recursal/Fanatic-Fandom huggingface dataset:
Water

- Wizard Tower: Enchanted Garden (with Enchantment 1)
		- Golem Material: Clay (w/ Artifice 1, Earth 1)
* Level 2:
	+ Mechanic: Coastal Outposts can be built in unclaimed provinces (requires Army in target hex)
	+ Unit Option: Lesser Mark of Water
	+ Mana: +1
* Level 3:
	+ Spell: Water Breathing
	+ Mechanics:
		- Golem Breath: Acid (w/ Artifice 5)
		- Golem Artillery: Acid (w/ Artifice 7)
	+ Mana: +2
* Level 4:
	+ Spell: Acid Spray
	+ Mechanic: Coastal Outposts can be built in unclaimed provinces (does not require Army in target hex)
	+ Mana: +3
* Level 5:
	+ Spell: Aquatic Boon
	+ Mechanics:
		- Golem Power Source: Water (w/ Artifice 1)
		- Golem Beam: Acid (w/ Artifice 9)
	+ Unit Option: Mark of Water
	+ Mana: +5
* Level 6:
	+ Spell: Cleansing Rains
	+ Mechanic: Outposts can be built in any coastal province, in any hex therein that is not adjacent to an unowned fortress or city (does not require Army in target hex)
	+ Mana: +8
* Level 7:
	+ Mana: +11
* Level 8:
	+ Spell: Rising Tides
	+ Mana: +15
* Level 9:
	+ Unit Option: Greater Mark of Water
	+ Mana: +18
* Level 10:
	+ Mana: +20

## Research Projects

		- Nymphs (w/ Faerie Binding)
		- Landsharks (w/ Beasts 7, Earth 4, Tunnel Network)
	+ Spellcraft:
		- Elemental Summoning (w/ Summoning 1)
		- Elemental Artifice (w/ Air 1, Earth 1, Fire 1, Artifice 2)
		- Aquatic Symbiote (w/ Biomancy)
		- Healing Potion (w/ Life 2, Enchantment 2)
	+ Units:
		- Nereids (w/ Faerie Binding)
		- Lesser Water Elementals (w/ Elemental Summoning)
		- Lesser Acid Elementals (w/ Destruction 1, Elemental Summoning)
		- Giant Crabs (w/ Beasts 3)
		- Giant Frogs (w/ Beasts 4)
	+ Spellcraft:
		- Greater Elemental Artifice (w/ Air 3, Earth 3, Fire 3, Artifice 4, Elemental Artifice)
		- Infuse Water (w/ Artifice 2, Elemental Artifice)
		- Water Elementals (w/ Elemental Summoning, Lesser Water Elementals)
		- Acid Elementals (w/ Destruction 2, Elemental Summoning, Lesser Acid Elementals)
		- Greater Acid Elementals (w/ Destruction 3, Elemental Summoning, Elemental Lore 3, Acid Elementals)
		- Greater Water Elementals (w/ Elemental Summoning, Elemental Lore 3, Water Elementals)
Training Day

**Mastery Prerequisites:** Time 4

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

**Rarity:** Common

**Casting Cost:** 10 Mana

**Target/Type:** World

Instantly progresses the recruitment of a unit being trained at your tower, so that it is ready next turn. Cannot affect pending recruitment of other types of unit or at other sites.

## Notes

* Casting this spell contributes 5 points of Mastery Progress to Time Mastery and 2.5 points to War Mastery. Multiple castings in the same turn do not result in additional Mastery Progress bonuses.
Wisp

* **Mastery Prerequisites:** Arcane 1
* **Research Cost:** none
* **Recruitment Cost:** 30 Mana
* **Upkeep:** 4 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 4

## Unit Statistics

**Special Abilities:** Semi Corporeal, Ambush, Limited Flight, Limited Mind, Bind Mana Node

**Resistances:** Physical 1

**Vulnerabilities:** Physical 0

## Unit Attacks

 Damage
 Reach
 Break Defense
 Specials
Power Word: Death

**Mastery Prerequisites:** Death 9

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

**Rarity:** Common

**Casting Cost:** 20 Mana

**Target/Type:** Battle

Deals a number of hits equal to 25% of the Unit size (minimum 5 hits) for True damage equal to the Hit Point attribute of the unit (on an individual level). Cannot affect Non-Living targets.
Call for Heroes

Cost: 2

This wizard knows that he needs the aid of great heroes if he is to succeed in his goals. He has the ability to spot the potential for greatness among the many would-be heroes, and the reluctant ones as well.

## Mechanics

* Increases the chance and quality of random events giving the option to hire a hero. (Currently less than once in a 100 turns)
* +25 initial Recruitment Pool
* Can attempt to gain new followers from uncontrolled sites when using the Conversion actions.
* Has a special action ("Call for Heroes"), which recruits a hero with a slightly lower starting power, lower than normal upkeep, and a higher potential for development. This action's cooldown increases with the number of followers under your control.[1] [NOTE: as of Build 1.0.0.58, this feature has only been partially implemented]. With 8 Followers for example , that would be 20+15 turns.

[1]: Are followers, who die taken into account?
Shades

* **Prerequisites:** Shadow 5
* **Research Cost:** none
* **Recruitment Cost:** 500 Gold, 32 Mana
* **Upkeep:** 4 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 5

## Unit Statistics

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

## Unit Attacks

 Damage
 Add. Damage
 Reach
Stalagmite Ambush

**Mastery Prerequisites:** Earth 6

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

**Rarity:** Common

**Casting Cost:** 8 Mana

**Target/Type:** Battle

Cannot target units with one or more of: Semi-Corporeal, Flying, Limited Flight or engaged in melee. Deals 32 to 96 hits of 7 (plus melee shock of the target unit) physical damage. The number of hits cannot exceed twice the numerical strength of the target.
Race: Demon

Cost: 2

Demons are ferocious and terrible creatures infused with dark and infernal energies. A demonic wizard wields great destructive power and the power to summon demonic legions to the world of mortals. Almost intuitively aware of the danger of a powerful demon, few uncorrupted mortals will traffic with demons. Feuds and squabbles of the mortal world will eventually be set aside in favor of a coalition intent on banishing the demon wizard.

## Mechanics

* Cannot unlock the following masteries: Celestial, Light, Life.
* Has access to the Conversion (Demonic Corruption) action.
* +2 initial Demonic Lore.
* Access to some demonic units without research - starts with Demonic Summoning.
* Affects diplomacy.
* Special demonic heroes (no noteworthly ones)
Risen Champion

* **Prerequisites:** Necromancy 8
* **Research Cost:** none
* **Recruitment Cost:** 1800 Gold, 200 Mana
* **Upkeep:** 315 Gold, 14 Mana
* **Recruitment Type:** Raise
* **Turns to Recruit:** 6

## Unit Statistics

* **Special Abilities:** Hardy, Inspiring, Shield Wall, Monster Slayers, Regeneration
* **Resistances:** Magic 1
* **Vulnerabilities:** Magic 0
Province

A Province is an area on the map consisting on a random number of adjacent tiles, ranging from 1 to 40 have been observed. Each province has either exactly 1 Monster Lair or a Fortress, a Settlement or Eizard Tower placed in it on world generation. Each province is can be owned by a player (including independent) by owning the province capital, which is the first settlement, fortress or wizard tower within it. Wizard Tower > Fortress > settlement. World generation tends to (always?[1]) make settlements the capital. Outposts can be built, if there is no monster lair in the province and it is adjacent to one of your owned territories. Exceptions: With Water 4 mastery you can place Outposts on tiles adjacent to ocean as well instead of own territory.

You can built production sites adjacent to outposts within the same province, even if not owning that province. Sites can be build and upgraded in owned provinces.

Character actions can be performed independent of province ownership - sabotaging, exploring dungeon, ... (excavation?)[1]

Prospecting will reveal new resources and make further prospecting in that province progressively harder.

[1]: Clarification needed.
Power Word: Pain

**Mastery Prerequisites:** Abyssal 1

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

**Rarity:** Common

**Casting Cost:** 5 Mana

**Target/Type:** Battle

Deals 4 Dark damage to 20% of the target unit (min. 1). The unit suffers -1 Discipline, -1 Shock and -1 Melee Skill for 3 Turns if living and not Mindless or Hardy.
Spirit Hounds

* **Prerequisites:** (Beasts 2, Spirit Summoning) or (Beasts 2, Divination 6)
* **Research Cost:** 5 Mana, 2 Ectoplasm
* **Recruitment Cost:** 100 Mana
* **Upkeep:** 1 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 4

## Unit Statistics

* **Special Abilities:** Unsettling, Relentless Pursuit, Semi Corporeal, Limited Mind, Unfeeling
* **Resistances:** Physical 1
* **Vulnerabilities:** Physical 0

## Unit Attacks

 Damage
 Add. Damage
 Reach
 Armor Pen.
Void Gluttons

* **Mastery Prerequisites:** Darkness 4
* **Research Cost:** none
* **Recruitment Cost:** 40 Mana
* **Upkeep:** 3 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 5

## Unit Statistics

* **Special Abilities:** Ambush, Ranged Avoidance, Feast, Blink
* **Resistances:**
* **Vulnerabilities:**

## Unit Attacks

 Damage
 Add. Dam.
 Reach
 Damage vs. Low Armor
Mark of Sorcery

**Mastery Prerequisites:** Arcane 5

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

**Cost to Apply:** 500 Gold, 25 Mana

Movement: +1, Ranged Skill: +2, Magical Resistance: +1, Arcane Resistance: +1, Melee Damage: +2 (Arcane)

Gain Special Ability: Implicit Shield

Gain Tags: Spellcaster, Magic
Swiftness

**Mastery Prerequisites:** Air 1

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

**Rarity:** Common

**Casting Cost:** 5 Mana

**Target/Type:** Army

**Duration:** 4 Turns

Movement: +1

## Notes

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

* **Prerequisites:** Water 5, Elemental Summoning, Lesser Water Elementals
* **Research Cost:** 800 Gold, 10 Mana
* **Recruitment Cost:** 35 Mana
* **Upkeep:** 4 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 4

## Unit Statistics

* **Special Abilities:** Aquatic, Limited Regeneration, Anti-Cavalry, Leap
* **Resistances:** Physical 1, Fire 1
* **Vulnerabilities:** Physical 0, Fire 0
Mudmen

* **Mastery Prerequisites:** Earth 2
* **Research Cost:** none
* **Recruitment Cost:** 15 Mana
* **Upkeep:** 1 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 4

## Unit Statistics

* **Special Abilities:** Sappers, Limited Regeneration, Tireless, Hardy
* **Resistances:**
* **Vulnerabilities:**

## Unit Attacks

 Damage
 Reach
 Armor Penetration
 Break Defense

## Notes

* Tags: Earth, Magic, Non Living, Humanoid, Mud
Wrecking Ball

**Mastery Prerequisites:** Destruction 5

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

**Rarity:** Common

**Casting Cost:** 50 Mana

**Target/Type:** Site

**Cooldown:** 3 Turns

Can target a site under siege by a friendly army. The siege will progress by 10% to 50% (of the full duration).
Zombies

* **Prerequisites:** Necromancy 1
* **Research Cost:** none
* **Recruitment Cost:** 6 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
Zombie Beasts

* **Prerequisites:** Necromancy 2, Beasts 2
* **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
 Damage vs. Low Armor

## Notes

* Tags: Zombie, Undead, Non Living, Beast
Purge Infection

**Mastery Prerequisites:** Death 3, Light 2 OR Death 3, Arcane 3, Enchantment 3

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

**Rarity:** Uncommon

**Casting Cost:** 8 Mana

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

**Duration:** 7 Turns

Purges Blight and dispellable effects based on Pestilence magic. The total power of effects which can be dispelled is based on mastery levels: Death\*3+Enchantment+Arcane+Light. Any Blight is prioritized and counts as (Blight level\*3)/2 power. Effects are randomly chosen from valid ones on armies, units, sites, the hex itself or the province. The power for these is counted as (Level\*2)+1 power - with Province-based effects counting as triple this

## Notes

* Casting this spell contributes 4 points of Mastery Progress to Death Mastery and 2 points to Light Mastery. Multiple castings in the same turn do not result in additional Mastery Progress bonuses.
Stoneskin

**Mastery Prerequisites:** Earth 1

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

**Rarity:** Common

**Casting Cost:** 4 Mana

**Target/Type:** Unit

Cannot target Elemental, Spectral, or Earth units.

Armor: +1. Toughness: +1.

Gain Tag: Earth

## Notes

* Casting this spell contributes 1.33 points of Mastery Progress to Earth Mastery, 0.67 points to Enchantment Mastery, and 0.67 points to Transmutation Mastery. Multiple castings in the same turn do not result in additional Mastery Progress bonuses.
Vile Mending

**Mastery Prerequisites:** Necromancy 4

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

**Rarity:** Common

**Casting Cost:** 5 Mana

**Target/Type:** Battle

Heals up to 50% of target unit for 25%-75% of full health. Each (wounded) individual has a 5% chance of dying instead. Can only target living units. If more than 25% of the unit was wounded prior to the spell being cast, the unit gains Unsettling and Noxious and cannot be targeted by this spell again (for the remainder of the battle).
Worker

* Construct production sites
* Construct outposts
* Construct settlements
* Construct fortresses
* Perform excavations
* Work in production sites
* Increase settlement pop by 1 (Economy > Show Workers > Settle)

Workers can be trained by followers to permanently increase a skill by 1 up to the skill of the trainer. Note that each skill can be trained at least once, even if the trainer has skill level 0 (which is different from not having that skill at all). Training time differs, see Followers.

### Skills

* Agriculture: +25% to farm or vineyard production. +10 + (level x 20) food when working at a wizard tower. Does not stack with hunting.
* Mining: +25% to mine production
* Prospecting: +10% to mine production (the tool tip is mistaken)
* Engineering: +5% to Quarry and +15% to lumber production. Used for fortress and settlement building.
* Labor: +25% to quarry production. Needed for upgrading woodcutter
* Domestic: +5% to farm and hunters lodge production IF
* Archeology: The description says it prevents negative events during excavation. (increases speed?)
* Construction: Needed for upgrading quarries, settlement- and fortress construction. Does NOT speed up construction as the tool tip says.
* Herbalism: +1 herb for each level when working on a farm, vineyard or hunters lodge.
* Hunting: +25% food from hunters lodges. +10 + (level x 20) food when working at a wizard tower. Does not stack with agriculture.
* Seafaring: +50 gold when working at a wizard tower bordering a water tile or river. +5% output when working at sites bordering said tiles.
* Entertainment: +3% output for every worker on that tile. Only the highest bonus counts
* Artisanship: +1 trade good production for each level when working at a wizard tower.
* Smiting: +1 tool production for each level when working at a wizard tower.

Workers have a base output of +10% independent of skills and culture.

### Acquiring Workers

You can either hire them in the Economy > Hire Worker menu or via necromancy (1 type) or faery magic (2 types). Rarely they are acquired as loot from exploring dungeons. Workers are generated according to the races present on the map with 90% workers of your race trait (dwarves, halflings, ...;). Without chosen race trait, culture will be individually randomly chosen form a mundane culture. Owned sites or diplomatic relations do not matter. Cost and upkeep adapt to (but not only) the rolled worker skills and culture traits

Chance of worker hire pool change:

([number of workers in pool]-6) \* 16.7% -> repeated roll to add a worker until first failure.

[number of turns present in the pool]% to remove worker -> every worker does this check every turn.

### Notes

* The level of a production site determines how many workers can be assigned.
* Workers get skills depending on their activity. This does not affect the fact, that you can train them once in every skill independent of skill difference to the trainer. The skill gain is somewhat random and sometimes incomprehensive.
* When a production site is finished building, 1 worker remains working there (if possible).
* There are chaos spells, that turns workers into fighting units.
Succubi Matrons

* **Prerequisites:** Abyssal 6, Divination 1, Enchantment 3, Demonic Summoning, Succubi Mutilators
* **Research Cost:** 1250 Gold, 25 Mana
* **Recruitment Cost:** 189 Mana[1]
* **Upkeep:** 9 Mana
* **Recruitment Type:** Summoned
* **Turns to Recruit:** 1

## Unit Statistics

* **Special Abilities:** Hardy, Ambush, Immune to Terror, Hinder Opponent, Ranged Avoidance, Melee Avoidance, Blink, Inspiring, Regeneration
* **Resistances:** Dark 2, Psionic 1, Magic 1
* **Vulnerabilities:** Dark 0, Psionic 0[1]

## Notes

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

[1]: Odd, but correct.
Nether Shades

* **Prerequisites:** Death 3
* **Research Cost:** none
* **Recruitment Cost:** 400 Gold, 35 Mana
* **Upkeep:** 9 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 6

## Unit Statistics

* **Special Abilities:** Semi Corporeal, Limited Mind, Hardy, Immune to Terror
* **Resistances:**
* **Vulnerabilities:**

## Unit Attacks

 Damage
 Reach

## Notes

* Tags: Shadow, Non Living, Death, Extra Planar
Shrapnel

**Mastery Prerequisites:** Metal 2

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

**Rarity:** Common

**Casting Cost:** 5 Mana

**Target/Type:** Battle

Inflicts 25 + (25% of target unit size) hits for 4 Physical damage, increased to 6 against targets with armor less than 3.
Primal (Hex)

Primal is an hex condition, that can be generated and spread by a Mana Node (Chaos, Life, Primordial) and divine requests. All hex conditions are exclusive to each other.

Primal will increase resource production of sites on that map tile as well as increase production of special resources according to production site:

Primal 'protects' against certain spells.[1] New dungeons (Air, Earth, Fire, Water) might spawn (very low chance) and reduced chance of (Undead, Brigands) ones. Increases the chance of planar portal (Elemental, Planar) and no chance of Archon themed ones.

[1]: Clarification needed
Phoenix Rebirth

After a victorious battle, unit casualties are immediately replenished. After a stalemate or indecisive battle, if the unit was annihilated during the battle there is an 80% chance this effect will be prevented, and if it does occur each unit has a 20% to remain dead. If the battle results in a defeat, this ability is not triggered.
List of television programs

* (^) = Shows produced before the Nickelodeon channel launched
* (@) = animated series
* (!) = aired on Nick at Nite
* (\*) = Nick Jr./Nickelodeon preschool shows
* (#) = Shows made by Games Animation, Inc.

## Animation/Others

### 1950s-1960s

* **GameToons** (^) (@) (1941-1985, co-production with Pinwheel Animation and Games Animation) - A series of cartoons starring SpongeBob, Patrick, Timmy, The Real Monsters, Jimmy and more.
	+ **The Sponge and the Star** (^) (@) (1951-1985) - A slapstick cartoon series created by Tex Avery, Kelly N. Hillenburg Jr. and Games Anderson involving the misadventures of a sea sponge named SpongeBob and a sea star named Patrick.
	+ **Ren and Stimpy** (^) (@) (1951-1985)
Water Breathing

**Mastery Prerequisites:** Water 3

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

**Rarity:** Common

**Casting Cost:** 3 Mana

**Target/Type:** Unit

**Duration:** 4 Turns

Special Ability: Amphibious

## Notes

* Casting this spell contributes 1.5 points of Mastery Progress to Water Mastery. Multiple castings in the same turn do not result in additional Mastery Progress bonuses.
Spirit Host

* **Prerequisites:** Death 5
* **Research Cost:** none
* **Recruitment Cost:** 125 Mana
* **Upkeep:** 8 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 8

## Unit Statistics

* **Special Abilities:** Semi Corporeal, Limited Mind, Hardy, Blink
* **Resistances:**
* **Vulnerabilities:**

## Unit Attacks

 Damage
 Add. Damage
 Reach
 Armor Pen.
 Specials
Power Word: Unmake

**Mastery Prerequisites:** Destruction 7

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

**Rarity:** Common

**Casting Cost:** 15 Mana

**Target/Type:** Battle

Deals a number of hits equal to 25% of the Unit size (minimum 5 hits) for damage equal to (3 plus 75% of the Armor attribute of the unit). Deals double damage against Construct, Chariot, and Machine targets. Deals half damage against Spectral targets. Deals True damage against targets which are at least one of: Magic, Elemental, Spectral; otherwise, deals Physical damage against targets with less than 4 Armor and Arcane damage against other targets.
Greater Mark of Fire

**Mastery Prerequisites:** Fire 9

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

**Cost to Apply:** 25,500 Gold, 50 Coal, 50 Eternal Fire, 50 Obsidian

Fire Resistance: +4

Disease Resistance: +2

Poison Resistance: +1

Melee Damage: +3 (Fire)

Special Ability: Linebreaker, Unsettling

Gain Tag: Fire
Méga-Evolution

La Méga-Évolution est une mécanique introduite dans Pokémon X et Y.

Elle repose sur un principe de synergie entre les âmes et les coeurs du Pokémon et de son dresseur afin de franchir une nouvelle forme.

Cette mécanique est aussi présente dans Pokémon Karma, ou de nouvelles Méga-Évolutions sont présentes.
Spells

## Abyssal

* Depravity
* Greater Depravity
* Hellfire
* Lesser Depravity
* Power Word: Pain
* Summon Demonic Wretches
* Terrible Visage

## Air

* Archaean Wings
* Ball Lightning
* Favorable Skies
* Hurricane
* Lightning Bolt
* Swiftness
* Wind Warrior

## Artifice

* Boost Constructs
* Durability
* Mend Construct

## Arcane

* Arcane Conduit
* Blur
* Battle Gate
* Dispel Magic
* Greater Magic Missiles
* Magic Missiles
* Read Magic

## Beasts

* Enrage Wildlife
* Feral Strength
* Predators Prize
* Stampede

## Blood

* Berserk Rage
* Blood Sacrifice

## Celestial

* Celestial Choir
* Demonbane
* Gotterdammerung
* Solar Blast

## Chaos

* Chaos Bolt
* Lesser Mass Mutation
* Lesser Wild Summons
* Greater Mass Mutation
* Greater Wild Summons
* Incite Unrest
* Mass Mutation
* Planar Vortex

## Darkness

* Bad Moon
* Baleful Strength
* Dark Rituals
* Drain Soul
* Poison Cloud

## Death

* Anguish of the Fallen
* Curse of Rot
* Doom
* Entropic Blast
* Funeral Pyre
* Healer's Bane
* Power Word: Death
* Power Word: Doom
* Purge Infection
* Reaper's Due
* Rest in Peace
* Spectral Anchor

## Destruction

* Arcane Apocalypse
* Deconstruct
* Deforestation
* Disintegrate
* Explode Person
* Greater Vulnerability
* Lesser Vulnerability
* Power Word: Unmake
* Rend the Earth
* Shatter
* Wrecking Ball

## Divination

* Borrowed Sight
* Cosmic Wisdom
* Flash of Insight
* Locate Mana Node
* Places of Power
* True Sight

## Earth

* Boulderstorm
* Diamondskin
* Shardstorm
* Stalagmite Ambush
* Stoneskin

## Enchantment

* Shimmershift Weapons
* Spellwoven Armor

## Fire

* Empowered Furnaces
* Fireball
* Rain of Fire
* Scorched Earth

## Frost

* Coldsnap
* Frost Armor
* Hailstorm
* Ice Bridge

## Illusion

* Fool's Gold
* Majestic Glamour
* Phantasmal Impedance

## Life

* Barkskin
* Entangle
* Healing Potion
* Lesser Sylvanize
* Greater Sylvanize
* Rangers Gift
* Reek
* Sylvanize

## Light

* Brave the Darkness
* Cleansing Light
* Mass Resurrection
* Photosynthesis
* Radiant Heal
* Resurrection

## Metal

* Curse of Rust
* Ironskin
* Shrapnel

## Necromancy

* Conflagration of Souls
* Deny Death
* Ethereal Rack
* Fresh Meat
* Gift of Undeath
* Necropotence
* Nether Bolts
* Raise Battlefield
* Raise Hero
* Raise Skeleton Laborers
* Ray of Vitrification
* Steal Life
* Swarm of Claws
* Vile Mending

## Order

* Arcane Denial
* Banish Outsider
* Endow Peerage
* Iron Discipline
* Paving the Way
* Scales of Justice
* Veins of Civilization

## Pestilence

* Greater Blight
* Lesser Blight
* Phytomyxean Invasion
* Spreading Blight

## Rune

* Rune of Alacrity
* Rune of Fortitude
* Rune of Hunger
* Rune of the Raven
* Rune of Thunder
* Rune of Wisdom

## Shadow

* Cloak of Shadows
* Fear
* Shadow Encumbrance

## Time

* Accelerated Entropy
* Training Day
* Quicken

## War

* Animate Weapons
* Call to Arms
* Rapid Reload
* Swift Strike
* Wall of Swords
* Warrior Bond

## Warding

* Arcane Armor
* Arcane Ward
* Circle of Protection
* Greater Arcane Ward
* Greater Planar Ward
* Lesser Arcane Ward
* Lesser Planar Ward

## Water

* Acid Spray
* Aquatic Boon
* Cleansing Rains
* Rising Tides
* Water Breathing
Resources

Resources are a currency, that is spend to recruit units, bind mana notes, build sites and buildings. Note, that these are the base values with the Bazaar (which eliminates the -2,5% penalty) and without Midas Touched (which add a +2,5% bonus) modifier and with the game settings on default 100%.

Note, that buy and sell values are based on the default 100% cost settings. "-" in uses means, it is just good for trading and offering. Also note, that prices can drop to exactly half of the base price value. They recover after a long time.[1]

\*: Weird but correct...

Note, that the following marks are missing cost in their wiki entries: Greater Mark of Air, Greater Mark of Thunder, Greater Mark of Stone, Mark of Stone, Greater Mark of Darkness. This will be added eventually.[1]

...and of course Gold, which you need for everything and Mana for all things magic.

Food storage cap: base value is 1500?[1]

* Life Mastery: +50/first level, +25 after that
* Earth Mastery: +10/level
* Water Mastery: +10/level
* Time Mastery: +20/level
* Outpost: +40
* Temple: +50
* Granary (Settlement): +50
* Tavern (Settlement): +10
* Gardens (Settlement): +25
* Sacred Grove (Settlement): +25
* Farm (Site): +25 + 75/level
* Vineyard (Site): +25 + 10/Level-1
* Hunters Lodge (Site): +25 + 25/level
* Fae Gardens (Site?)[1]: +50 + 25/level
* Fortress[1]
* Nomad Camp[1]
* Settlement: 100 + [Pop \* popMult] + [1 to the square of pop] \* [popMult + 70]

Food storage in settlements is influenced by population, prosperity, learning, spiritual, crime, decadence, industry, squalor and unrest.[2]

[1]: Clarification needed

[2]: Verified by developer, 24.3.23
Mass Resurrection

**Mastery Prerequisites:** Light 7

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

**Rarity:** Common

**Casting Cost:** 32 Mana

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

**Cooldown:** 7 Turns

During battle this spell resurrects fallen members of all units. As a world spell, it resurrects all casualties suffered during the previous turn for all units in a hex. It cannot affect units which have one or more of these tags: Undead, Non-Living, Vampire, Demonic, Demon-Tainted, Shadow, Dark.

It can only be case as a world spell if the hex satisfies one or more of the following conditions: (1) Hex is affected by Sanctuary 1+ or Primal 2+; (2) Caster has an army general in hex with: Celestial race/culture, Celestial Blessing, Celestial Splendor, Angelic Possession, and/or Healing Magic; (3) Caster has an army general in hex with Religion type and Good alignment.

The cooldown only applies when cast as a world spell.

When cast as a world spell it resurrects all casualties suffered during the previous turn.

During battle, the number of individuals resurrected is the combination of: 12% + (4% x Light Mastery) of maximum unit size. ((War + Light + Life Mastery) x 6) / Unit Hit Points. If the combined total is less than one, there is an equivalent percentage chance of resurrecting one unit member (e.g. 0.45 gives a 45% chance). This is likely to occur for very low member count and high hit point units, such as monsters.
Necropotence

**Mastery Prerequisites:** Necromancy 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.

**Duration:** 2 Turns

**Battle Duration:** 9 Turns

Can only target Undead units.

Movement: +2

Melee Skill: +1

Melee Damage: +2

Toughness: +2

## 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.
Mass Mutation

**Mastery Prerequisites:** Chaos 5

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

**Rarity:** Common

**Casting Cost:** 15 Mana

**Target/Type:** Site

Transforms 0 - 2 randomly chosen city pops into 1 - 7 (depending on # pops transformed) units of mutants (somewhat) usable for warfare. Can only target controlled cities with 2+ pops. Does not work on non-living or magical targets. Adds 10 Unrest and 5 Squalor to the City.
Rend the Earth

**Mastery Prerequisites:** Destruction 9

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

**Rarity:** Common

**Casting Cost:** 400 Mana

**Target/Type:** Site.

**Cooldown:** 7 Turns

Target land hex changes terrain type to Magma Plains. A Mountain hex has 25% change to gain a Volcano instead. Most hex specials (Ore deposits, primordial trees, etc.) are destroyed by this spell.

Cannot target a hex with any hex condition of level 3+. Cannot target a hex containing a Wizard Tower, Shrine, Temple, Fortress, or City. If the hex contains a non-Fire or non-Chaos Mana Node, the spell has a 90% risk to fail.
Spellfire Phoenixes

* **Mastery Prerequisites:**
* **Mastery Prerequisites:** Arcane 5, Light 1, Elemental Lore 2, Phoenix Summoning and (Fire 3, Lesser Spellfire Phoenixes or Phoenixes)
* **Research Cost:** 650 Gold, 28 Mana
* **Recruitment Cost:** 90 Mana
* **Upkeep:** 10 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 2

## Unit Statistics

* **Special Abilities:** Flight, Phoenix Rebirth, Hardy, Immune to Terror, Monster
* **Resistances:** Fire 4, Arcane 4, Radiant 1
* **Vulnerabilities:** Fire 0, Arcane 0, Radiant 0

## Notes

* Tags: Fire, Flying, Elemental, Avian, Magic
Bourg de l'Espoir

## Résumé :

Le **Bourg de l'Espoir** est un petit village qui ne s'est construit que très récemment, par des amis de l'ancienne Maître de la Ligue, Liliane.

Il s'agit de la ville de départ de votre aventure.

Il s'y trouve plusieurs maisons, un Centre Pokémon, ainsi qu'un marché.

Le village est surmonté par une mine, où les habitants des alentours y gagnent leur vie.

Il s'agit d'ailleurs de la seule ville de départ d'une région se situant au Nord.

## Description :

Il s'agit d'un bourg encore méconnu de pas mal de citoyens d'Equibris. C'est aussi un des endroits les moins dangereux de toute la région. Sa faculté à donner espoir à ses habitants lui a valu son nom.

## Pokémon rencontrés :

Pokémon rencontrès
 Nirondelle | 2
 Zébibron | 2

## Dresseurs :

Aucun dresseur ne lance de combat durant l'histoire principale.

## Accès :

Au sud: Route 1.

Au nord: Au Bassin Minier, en débroussaillant un arbuste.
Phantasmal Drakes

* **Mastery Prerequisites:** Illusion 5
* **Research Cost:** none
* **Recruitment Cost:** 200 Gold, 50 Mana
* **Upkeep:** 15 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 6

## Unit Statistics

* **Special Abilities:** Semi Corporeal, Fearless, Ranged Avoidance, Mindless, Ambush, Flight
* **Resistances:**
* **Vulnerabilities:**

## Unit Attacks

 Damage
 Add. Damage
 Reach
 Cooldown

## Notes

* Tags: Magic, Illusion, Spectral, Draconic, Lesser Dragon
Vampires

* **Prerequisites:** (Necromancy 6, Darkness 5) or (Necromancy 5, Blood 4)
* **Research Cost:** 750 Gold, 15 Mana
* **Recruitment Cost:** 3200 Gold, 125 Mana
* **Upkeep:** 150 Gold, 5 Mana
* **Recruitment Type:** Summoned or Raised (?)
* **Turns to Recruit:** 5

## Unit Statistics

* **Special Abilities:** Limited Regeneration, Blink, Ambush, Tireless, Terror, No Replenishment
* **Resistances:** Physical 2
* **Vulnerabilities:** Physical 0
Treant Sapling

* **Mastery Prerequisites:** Life 2
* **Research Cost:** none
* **Recruitment Cost:** 200 Gold, 20 Mana, 2 Faerie Dust
* **Upkeep:** 3 Mana, 1 Herb
* **Recruitment Type:** Summon
* **Turns to Recruit:** 3

## Unit Statistics

* **Special Abilities:** Monster, Tireless, Resistance: Bludgeoning, Limited Regeneration, Immune to Unsettling
* **Resistances:**
* **Vulnerabilities:**

## Unit Attacks

 Damage
 Reach
 Armor Pen.
Transmuter

Cost: 2

At the core of alchemy is the arcane art of transmutation. An Alchemist can transform mundane metals into gold, and even turn gold into mana. He is also capable of creating various magical elixirs and potions. But a transmuter wields far greater powers, and can, with sufficient mana, turn almost any substance into an entirely different form of matter.

## Mechanics

* +100 base gold income.
* 10% faster progress when creating Construct units (e.g., golems, oozes, etc.)

## Notes

* Only wizards with this trait may transmute crystals to gemstones. The ability to do so, however, is not innate, but rather gained upon achieving level 5 in Earth Mastery.
Lapis

**Lapis** is a member of the Worlds Colliders and is the avian of the group. She first meets Bowser Jr. when he, Steven, Garnet, Peridot and Spinel saved her in Blubbering Bubble Lane from Cloakie.

## Appearance

Lapis has a slim figure and is considerably tall, being about the same height as Pearl. She has cyan skin, cobalt blue chin-length hair with long bangs and fringe that covers her entire forehead, which occasionally looks messier and rounded, and royal blue eyes. Her gemstone is embedded in her back, which takes the form of a water droplet.

## Personality

A laid-back and easy-going terraforming Gem who is the avian of the group, she tends to fly around the area to makes sure things are running okay around the planet. Lapis also is quite calm and rational at times but likes having fun at some times. She can also be happy and confident during certain situations.

## Abilities

**Hydrokinesis -** Lapis Lazuli has immense power over water and liquid material. She also can control liquids that are only partially composed of water, such as orange juice. She used the Earth's entire ocean to her advantage, even weighing opponents down. Lapis can form water into various constructs that she can control, including hands to smite enemies or use as a platform, chains to entangle or trap enemies with, divide the sea to make a path, and form a section of the Atlantic Ocean into a space elevator.

* **Water Generation -** In addition to manipulating existing liquid, Lapis can generate a certain amount of water from her gem. It is unknown whether the water is somehow stored within her gemstone, or if she simply condensed the water molecules in the air into a liquid form.
* **Matter State Manipulation (Cryokinesis)**: Lapis can change the state of matter of water, causing it to turn into ice.
* **Water Bubbles**: Lapis can form water bubbles that can contain objects.
Noxious

The stench emitted by this unit is not merely unpleasant, but violently assaults the senses of living, non-Hardy units and is mildly poisonous and/or corrosive. Friendly units will develop tolerance when in the same army, eventually suffering only minor effects. Affected units have reduced discipline, skill, and movement for some time after being in close proximity.
Shimmershift Weapons

**Mastery Prerequisites:** Enchantment 5

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

**Rarity:** Common

**Casting Cost:** 10 Mana

**Upkeep**: 1 Mana / Turn

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

**Battle Duration:** 16 Turns

Can only target non-Bound, non-Summoned, non-Raised Units. Attacks by the Unit made with Melee Weapons gain:

Reach: +2

Melee Skill: +1

Armor Penetration: +2

Bonus Damage: +2 (Arcane)

## Notes

* Casting this spell contributes 3.33 points of Mastery Progress to Enchantment Mastery, 1.67 points to Arcane Mastery, and 1.67 points to Time Mastery. Multiple castings in the same turn do not result in additional Mastery Progress bonuses.
Order

* Level 1:
	+ Spell: Iron Discipline
		- Arcane Denial
		- Endow Peerage
	+ Mana: +1
		- Banish Outsider
		- Paving the Way
	+ Unit: Lesser Archons of Unity
	+ Mana: +2
* Level 4:
	+ Spell: Scales of Justice
	+ Unit: Lesser Archons of Retribution
	+ Mana: +3
* Level 5:
	+ Mana: +4
* Level 6:
	+ Spell: Veins of Civilization
	+ Mana: +6
* Level 7:
	+ Mana: +8
* Level 8:
	+ Unit: Greater Archons of Unity
	+ Mana: +10
* Level 9:
	+ Unit: Greater Archons of Retribution
	+ Mana: +12
* Level 10:
	+ Mana: +15

## Research Projects

		- Phantasmal Champions (w/ Illusion 5, Light 1)
		- Angels of Justice (w/ Celestial 5, Celestial Summoning)
		- Fomorian Nobles (w/ Binding 3, Ancient History 4)

## Notes

* Controlling Settlements with low Unrest and Squalor provides a significant per turn bonus to a wizard's Mastery Progress in **Order**.
Warding

* Level 1:
	+ Spell: Lesser Arcane Ward
* Level 2:
	+ Spell: Circle of Protection
* Level 3:
	+ Mechanic: +1 Unlock Unit Research
* Level 5:
	+ Spell: Arcane Ward
	+ Mechanic: +1 Magic Resistance to all (newly) Summoned/Bound/Raised/Construct units
* Level 6:
	+ Spell: Arcane Armor
* Level 7:
	+ Spell: Greater Arcane Ward
	+ Mechanic: +2 Unlock Unit Research
* Level 8:
	+ Spell: Lesser Planar Seal
* Level 9:
	+ Mechanic: +2 Magic Resistance to all (newly) Summoned/Bound/Raised/Construct units
* Level 10:
	+ Spell: Greater Planar Seal

## Research Projects

		- Cloak of Shadows (w/ Shadow 3, War 1)
		- Amulet of Protection (w/ Enchantment 2)
	+ Spellcraft:
		- Infuse Oricalchum (w/ Artifice 4, Greater Elemental Artifice OR w/ Artifice 4, Infuse Air, Infuse Earth, Infuse Fire, Infuse Water)
Phytomyxian 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.
Race: Faerie

Cost: 2

Aloof and capricious, faeries are supernatural creatures suffused with primal energy. A faerie wizard can shift from a charming and seemingly harmless creature into a raging destructive force of nature on a whim.

## Mechanics

* Cannot unlock the following masteries: Abyssal, Celestial, Necromancy, Order.
* +2 initial Fae Lore.
* +1 base Faerie Dust production.
* Access to some Faerie Units without special research - starts with Faerie Binding.
Valkyries

* **Mastery Prerequisites:** War 5
* **Research Cost:** none
* **Recruitment Cost:** 800 Gold, 35 Mana
* **Upkeep:** 100 Gold, 8 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 9

## Unit Statistics

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

## Unit Attacks

 Damage
 Add. Damage
 Reach
 Damage vs. Low Armor

## Notes

* Tags: Flying, Humanoid, Extra Planar, Magic
Skeleton Mages

* **Prerequisites:** Necromancy 4, Arcane 2
* **Research Cost:** 250 Gold, 20 Mana
* **Recruitment Cost:** 50 Mana
* **Upkeep:** 4 Mana
* **Recruitment Type:** Raise
* **Turns to Recruit:** 3

## Unit Statistics

* **Special Abilities:** Fearless, Vulnerable: Bludgeoning, Resistance: Piercing, Hardy, Limited Mind, Ranged Avoidance, No Replenishment
* **Resistances:** -
* **Vulnerabilities:** -

## Unit Attacks

 Damage
 Reach
 Cooldown
 Specials

## Notes

* Tags: Skeleton, Undead, Spellcaster, Non Living, Bone
Uhlebeasts

* **Mastery Prerequisites:** Beasts 5
* **Research Cost:** 1000 Gold, 25 Mana
* **Recruitment Cost:** 250 Food, 75 Mana, 5 Furs
* **Upkeep:** 5 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 3

## Unit Statistics

* **Special Abilities:** Beasts, Hardy, Pathfinders, Feast, Frenzy
* **Resistances:** -
* **Vulnerabilities:** -

## Unit Attacks

 Damage
 Reach
 Armor Pen.
 Damage vs. Low Armor
Mastery Progress

Mastery Progress represents the accumulation of a wizard's knowledge and proficiency in a particular field of magic. As a wizard gains higher levels of Mastery, the amount of additional Mastery Progress points the wizard must accumulate to achieve the next level tends to increase (see table below).

Mastery Progress points come from a variety of sources, including: the Wizard Tower, researching lore, casting spells, controlling cities, and maintaining units. At the beginning of the game, the Wizard Tower generates an intrinsic 5.25 Mastery Progress points per turn. This value may be increased to 5.75 points per turn by completing certain Quests.

Mastery Progress points generated by the Wizard Tower (not counting through its expansions) may be focused into one Mastery, enabling faster advancement in a single area, or else spread evenly among all Masteries the wizard has unlocked.

## Notes

* Based on the above table, a wizard starting from level 0 must accumulate a total of 1390 Mastery Progress points to reach level 10. At an average rate of 5.5 Mastery Progress points per turn, accomplishing this task will take 253 turns. Rapid Mastery progression, therefore, requires drawing Mastery Progress points from sources beyond the Wizard Tower's intrinsic research contribution.
Spellwoven Armor

**Mastery Prerequisites:** Enchantment 3

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

**Rarity:** Common

**Casting Cost:** 8 Mana

**Upkeep**: 1 Mana / Turn

**Target/Type:** Unit

**Battle Duration:** 3 Turns

Can only target non-Bound, non-Summoned, non-Raised units with Armor Equipment.

Grants Armor: +1, Toughness: +1, Magic Resistance: +1.

## Notes

* Casting this spell contributes 2.66 points of Mastery Progress to Enchantment Mastery, 1.33 points to Arcane Mastery, and 1.33 points to Artifice Mastery. Multiple castings in the same turn do not result in additional Mastery Progress bonuses.
Midas Touched

Cost: 2

The wizard has a gift for accruing wealth, through wily trades, bartering, and a touch of magic. He has a steady flow of gold from his trade partners, and can often get various services and goods cheaper than others.

## Mechanics

* +200 base gold income.
* Positively affects prices by 2.5% in the relevant direction when trading resources.
* +20% value from Trade Pacts.
* Keep 50% of the gold from the spell Fools Gold.
* Start the game with additional 500 gold
Nymphs

**Prerequisites:** Water 1, Faerie Binding

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

**Recruitment Cost:** 1,000 Gold, 25 Nectar. **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:** Amphibious, Pathfinders, Hardy, Charm

## Unit Attacks

 Damage
 Reach
 Charges

\* Bonus Damage vs. Low Armor: 1
War

War

* Level 1:
	+ Spell: Swift Strike, Animate Weapons
	+ Mana: +1
* Level 2:
	+ Spell: Call to Arms
	+ Mana: +1
* Level 3:
	+ Spell: Warrior Bond
	+ Unit: Lesser Valkyries
	+ Mana +2
* Level 4:
	+ Mana: +2
* Level 5:
	+ Unit: Valkyries
	+ Mana: +3
* Level 6:
	+ Mana: +3
* Level 7:
	+ Spell: Wall of Swords
	+ Mana: +4
* Level 8:
	+ Mana: +5
* Level 9:
	+ Unit: Greater Valkyries
	+ Mana: +6
* Level 10:
	+ Mana: +8

## Research Projects

* Level 1:
	+ Spells
		- Rapid Reload (w/ Artifice 3)
		- Cloak of Shadows (w/ Shadow 3, Warding 1)
	+ Units:
		- Redcaps (w/ Darkness 1, Faerie Binding)
		- Penumbral Fauns (w/ Shadow 3, Faerie Binding)
		- Radiant Soldiers (w/ Artifice 2, Light 3)
		- Lesser Ghebborim (w/ Summoning 3, Chaos 2, Planar Lore 2)
		- Lesser Angels of Vengeance (w/ Celestial 2, Celestial Summoning)
	+ Spellcraft:
		- Lesser Battle Siphoning (w/ Arcane 2, Binding 2, Minor Battle Siphoning)
		- Fomorian Brutes (w/ Fomorian Sorcery)
		- Umbral Satyrs (w/ Shadow 4, Faerie Binding)
		- Draugar Berserkers (w/ Necromancy 4, Beasts 3, Ancient History 1 OR w/ Necromancy 4, Chaos 3, Ancient History 1)
		- Phantasmal Champions (w/ Illusion 5, Light 1)
	+ Spellcraft:
		- Intermediate Battle Siphoning (w/ Arcane 4, Binding 3, Summoning 1, Lesser Battle Siphoning)
		- Demonic Siege Beasts (w/ Abyssal 3, Demonic Summoning)
		- Angels of War (w/ Celestial 4, Celestial Summoning)
		- Greater Ghebborim (w/ Summoning 4, Chaos 5, Planar Lore 4)
	+ Spellcraft:
		- Oath: Chaos Knights (w/ Chaos 3, Ancient History 2)
		- Oath: Dragon Knights (w/ Draconic Lore 3, Ancient History 3)
		- Oath: Shadow Knights (w/ Shadow 3, Ancient History 3)
		- Greater Battle Siphoning (w/ Arcane 6, Binding 4, Summoning 2, Intermediate Battle Siphoning)
		- Draugar (w/ Necromancy 3, Ancient History 1)
		- Supreme Battle Siphoning (w/ Arcane 8, Binding 6, Summoning 5, Greater Battle Siphoning)
Vivisectorium

**Prerequisites:** Alignment: Evil, Blood 1

**Expansion Slot:** Red

**Cost:** 500 Gold

**Construction Time:** 12 Turns

During any turn where you won battles totaling at least 50 Hit Points worth of living enemy losses (approx. 10 medium humanoids), gain +10 Mastery Progress points towards a randomly chosen of the following masteries (must be unlocked): Death, Life, Necromancy, Blood, Beasts, Pestilence, Binding.

Produces 2 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.
Supreme Battle Siphoning

**Prerequisites**: Arcane 8, Binding 6, War 5, Summoning 5, Greater Battle Siphoning

**Research Cost:** 5,000 Gold, 300 Mana

Gain 80% 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.
Scarecrows

* **Mastery Prerequisites:** Darkness 2, Lesser Scarecrows
* **Research Cost:** 500 Gold, 5 Mana
* **Recruitment Cost:** 800 Gold, 25 Mana, 10 Lumber, 5 Ectoplasm
* **Upkeep:** 4 Mana
* **Recruitment Type:** Create
* **Turns to Recruit:** 2

## Unit Statistics

* **Special Abilities:** Ambush, Fearless, Tireless, Hardy, Unsettling, Limited Mind
* **Resistances:** -
* **Vulnerabilities:** -

## Unit Attacks

 Damage
 Reach
 Cooldown
 Specials
 Damage vs. Low Armor

## Notes

* Tags: Construct, Golem, Non Living, Dark
Veins of Civilization

**Mastery Prerequisites:** Order 6

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

**Rarity:** Common

**Casting Cost:** 32 Mana

**Target/Type:** World

**Cooldown:** 8 Turns

Creates a permanent road between a City and a (permanent) site no more than one province away. The road cannot cross lakes or oceans.

## Notes

* Casting this spell contributes 10.67 points of Mastery Progress to Order Mastery, 5.33 points to Artifice Mastery, and 5.33 points to Earth Mastery. Multiple castings in the same turn do not result in additional Mastery Progress bonuses.
* Contrary to the written description, as of v.1.0.0.63, this spell allows the wizard to create a road connecting a Settlement with a (permanent) site up to 2 provinces away.