost (with Frost 5)
		- Golem Beam: Acid (with Water 5)
		- Golem Beam: Poison (with Life 5 and Darkness 3)
		- Enchant items: +3 Concurrent Project without additional cost

## Research Projects

		- Raise Skeleton Laborers (w/ Necromancy 2)
	+ Units:
		- Lesser Scarecrows (w/ Darkness 1)
	+ Spellcraft:
		- Necrotite Forging (w/ Necromancy 2, Metal 1)
		- Mithril Forging (w/ Metal 2)
		- Arcane Trinkets (w/ Arcane 1, Enchantment 2)
		- Radiant Soldiers (w/ Light 3, War 1)
	+ Spellcraft:
		- Elemental Artifice (w/ Air 1, Earth 1, Water 1, Fire 1)
		- Infuse Air (w/ Air 3, Elemental Artifice)
		- Infuse Earth (w/ Earth 3, Elemental Artifice)
		- Infuse Water (w/ Water 3, Elemental Artifice)
		- Infuse Fire (w/ Fire 3, Elemental Artifice)
		- Rapid Reload (w/ War 1)
		- Adamantine Forging (w/ Metal 4)
		- Greater Elemental Artifice (w/ Air 3, Earth 3, Water 3, Fire 3, Elemental Artifice)
		- Infuse Oricalchum (w/ Warding 2, Greater Elemental Artifice OR w/ Warding 2, Infuse Air, Infuse Earth, Infuse Water, Infuse Fire)
		- Disassemble (w/ Destruction 3)
	+ Spellcraft:
		- Arcane Machinery (w/ Arcane 1)
Demonic Strength

**Mastery Prerequisites:** Abyssal 2

**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

Melee Damage: +1

Shock: +1

Toughness: +1

Gain Tag: Demonic Taint

## Notes

* Casting this spell contributes 25 points of Mastery Progress to Abyssal Mastery. Multiple castings in the same turn do not result in additional Mastery Progress bonuses.
Illusion

* Level 2:
	+ Spell: Fool's Gold
	+ Unit: Phantasmal Warriors

		- Majestic Glamour
		- Phantasmal Impedance
	+ Unit: Phantasmal Riders

* Level 5:
	+ Unit: Phantasmal Drakes

## Research Projects

		- Dream Leeches (w/ Arcane 1, Blood 1, Eldritch Lore 2)
		- Reality Thieves (w/ Darkness 1, Time 1, Eldritch Lore 3)
		- Phantasmal Champions (w/ Light 2 OR Order 2, Light 1 OR War 2, Light 1)
		- Phantasmal Horrors (w/ Darkness 2 OR Chaos 2, Darkness 1 OR Death 2, Darkness 1)
Necromancy

Necromancy allows the wizard to raise fallen friendly and hostile units after (manually fought!) battles at a 1:1 ratio. Only researched units can be raised - it is advised to research Zombie Beasts, so you can raise beast units as well. All humanoid units permit Skeleton Light Infantry and Zombies. Heavy Infantry also allows Skeleton Heavy Infantry and Archers allow Skeleton Archers and some even Skeleton Heavy Archers. Does the Necromancy level matter for the choice of units?[1] Exact criteria for which raises are unlocked for which units?[1]

## Necromancy

* Level 1:
	+ Spell: Swarm of Claws
	+ Mechanic: Golem Material: Bone (w/ Artifice 1)
	+ Units:
		- Skeleton Light Infantry
		- Zombies
		- Gift of Undeath
		- Fresh Meat
	+ Unit: Skeleton Archers
	+ Mana: +1
	+ Unit Options: Lesser Mark of Undeath
		- Necropotence
		- Raise Battlefield
		- Raise Hero
		- Ethereal Rack
	+ Unit: Ghouls
	+ Mana: +2
		- Nether Bolts
		- Vile Mending
	+ Unit: Skeleton Heavy Infantry
	+ Mana: +3
		- Steal Life
		- Ray of Vitrification
	+ Unit: Skeleton Armored Archers
	+ Mana: +4
	+ Unit Option: Mark of Undeath
* Level 6:
	+ Spell: Deny Death
	+ Unit: Death Knights
	+ Mana: +6
* Level 7:
	+ Mana: +8
* Level 8:
	+ Spell: Conflagration of Souls
	+ Unit: Risen Champion
	+ Mana: +10
* Level 9:
	+ Mana: +12
	+ Unit Option: Greater Mark of Undeath
* Level 10:
	+ Mana: +15

## Research Projects

		- Armored Zombies (w/ Barracks)
		- Ravenous Zombies (w/ Blood 1)
		- Fetid Zombies (w/ Pestilence 1)
		- Zombie Stalkers (w/ Shadow 2 OR w/ Darkness 2)
		- Skeleton Light Cavalry (w/ Stables)
		- Raise Skeleton Laborers (w/ Enchantment 1 OR w/ Artifice 1)
	+ Units:
		- Spirit Hounds (w/ Beasts 1)
		- Zombie Critters (w/ Beasts 1)
		- Zombie Beasts (w/ Beasts 2)
		- Banshees (w/ Arcane 1, Death 1)
	+ Spellcraft:
		- Necrotite Forging (w/ Metal 1, Artifice 1)
		- Raise Skeleton Laborers
	+ Units:
		- Draugar (w/ War 4, Ancient History 1)
		- Skeleton Heavy Cavalry (w/ Skeleton Light Cavalry, Stables)
		- Lesser Vampires (w/ Blood 2)
		- Mummies (w/ Death 3, Darkness 2)
		- Skeleton Mages (w/ Arcane 2)
		- Draugar Berserkers (w/ Beasts 3, War 2, Ancient History 1 OR Chaos 3, War 2, Ancient History 1)
		- Vampires (w/ Blood 4)
		- Greater Banshees (w/ Arcane 1, Death 2, Darkness 2)
		- Mounted Death Knights (w/ Stables)
		- Liches (w/ Arcane 3, Frost 3 OR w/ Arcane 3, Darkness 3 OR w/ Arcane 6)
		- Vampires (w/ Darkness 5)
		- Elder Vampires (w/ Darkness 6)

[1]: Clarification needed
Demonic Siege Beasts

* **Mastery Prerequisites:** Abyssal 3, War 3, Demonic Summoning
* **Research Cost:** 1250 Gold, 10 Mana
* **Recruitment Cost:** 75 Mana
* **Upkeep:** 5 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 3

## Unit Statistics

* **Special Abilities:** Sappers, Tireless, Linebreaker, Monster, Hardy, Limited Mind
* **Resistances:** -
* **Vulnerabilities:** -

## Notes

* Tags: Demon, Beast, Non Living, Extra Planar
Darkened

Darkened is an hex condition, that can be spread by a Mana Node (Shadow, Evil) and divine request. All hex conditions are exclusive to each other.

Blight will increase the chance of Marauders (Generic, Undead, Monsters). Unit table for armies spawned shifts towards *Lesser-, Regular-, Greater Void Elementals, Fomorian-Degenerates, -Brutes, -Nobles, -Elders* and *Grendelkin*. Also reduces resource production of sites on that tile (but not Settlements?[1]) but also increase production of special resources according to production site:

Blight 'protects' against certain spells.[1] New dungeons (Spirits, Undead) might spawn (very low chance). Reduces the chance of planar portal (Celestial) on this hex.

[1]: Clarification needed
Mark of Shadows

**Mastery Prerequisites:** Shadow 5

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

**Cost to Apply:** 1,000 Gold, 50 Obsidian, 50 Coal

Movement: +1

Melee Skill: +2

Dark Resistance: +2

Arcane Resistance: +2

Special Ability: Ambush, Ranged Avoidance

Gain Tag: Shadow
Lesser Valkyries

* **Mastery Prerequisites:** War 3
* **Research Cost:** none
* **Recruitment Cost:** 1500 Gold, 30 Mana
* **Upkeep:** 50 Gold, 8 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 7

## Unit Statistics

* **Special Abilities:** Limited Flight, Inspiring
* **Resistances:**
* **Vulnerabilities:**

## Unit Attacks

 Damage
 Add. Damage
 Reach
 Damage vs. Low Armor
Hellfire

**Mastery Prerequisites:** Abyssal 3

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

**Rarity:** Common

**Casting Cost:** 10 Mana

**Target/Type:** Battle

For the next 4 turns the target unit suffers 2 - 10 hits for 3 Fire Damage and 3 Dark damage. While in effect, any Demonic enemies attacking this unit gain +2 Melee Skill, +2 Fire Damage, and +3 Courage.
Blighted

Blighted is an hex condition, that can be spread by a Mana Node (Death, Evil), another blighted hex or created by lesser blight and greater blight and said mana node. Blighted can be generated by divine requests. All hex conditions are exclusive to each other.

Blighted will increase the chance of Random Events (Disease and Undead Marauders). Unit table for armies spawned shifts towards *Fomorian Degenerated, Fomorian Blight Lords* and *Mutant Brutes*. Also reduces resource production of sites on that tile (but not Settlements?[1]) but also increase production of special resources according to production site:

Blighted 'protects' against certain spells.[1] New dungeons (Pestilence, Undead, Vermin) might spawn (very low chance). Reduces the chance of planar portal (Celestial) on this hex.

[1]: Clarification needed
Gargantuan Spiders

* **Mastery Prerequisites:** Beasts 6
* **Research Cost:** none
* **Recruitment Cost:** 120 Mana
* **Upkeep:** 6 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 8

## Unit Statistics

* **Special Abilities:** Beasts, Poisoned Attacks, Pathfinders, Hardy, Ambush, Hunt Food, Monster, Unsettling, Immune to Terror, Hunt Food
* **Resistances:** -
* **Vulnerabilities:** -
Celestial

Celestial

		- Golem Power Source: Celestial Radiance (with Artifice 1, Light 1)
	+ Unit: Radiant Wisps
* Level 2:
	+ Spell: Demonbane
	+ Mana: +1
* Level 3:
	+ Spell: Celestial Choir
	+ Mana: +2
* Level 4:
	+ Mechanic: Gain a random Celestial Follower
	+ Mana: +3
* Level 5:
	+ Mana: +4
* Level 6:
	+ Spells: Gotterdammerung
	+ Mechanic: Gain a random Celestial Follower
	+ Mana: +6
* Level 7:
	+ Mana: +8
* Level 8:
	+ Mechanic: Gain a random Celestial Follower
	+ Mana: +10
* Level 9:
	+ Mana: +12
* Level 10:
	+ Mechanic: Gain a random Celestial Follower
	+ Mana: +15

## Research Projects

		- Celestial Summoning (w/ Summoning 1, Alignment: Good, Celestial Lore 4, Must not have: Celestial, Demon, Faerie, Undead)
		- Lesser Angels of Hope (w/ Celestial Summoning)
		- Lesser Angels of Vengeance (w/ War 1, Celestial Summoning)
		- Angels of Hope (w/ Light 3, Celestial Summoning)
	+ Spellcraft:
		- Cleanse Necrotite (w/ Metal 3, Transmutation 2)
		- Solar Blast (w/ Fire 3)
	+ Units:
		- Angels of War (w/ War 3, Celestial Summoning)
		- Angels of Justice (w/ Order 3, Celestial Summoning)
Lesser Angels of Vengeance

* **Prerequisites:** Celestial 2, War 1, Celestial Summoning
* **Research Cost:** 100 Silver
* **Recruitment Cost:** 50 Copper, 25 Mana
* **Upkeep:** 3 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 4

## Unit Statistics

* **Special Abilities:** Hardy, Tireless, Dual Wielding
* **Resistances:** -
* **Vulnerabilities:** -

## Unit Attacks

 Damage
 Reach
 Damage vs. Low Armor

\* Bonus : 1

\*\* Bonus Damage vs. Low Armor: 2

## Notes

* Tags: Celestial, Magic, Non Living, Extra Planar
Greater Imps

* **Prerequisites:** Abyssal 4, Arcane 3, Demonic Summoning, Imps
* **Research Cost:** 1000 Gold, 15 Mana
* **Recruitment Cost:** 75 Mana
* **Upkeep:** 2 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 3

## Unit Statistics

**Special Abilities:** Limited Flight, Limited Regeneration, Skirmish

**Resistances:** Fire 3

**Vulnerabilities:** Fire 0

## Unit Attacks

 Damage
 Add. Dam
 Reach
 Cooldown

## Notes

* Tags: Demon, Fire, Non Living, Extra Planar
Blood Sacrifice

**Mastery Prerequisites:** Blood 1

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

**Rarity:** Common

**Casting Cost:** 10 Mana

**Target/Type:** Site

**Cooldown:** 4 Turns

Sacrifice a portion of a Settlement's population to gain 6d6 (6 to 36) mana and increase your mastery. You choose which Pop to sacrifice. Increases Tyranny and possibly unrest. The Settlement must have a population level of 2+.

## Notes

* The Mastery Progress bonus this spell effect provides will be in a Mastery the wizard has already unlocked, but will not necessarily be in Blood.
* Casting this spell contributes 10 points of Mastery Progress to Blood Mastery. Multiple castings in the same turn do not result in additional Mastery Progress bonuses.
Lesser Plague Demons

* **Prerequisites:** Abyssal 1, Pestilence 2, Demonic Summoning
* **Research Cost:** 10 Mana
* **Recruitment Cost:** 60 Mana
* **Upkeep:** 6 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 3

## Unit Statistics

* **Special Abilities:** Limited Regeneration, Tireless, Hardy, Noxious, Unsettling, Semi Amphibious, Feast
* **Resistances:** Poison 3, Disease 4
* **Vulnerabilities:** Poison 0, Disease 0

## Notes

* Tags: Demon, Pestilence, Non Living, Extra Planar
Greater Mark of Death

**Mastery Prerequisites:** Death 9

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

**Cost to Apply:** 2,500 Gold, 100 Bone, 50 Chitin, 10 Necrotite

Toughness: +1

Courage: +1

Magical Resistance: +1

Disease Resistance: +1

Poison Resistance: +1

Cold Resistance: +1

Special Ability: Hardy, Fearless, Relentless Pursuit, Tireless

Gain Tags: Death
Greater Fire Elementals

* **Prerequisites:** Fire 8, Elemental Summoning, Elemental Lore 3, Fire Elementals
* **Research Cost:** 2000 Gold, 25 Mana
* **Recruitment Cost:** 80 Mana
* **Upkeep:** 6 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 7

## Unit Statistics

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

**Prerequisites:** none

**Expansion Slot:** Blue

**Cost:** 500 Gold

**Construction Time:** 12 Turns

Observing, recording, and predicting the movement of celestial objects can be of great use to a wizard who has unlocked the secrets of the stars. Increases chance of beneficial random events, and decreases chance of harmful ones.

Produces 1 Mana per turn.

Maximum 1 per Tower.
Demonbane

**Mastery Prerequisites:** Celestial 2

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

**Rarity:** Common

**Casting Cost:** 7 Mana

**Target/Type:** Battle

Target must be at least one of: Demonic, Demon-Tainted. Deals 5 hits of 7 True damage. If at least one friendly Celestial unit is present on the battlefield, an additional hit is caused for each 14 individuals in the target unit.
Lesser Archons of Retribution

* **Mastery Prerequisites:** Order 4
* **Research Cost:** none
* **Recruitment Cost:** 50 Iron, 25 Mana
* **Upkeep:** 7 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 5

## Unit Statistics

* **Special Abilities:** Hardy, Relentless Pursuit
* **Resistances:**
* **Vulnerabilities:**

## Unit Attacks

 Damage
 Add. Dam.
 Reach
 Armor Pen.
Grendelkin

* **Prerequisites:** Binding 4, Darkness 2, Ancient History 5
* **Research Cost:** 400 Gold, 20 Mana
* **Recruitment Cost:** 75 Mana
* **Upkeep:** 4 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 4

## Unit Statistics

* **Special Abilities:** Feast, Hardy, Ambush
* **Resistances:** Dark 2
* **Vulnerabilities:** Dark 0

## Unit Attacks

 Damage
 Add. Dam.
 Reach
 Charges
Fomorian Brutes

* **Mastery Prerequisites:** War 2, Fomorian Sorcery
* **Research Cost:** 500 Gold, 20 Mana
* **Recruitment Cost:** 50 Mana
* **Upkeep:** 4 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 3

## Unit Statistics

* **Special Abilities:** Hardy, No Close Formation
* **Resistances:** -
* **Vulnerabilities:** -

## Unit Attacks

 Damage
 Reach
 Break Def.
Void Elementals

* **Prerequisites:** Darkness 5, Elemental Summoning, Lesser Void 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:** Semi Corporeal, Ranged Avoidance, Blink
* **Resistances:** Cold 2, Radiant 1, Dark 4
* **Vulnerabilities:** Cold 0, Radiant 0, Dark 0

## Unit Attacks

 Damage
 Add. Dam.
 Reach
 Cooldown
Alignment: Evil

Cost: 0

A dark and depraved soul, the evil wizard has no moral constraints and can freely ally with anyone, even the darkest and most terrible powers and creatures. However, non-evil factions are more likely to band together to fight those of evil alignment or break treaties if they do not fear or respect the wizard.

## Mechanics

* Cannot unlock the following masteries: Celestial, Light.
* Gives a diplomatic bonus when interacting with evil factions.
* Has access to the Conversion (corruption) action
* Some spells, events, options, heroes, and artifacts require evil alignment.
Call to Arms

**Mastery Prerequisites:** War 2

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

**Rarity:** Common

**Casting Cost:** 5 Mana

**Target/Type:** Site

Reduces the time to recruit/train new units at the target site by 25%. Settlements gain +1 Martial.

## Notes

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

**Mastery Prerequisites:** War 7

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

**Rarity:** Common

**Casting Cost:** 10 Mana

**Target/Type:** Battle

**Duration:** 4 Turns

Target unit suffers a number of hits dealing 7 Physical and 2 Arcane Damage. The base number of hits is 2 + (unit size (up to 25) x (1 to 4)), reduced by 3% per point of Melee Skill and 4% per point of discipline.

Cavalry and Chariots are dealt twice the number of attacks. If target unit is retreating or pursuing it suffers double the number of attacks.

If the target unit is pursuing, the pursuit has 80% to be prevented for 2 turns.

Units with Blink and/or Leap have 50% to suffer no damage, and suffer half the number of hits if affected.
Entropic Blast

**Mastery Prerequisites:** Death 5

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

**Rarity:** Common

**Casting Cost:** 9 Mana

**Target/Type:** Battle

Deals 16-30 hits for 3 Arcane damage to target Unit. If targeting a unit with the Life or Plant tags the damage type is changed to True damage. Cannot affect Elder or Eldritch targets. Affected unit is also afflicted with Entropy for 8 Turns, which blocks all healing and counters the abilities of Feast, Vampiric, Regeneration, and Limited Regeneration.
Culture

Article in editorial. Gathering all the traits will take a while.

Note: Picks for a wizard / player are also called traits. Also see Masteries and Traits

### Culture Generation[1]

There are 6 levels of development, that affect several aspects, for example unlocked buildings:

1. Savage
2. Primitive
3. Barbarian
4. Semi-Cultured
5. Cultured
6. Highly Cultured

### Culture Traits[1]

The chances to get these traits is not equal.

[1]: Verification needed
Chirugium

**Prerequisites:** Life 1

**Expansion Slot:** Red

**Cost:** 500 Gold

**Construction Time:** 12 Turns

Units at the Tower (garrison or same hex) replenish losses 50% faster. Moderately and severely wounded Followers have a 25% chance each turn to lose one wound level.

Each turn provides +3 Mastery Progress points towards one of the following randomly chosen Masteries (must be unlocked): Life, Pestilence, and Blood - which is increased to +5 if there are any wounded characters at the Tower.

Maximum 1 per Tower.

## Notes

* The Mastery Progress bonus will always be assigned as long as the wizard has unlocked at least one qualifying Mastery. Masteries in which the wizard has already attained level 10 do not qualify, even if they are listed above.
Greater Shadowflame Phoenixes

* **Mastery Prerequisites:** Phoenix Summoning and (Fire 5, Darkness 7, Elemental Lore 4, Shadowflame Phoenixes or Fire 6, Darkness 8, Elemental Lore 7)
* **Research Cost:** 2100 Gold, 42 Mana
* **Recruitment Cost:** 180 Mana
* **Upkeep:** 15 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 5

## Unit Statistics

**Special Abilities:** Flight, Phoenix Rebirth, Hardy, Terror, Monster

**Resistances:** Fire 3, Arcane 1, Dark 3

**Vulnerabilities:** Fire 0, Arcane 0, Dark 0

## Notes

* Tags: Fire, Flying, Elemental, Avian, Magic, Shadow
Fear

**Mastery Prerequisites:** Shadow 2

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

**Rarity:** Common

**Casting Cost:** 4 Mana

**Target/Type:** Battle

Cannot affect Mindless or Fearless targets.

Courage: -3

Discipline: -1

Disable Special Ability: Inspiring
Boost Constructs

**Mastery Prerequisites:** Artifice 4

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

**Rarity:** Common

**Casting Cost:** 10 Mana

**Target/Type:** Battle

**Battle Duration:** 2 Turns

Can only target Construct units.

Movement: +2

Melee Skill: +1

Melee Damage: +1

Shock: +1
Demonic Grunt Spearmen

* **Mastery Prerequisites:** Abyssal 2
* **Research Cost:** none
* **Recruitment Cost:** 60 Mana
* **Upkeep:** 5 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 2

## Unit Statistics

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

## Unit Attacks

 Damage
 Armor Pen.
 Reach
 Specials

## Notes

* Tags: Demon, Non Living, Limited Trainable, Extra Planar
Cloak of Shadows

**Mastery Prerequisites:** Shadow 3

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

**Rarity:** Common

**Casting Cost:** 4 Mana

**Target/Type:** Battle

**Battle Duration:** 2 Turns

Can only affect friendly units which do not have any tag of: Celestial, Fire, or Light.

Target unit cannot use ranged attacks or the Inspiring ability, but gets Ranged Avoidance. When the target unit is retreating, any attacks have an (additional) 85% chance of failing.
Charismatic

Cost: 2

A charismatic wizard has a way to win the hearts of his followers and a gift for negotiations and diplomacy.

## Mechanics

* +50 initial Recruitment Pool.
* +10% faster recruitment when gaining new units through Binding.
* May attempt non-covert Conversion actions (if available) against Friendly and Allied targets.
* -5% rebellion risks for cities.
* -20 base desertion loses when unable to pay upkeep.
* Reduced chance for some negative events.
* +1 Courage to all units which are not Mindless, Limited Mind, Non-Living, Beasts, and/or Monsters.
* +5% recruitment pool replenishment rate.
Entangle

**Mastery Prerequisites:** Life 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 be cast on an army in forest, jungle, or swamp terrain. Any non-elemental, non-spectral, non-flying units have movement reduced to 0 during the next turn. Pathfinders have a 25% to avoid being affected, and will only suffer 50% movement reduction if affected.

## 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.
Angels of Justice

* **Prerequisites:** Celestial 5, Order 3, Celestial Summoning
* **Research Cost:** 150 Silver, 15 Mana
* **Recruitment Cost:** 80 Mana, 20 Platinum
* **Upkeep:** 6 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 8

## Unit Statistics

* **Special Abilities:** Hardy, Tireless, Flight, Relentless Pursuit, Terror
* **Resistances:** -
* **Vulnerabilities:** -

## Unit Attacks

 Damage
 Add. Damage
 Reach
 Armor Pen.
 Break Def.

## Notes

* Tags: Celestial, Magic, Flying, Non Living, Extra Planar
Ethereal Rack

**Mastery Prerequisites:** Necromancy 3

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

**Rarity:** Common

**Casting Cost:** 4 Mana

**Target/Type:** Battle

Deals 8 to 32 hits of 3 Dark damage to target unit. If a target unit is Spectral or has the Semi-Corporeal ability, it suffers hits for 6 True damage instead. Targets which are not Mindless, Unfeeling, Stubborn, Hardy, or Fearless have (80 - Courage x 8)% to suffer -1 Melee Skill, -1 Movement, -1 Discipline, and -1 Courage for 16 rounds.
Explode Person

**Mastery Prerequisites:** Destruction 2

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

**Rarity:** Common

**Casting Cost:** 3 Mana

**Target/Type:** Battle

Instantly kills one individual in target unit if not resisted (10% + 10% per level of magic resistance/-2% per level of magic vulnerability). If not resisted, the explosion deals 2 to 5 hits with physical damage equal to 3 plus 50% x Armor (of target unit). Can only target humanoid, non-magic, living units with Hit Points 6 or less.
Planeswalker

Cost: 2

Born with the innate ability to travel between planes of existence, and manipulate the flow of matter and energy between them, a Planeswalker is almost impossible to corner and has assets spread across the cosmos.

## Mechanics

* +1 initial Planar Lore.
* Allows the use of Planeswalking to move armies instantly across vast distances.
	+ The Planeswalking ability allows the wizard to move a friendly army at or adjacent to his Wizard Tower to any discovered land hex. This ability is free to activate and has a cooldown of 12 turns.
Incubi Nightreavers

* **Prerequisites:** Abyssal 4, Darkness 3, Demonic Summoning, Incubi Neolates
* **Research Cost:** 800 Gold, 14 Mana
* **Recruitment Cost:** 69 Mana[1]
* **Upkeep:** 4 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 1

## Unit Statistics

* **Special Abilities:** Hardy, Ambush, Immune to Unsettling, Leap, Ranged Avoidance
* **Resistances:** Cold 1, Lightning 2
* **Vulnerabilities:** Cold 0, Lightning 0

## Notes

* Tags: Demon, Non Living, Limited Trainable, Extra Planar

[1]: That is correct
Boulderstorm

**Mastery Prerequisites:** Earth 5

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

**Rarity:** Common

**Casting Cost:** 12 Mana

**Target/Type:** Unit

Deals 16 physical damage to up to 16 targets in the target unit and applies a -2 Movement, -2 Shock, -2 Discipline penalty for 3 Turns, unless the unit takes no casualties.
Fleshflects

**Prerequisites:** Darkness 2, Blood 4, Transmutation 2, Eldritch Lore 4

**Research Cost:** 750 Gold, 20 Mana

**Recruitment Cost:** 50 Mana. **Upkeep:** 5 Mana / Turn. **Recruitment Type:** Summoned. **Turns to Recruit:** 4.

## Unit Statistics

**Special Abilities:** Ambush, Feast, Unsettling, Implicit Shield, Regeneration, Limited Mind
Lightning Elementals

* **Prerequisites:** Air 4, Chaos 1, Elemental Summoning, Lesser Lightning Elementals
* **Research Cost:** 600 Gold, 12 Mana
* **Recruitment Cost:** 40 Mana
* **Upkeep:** 4 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 4

## Unit Statistics

* **Special Abilities:** Leap, Ranged Avoidance, Semi Corporeal, Ambush, Relentless Pursuit, Always Hits
* **Resistances:** Fire 2, Lightning 4, Arcane 1
* **Vulnerabilities:** Fire 0, Lightning 0, Arcane 0
Greater Nyxian Valkyries

* **Mastery Prerequisites:** Death 10
* **Research Cost:** none
* **Recruitment Cost:** 1500 Gold, 125 Mana
* **Upkeep:** 250 Gold, 15 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 8

## Unit Statistics

* **Special Abilities:** Flight, Terror, Relentless Pursuit, Hardy
* **Resistances:**
* **Vulnerabilities:**

## Unit Attacks

 Damage
 Add. Damage
 Reach
 Armor Pen.
 Specials

## Notes

* Tags: Flying, Humanoid, Extra Planar, Death, Magic
Iron Discipline

**Mastery Prerequisites:** Order 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.

Cannot target mindless units.

Courage: +1; Discipline: +3.

## Notes

* Casting this spell contributes 2.5 points of Mastery Progress to Order Mastery and 1.25 points to War Mastery. Multiple castings in the same turn do not result in additional Mastery Progress bonuses.
Jobs

Each Character has a job designation and at least 1 job class. These have their individual perk. Information on this page are incomplete, due to the lack of documentation.

### Job Classes

* +1 War research if Apprentice
 Mercantile
* Can be Army Quartermaster
* +25 gold if Advisor
* (if also Scholar or Arcane:) -5% research gold cost if Advisor
 Artisan
* Can craft Items
* +1 Metal, Artifice research if Apprentice
 Religious
* Can perform worship
* Can only receive boons from their deity
* +1 Influence if Advisor
* Can build shrines
 Civic
* Can build settlements and fortresses
* unlocks fortress buildings at level 5
 Rogue
* +1 Shadow research if apprentice
 Scholar
* +1 research if Advisor (not cumulative with arcane)
 Arcane
* Battle Spellcasting +1 per turn if Army General
* +1 research if Advisor (not cumulative with scholar)
* +15 to search province +2.5 per level

### Jobs[1]

**Arc**ane, **Mar**tial, **Rel**igious, **Mer**cantile, **Rog**ue, **Art**isan, **Sch**olar, **Arc**ane, **Civ**ic

[1]: Clarification needed

[2]: I got both values on different characters. I have no clue.
Light Elementals

* **Prerequisites:** Light 5, Elemental Summoning, Lesser Light 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:** Semi Corporeal, Limited Regeneration
* **Resistances:** Radiant 4
* **Vulnerabilities:** Radiant 0

## Unit Attacks

 Damage
 Add. Damage
 Reach
 Cooldown
 Special
Greater Mark of Light

**Mastery Prerequisites:** Light 9

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

**Cost to Apply:** 2,500 Gold, 50 Platinum, 5 Oricalchum

Melee Skill: +1

Shock: +1

Courage: +1

Melee Damage: +2 Radiant

Resistances: Radiant 3, Dark 2, Poison 2, Disease 2

Special Ability: Inspiring, Fearless

Gain Tag: Light
Eldritch Gorgonoids

* **Prerequisites:** Beasts 6, Darkness 7, Blood 5, Eldritch Lore 8
* **Research Cost:** 75 Mana, 40 Wyrdstone
* **Recruitment Cost:** 180 Mana
* **Upkeep:** 25 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 6

## Unit Statistics

* **Special Abilities:** Fearless, Unsettling, Hardy, Relentless Pursuit, Noxious
* **Resistances:** -
* **Vulnerabilities:** -
Dragon Knights

* **Mastery Prerequisites:** War 3, Draconic Lore 3, Ancient History 3
* **Research Cost:** 1500 Gold, 60 Mana
* **Recruitment Cost:** 1000 Gold, 100 Mana
* **Upkeep:** 90 Gold, 6 Mana
* **Recruitment Type:** Bound
* **Turns to Recruit:** 3

## Unit Statistics

* **Special Abilities:** Inspiring, Hardy, Fearless
* **Resistances:** Magic 1
* **Vulnerabilities:** Magic 0
Disintegrate

**Mastery Prerequisites:** Destruction 10

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

**Rarity:** Common

**Casting Cost:** 50 Mana

**Target/Type:** Battle.

Automatically kills one or more individuals in target unit. A total of 125 Hit Points are destroyed, with a minimum of one individual. Cannot target Semi Corporeal or Spectral units.
Greater Mark of Darkness

**Mastery Prerequisites:** Darkness 9

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

**Cost to Apply:**

Melee Skill: +2

Toughness: +1

Discipline: +1

Arcane Resistance: +2

Dark Resistance: +4

Radiant Vulnerability: +2

Special Abilities: Terror, Vampiric

Melee Damage: +3 (Dark)

Gains Tag: Dark
Buildings

Buildings are upgrades you can erect in settlements and fortresses. You might want to check out, what Settlement Modifiers do. There are 75 buildings:

**Allegedly there will be an encyclopedia entry in the next release.**

[\*]: Lawful: Non Good Alignment? Chaotic: Evil Alignment?[1]

[\*\*]: Typo in the game

[\*\*\*]: Replaces a building and this is the total change value.

Note, that evil alignment get a 30% discount. Time to build is modified by unrest.

* Y: Available
* Y\*: Additional Requirements (excluding buildings)
* (y): Other culture has less requirements

#### Fortress (all cultures)

Fortress Levels:[1]

+% Recruits: Applies to the whole province? Cumulative with other forts?[1]

Garrison: Transfer units from an army into a site. Unlocking units means, you can recruit them at that specific site.

[1]: Clarification needed

[2]: flat? 100 -> 102.5 fortification??
Fomorian Blight Lords

* **Prerequisites:** Darkness 3, Pestilence 3, Fomorian Sorcery, Ancient History 5, Forgotten Evil 2
* **Research Cost:** 1000 Gold, 40 Mana
* **Recruitment Cost:** 105 Mana
* **Upkeep:** 7 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 5

## Unit Statistics

* **Special Abilities:** Hardy, Limited Regeneration, Vampiric, No Close Formation
* **Resistances:** Disease 3, Magic 1
* **Vulnerabilities:** Disease 0
Feral Strength

**Mastery Prerequisites:** Beasts 2

**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.

**Duration:** 12 Turns

**Battle Duration**: 2 Turns

Can only affect living, non-magical targets.

Melee Damage: +1

Shock: +1

Toughness: +1

## Notes

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

**Prerequisites:** Enchantment 1, Water 1

**Expansion Slot:** Gold

**Cost:** 500 Gold

**Construction Time:** 12 Turns

Each turn provides +1 Mastery Progress point to one of the following randomly chosen Masteries (if unlocked): Life, Light, Water. The healing waters of the fountain will speed the healing of even the most grievous of wounds.

Produces 1 Mana per turn.

Maximum 1 per Tower.

## Notes

* The Mastery Progress bonus will always be assigned as long as the wizard has unlocked at least one qualifying Mastery. Masteries in which the wizard has already attained level 10 do not qualify, even if they are listed above.
Greater Shades

* **Prerequisites:** Shadow 7
* **Research Cost:** none
* **Recruitment Cost:** 750 Gold, 65 Mana
* **Upkeep:** 5 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 8

## Unit Statistics

* **Special Abilities:** Semi Corporeal, Limited Mind, Ambush, Ranged Avoidance, Limited Flight
* **Resistances:**
* **Vulnerabilities:**

## Unit Attacks

 Damage
 Add. Damage
 Reach
Banish Outsider

**Mastery Prerequisites:** Order 3

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

**Rarity:** Common

**Casting Cost:** 20 Mana

**Target/Type:** Battle

Can target a unit with one or more of: Extra-Planar, Demonic, Celestial. Unit has 10% chance to resist, 15% per point of Magic Resistance, +1% per 10 (member) HP. Total resistance cannot exceed 90%. If not resisted the unit loses the equivalent (in individuals) of 50 to 250 HP damage. Any casualties suffered will reduce the maximum size of the unit permanently.
Planar Vortex

**Mastery Prerequisites:** Chaos 7

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

**Rarity:** Common

**Casting Cost:** 20 Mana

**Target/Type:** Army

Teleports target non-Garrison army to a random hex in a random adjacent province. There is a 10% successive chance that a further adjacent province will be chosen.

## Notes

* Casting this spell contributes 10 points of Mastery Progress to Chaos Mastery and 5 points to Arcane Mastery. Multiple castings in the same turn do not result in additional Mastery Progress bonuses.
Demonic Grunt Crossbowmen

* **Mastery Prerequisites:** Abyssal 4
* **Research Cost:** none
* **Recruitment Cost:** 60 Mana
* **Upkeep:** 5 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 2

## Unit Statistics

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

## Notes

* Tags: Demon, Non Living, Limited Trainable, Extra Planar
Earth Elementals

* **Prerequisites:** Earth 5, Elemental Summoning, Lesser Earth Elementals
* **Research Cost:** 800 Gold, 10 Mana
* **Recruitment Cost:** 50 Mana
* **Upkeep:** 3 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 4

## Unit Statistics

* **Special Abilities:** Hardy, Sappers, Linebreaker, Set Defense, Limited Regeneration, Implicit Shield
* **Resistances:** Fire 3, Cold 3, Lightning 3
* **Vulnerabilities:** Fire 0, Cold 0, Lightning 0
Giant Eagles

**Prerequisites:** Beasts 1, Aviarium

**Research Cost:** 1,000 Gold, 10 Mana

**Recruitment Cost:** 60 Mana. **Upkeep Cost:** 10 Food / Turn. **Recruitment Type:** Bound. **Turns to Recruit:** 2 Turns

## Unit Statistics

 Melee Skill
 Melee Shock
 Toughness
 Courage
 Discipline
 Scouting
 Strength
 Armor
 Hit Points

**Special Abilities:** Flight, Beasts, Hunt Food

## Unit Attacks

 Damage
 Reach
 Armor Pen.
 Specials

\* Bonus vs. Low Armor: 2

## Notes

* Tags: Avian, Beast, Flyingvian, Beast, Flying
Greater Light Elementals

* **Prerequisites:** Light 8, Elemental Summoning, Light Elementals, Elemental Lore 4
* **Research Cost:** 2,000 Gold, 25 Mana
* **Recruitment Cost:** 80 Mana
* **Upkeep:** 6 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 5

## Unit Statistics

**Special Abilities:** Semi Corporeal, Regeneration

**Resistances:** Radiant 4

**Vulnerabilities:** Radiant 0
Incite Unrest

**Mastery Prerequisites:** Chaos 4

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

**Rarity:** Common

**Casting Cost:** 5 Mana

**Target/Type:** Site

Increases unrest of a city by 3 to 30 (to a maximum of 75). Can only be cast if Unrest is below 75.

## Notes

* Casting this spell contributes 5 points of Mastery Progress to Chaos Mastery. Multiple castings in the same turn do not result in additional Mastery Progress bonuses.
* This spell appears to have no maximum range, allowing a wizard to select target sites far across the map.
Lesser Vampires

* **Prerequisites:** Necromancy 4, Blood 2
* **Research Cost:** 500 Gold, 10 Mana
* **Recruitment Cost:** 2000 Gold, 75 Mana
* **Upkeep:** 150 Gold, 3 Mana
* **Recruitment Type:** Raise
* **Turns to Recruit:** 4

## Unit Statistics

* **Special Abilities:** Limited Regeneration, Leap, Feast, Hardy, No Replenishment
* **Resistances:** Physical 1
* **Vulnerabilities:** Physical 0

## Unit Attacks

 Damage
 Add. Damage
 Reach
 Specials
 Damage vs. Low Armor
Dire Wolves

* **Mastery Prerequisites:** Beasts 1
* **Research Cost:** none
* **Recruitment Cost:** 50 Mana
* **Upkeep:** 35 Food, 2 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 4

## Unit Statistics

* **Special Abilities:** Beasts, Relentless Pursuit, Ambush, Hunt Food
* **Resistances:**
* **Vulnerabilities:**

## Unit Attacks

 Damage
 Reach
 Damage vs. Low Armor
Cleansing Rains

**Mastery Prerequisites:** Water 6

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

**Rarity:** Common

**Casting Cost:** 5 Mana

**Target/Type:** Unit

**Duration:** Hex

Heals all living units in the hex for 15% and dispels any negative magical effects on the hex, sites, armies, and units. Units with Plant, Water, or Mud tags gain additional healing.

If a Settlement is in the hex, it gains +2 Prosperity and +2 Growth for 2 turns.

## Notes

* Casting this spell contributes 2.5 points of Mastery Progress to Water Mastery and 1.25 points to Life Mastery. Multiple castings in the same turn do not result in additional Mastery Progress bonuses.
Lesser Void Elementals

* **Prerequisites:** Darkness 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, Ranged Avoidance
* **Resistances:** Cold 2, Radiant 1, Dark 4
* **Vulnerabilities:** Cold 0, Radiant 0, Dark 0

## Unit Attacks

 Damage
 Add. Dam.
 Reach
Mark of Air

**Mastery Prerequisites:** Air 5

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

**Cost to Apply:** 1,200 Gold, 25 Perfume, 25 Copper

Movement: +2

Melee Skill: +1

Magic Resistance: +1

Special Abilities: Ranged Avoidance, Limited Flight

Gain Tag: Air
Greater Depravity

**Mastery Prerequisites:** Abyssal 5

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

**Rarity:** Common

**Casting Cost:** 27 Mana

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

+1 Martial, +3 Crime, +4 Decadence, +2 Prosperity, -12 Unrest, +5 Squalor

## Notes

* Greater Depravity does not stack with Lesser Depravity or Depravity. Only the most recently cast takes effect.
* Casting this spell contributes 27 points of Mastery Progress to Abyssal Mastery. Multiple castings in the same turn do not result in additional Mastery Progress bonuses.
Greater Blight

**Mastery Prerequisites:** Pestilence 7

**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 affected by Blight (2). If the hex is already affected by Blight, it will increase the level to (3). Cannot target Ocean or hexes with an existing (non-Blight) hex condition of level 2+.

## 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.
Warrior Bond

**Mastery Prerequisites:** War 3

**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:** 4 Turns

Can only be cast on recruited/trained troops.

Melee Skill: +1

Toughness: +1

Courage: +1

Special Ability: Tireless

## Notes

* Casting this spell contributes 2.5 points of Mastery Progress to War Mastery and 1.25 points to Light Mastery. Multiple castings in the same turn do not result in additional Mastery Progress bonuses.
Healing Potion

**Mastery Prerequisites:** Life 1, Transmuter OR Life 2, Enchantment 2, Water 2

**Research Cost:** 500 Gold, 10 Mana

**Rarity:** Uncommon

**Casting Cost:** 16 Mana

**Target/Type:** Character

**Cooldown:** 2 Turns

Target character will receive a Healing Potions (this is a stackable item), which can cure any wound suffered. A follower can be ordered to use it or may choose to do so of own volition.
Flash of Insight

**Mastery Prerequisites:** Divination 2

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

**Rarity:** Common

**Casting Cost:** 5 Mana

**Target/Type:** Character

Awards 2 - 5 experience points to the target character. Cannot be cast on a character higher than level 4, and cannot be re-cast on a character until 24 turns have passed.
Crystalfolk

* **Mastery Prerequisites:** Earth 3
* **Research Cost:** none
* **Recruitment Cost:** 45 Mana
* **Upkeep:** 2 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 5

## Unit Statistics

* **Special Abilities:** Burrow, Tireless, Ranged Avoidance, Hardy
* **Resistances:**
* **Vulnerabilities:**

## Unit Attacks

 Damage
 Reach
 Cooldown
 Damage vs. Low Armor

## Notes

* Tags: Earth, Magic, Non Living, Crystal
Phytomyxean Invasion

**Mastery Prerequisites:** Pestilence 3

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

**Rarity:** Common

**Casting Cost:** 5 Mana

**Target/Type:** Hex

**Cooldown:** 4 Turns

Target hex with Sylvan terrain is afflicted with Phytomyxean Infestation for 3 to 6 turns. At the end of this period a unit of Vile Slime will spawn controlled by the caster. Each turn there is a 5% chance that the infestation spreads to an adjacent Sylvan hex.

## Notes

* Casting this spell contributes 2.5 points of Mastery Progress to Pestilence Mastery and 1.25 points to Life Mastery. Multiple castings in the same turn do not result in additional Mastery Progress bonuses.
Rising Tides

**Mastery Prerequisites:** Water 8

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

**Rarity:** Common

**Casting Cost:** 400 Mana

**Target/Type:** Hex

**Cooldown:** 7 Turns

Target coastal or river hex changes terrain type, as follows:

* Tundra > Plains > Grasslands > Arid Plains > Marsh
* Shrublands/Marsh > Swamp
* Forest > Jungle

Cannot target a hex with condition Primal, Enchanted, Hallowed, or Sanctuary. Cannot target a hex containing a Wizard Tower, Shrine, Temple, Fortress, or City. If the hex contains a non-Water Mana Node, the spell has a 90% risk to fail.

## Notes

* Casting this spell contributes 200 points of Mastery Progress to Water Mastery and 100 points to Chaos Mastery. Multiple castings in the same turn do not result in additional Mastery Progress bonuses[1].

[1]: Of different spells? Because this one has a cooldown.
Lesser Shadowflame Phoenixes

* **Mastery Prerequisites:** (Fire 2, Darkness 2, Summoning 1, Beasts 1, Elemental Lore 1) or (Fire 3, Darkness 3, Beasts 2, Air 1, Elemental Lore 1) or (Darkness 1, Phoenix Summoning)
* **Research Cost:** 250 Gold, 7 Mana
* **Recruitment Cost:** 50 Mana
* **Upkeep:** 6 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 2

## Unit Statistics

* **Special Abilities:** Flight, Phoenix Rebirth, Hardy, Immune to Terror, Monster, Ranged Avoidance, Ambush
* **Resistances:** Fire 3, Dark 3
* **Vulnerabilities:** Fire 0, Dark 0

## Unit Attacks

 Damage
 Add. Damage
 Add. Damage
 Reach
 Damage vs. Low Armor

## Notes

* Tags: Fire, Flying, Elemental, Avian, Magic, Shadow
Phantasmal Champions

* **Prerequisites:** Illusion 5 and (Light 2 or Order 2, Light 1 or War 2, Light 1)
* **Research Cost:** 500 Gold, 40 Mana
* **Recruitment Cost:** 50 Mana
* **Upkeep:** 20 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 3

## Unit Statistics

* **Special Abilities:** Semi Corporeal, Fearless, Ranged Avoidance, Mindless, Inspiring
* **Resistances:** Physical 1, Poison 4, Disease 4
* **Vulnerabilities:** Physical 0, Poison 0, Disease 0

## Unit Attacks

 Damage
 Add. Damage
 Reach
Pestilence

* Level 1:
	+ Mana: +1
* Level 2:
	+ Spell: Lesser Blight
	+ Mechanic: Golem Material: Filth (w/ Artifice 1)
* Level 3:
	+ Spell: Phytomyxean Invasion
	+ Mechanic: City Building: Festering Lake
	+ Mana: +2
* Level 4:
	+ Spell: Spreading Blight
* Level 5:
	+ Mana: +3
* Level 7:
	+ Spell: Greater Blight
	+ Mana: +4
* Level 8:
	+ Mana: +5
* Level 9:
	+ Mana: +6
* Level 10:
	+ Mana: +8

## Research Projects

		- Fetid Zombies (w/ Necromancy 1)
		- Lesser Plague Demons (w/ Abyssal 1, Demonic Summoning)
		- Fomorian Blight Lords (w/ Darkness 3, Fomorian Sorcery, Ancient History 5, Forgotten Evils 2)
		- Greater Plague Demons (w/ Abyssal 7, Demonic Summoning)

## Notes

* Controlling Settlements with high Squalor provides a significant per turn bonus to a wizard's Mastery Progress in **Pestilence**.
Nereids

**Prerequisites:** Water 2, Faerie Binding

**Research Cost:** 1,000 Gold, 10 Mana

**Recruitment Cost:** 1,000 Gold, 20 Chitin, 20 Silk. **Upkeep:** 100 Gold / Turn. **Recruitment Type:** Bound. **Turns to Recruit:** 2.

## Unit Statistics

 Melee Skill
 Melee Shock
 Toughness
 Courage
 Discipline
 Scouting
 Strength
 Armor
 Hit Points

**Resistances:** Magic 1

**Special Abilities:** Hardy, Charm, Aquatic, Shore Only

## Unit Attacks

 Damage
 Add. Damage
 Reach
 Charges
 Specials