recursal/Fanatic-Fandom huggingface dataset:
Greater Lightning Elementals

* **Prerequisites:** Air 7, Chaos 3, Elemental Summoning, Lightning Elementals
* **Research Cost:** 1500 Gold, 32 Mana
* **Recruitment Cost:** 80 Mana
* **Upkeep:** 6 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 5

## Unit Statistics

* **Special Abilities:** Flight, Ranged Avoidance, Semi Corporeal, Relentless Pursuit, Always Hits
* **Resistances:** Physical 1, Lightning 4, Fire 4, Arcane 2
* **Vulnerabilities:** Physical 0, Lightning 0, Fire 0, Arcane 0
Lightning Bolt

**Mastery Prerequisites:** Air 2

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

**Rarity:** Common

**Casting Cost:** 5 Mana

**Target/Type:** Battle

Deals 12 Lightning damage to up to 5 individuals in the target unit. Units wearing metal armor suffer 100% additional hits and 50% additional damage.
Cosmic Wisdom

**Mastery Prerequisites:** Divination 5

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

**Rarity:** Common

**Casting Cost:** 12 Mana

**Target/Type:** World

**Cooldown:** 4 Turns

The caster is given the choice of one of three (randomly chosen) Lores. Each will have a randomly chosen and displayed chance (from 10% to 100%) to increase the relevant Lore level of the Wizard. If the attempt fails, the Wizard will be refunded 50% of the mana cost.

## Notes

* Casting this spell contributes 4 points of Mastery Progress to Divination Mastery, 2 points to Summoning Mastery, and 2 points to Time Mastery. Multiple castings in the same turn do not result in additional Mastery Progress bonuses.
Greater Wild Summons

**Mastery Prerequisites:** Chaos 6

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

**Rarity:** Common

**Casting Cost:** 10 Mana

**Target/Type:** World

Recruit a randomly chosen (Level 4 to 8) unit of Recruitment Type: Summon.

33% - 133% of normal cost to Recruit (Summon) will be immediately spent. If the Wizard cannot pay this fully, the size of the unit will be reduced or the spell may fizzle.

## Notes

* Casting this spell contributes 5 points of Mastery Progress to Chaos Mastery and 2.5 points to Summoning Mastery. Multiple castings in the same turn do not result in additional Mastery Progress bonuses.
* This spell has no cooldown time, allowing for the rapid transformation of stockpiled resources into units.
* It does not appear to be possible to set a destination location for this spell, meaning all units summoned with this spell appear at the Wizard Tower.
* The units summoned by this spell are not randomly chosen from all possible units in the specified level range. Rather, they are randomly chosen from the list of units (in the specified range) ***that the wizard may already summon***. The results of this spell are, therefore, more predictable when cast by a wizard with access to a narrower range of summonable units.
Lesser Arcane Ward

**Mastery Prerequisites:** Warding 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 battle.

Magical Resistance +1.

## Notes

* Casting this spell contributes 2.5 points of Mastery Progress to Warding Mastery. Multiple castings in the same turn do not result in additional Mastery Progress bonuses.
Air Elementals

* **Prerequisites:** Air 5, Elemental Summoning, Lesser Air 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:** Flight, Ranged Avoidance, Skirmish
* **Resistances:** Physical 2, Lightning 1
* **Vulnerabilities:** Physical 0, Lightning 0

## Notes

* Tags: Air, Flying, Elemental, Non Living
Dark Pact

Cost: 2

Striking a pact with a nefarious entity has given this wizard great power, but the power comes at a cost. He owes the entity an eternal debt. The nature of the pact and the cost is not known to the player prior to the game.

### Mechanics

* +1 initial Eldritch Lore.
* Beseech Dark Patron spell can give quests and rewards.
* Special events deal with the consequences of the pact.

### Beseech Dark Patron

Casting the spell will start one of these quests:

#### Dark Pact: Sacrifice

"Your dark benefactor requires you to conduct a mass sacrifice. Only a town, city or nomad camp[1] has necessary population to provide enough victims matching the requirements for this dark ritual."

Select an owned settlement and click the "!" square at the left bottom of the world map screen. "Ritual".

Reward:

"You've completed the task given to you by your dark benefactor, resulting in +5 Favor[1] and -10 Wrath (With whom?[1]).

Mastery Progress: [Mastery][Progress ~21%]

#### Dark Pact: Ritual Desecration

"Your dark benefactor requires you to desecrate a shrine, temple or holy site dedicate[\*] to the worship of [Deity]."

[\*] Typo

Since the player is literally the only instance in the game, that builds shrines (if you even do) AND you need a religious follower of exactly that deity (and you cannot convert religious characters), it is very hard to fulfill this quest. All the available information is located at Faction (Crown icon) > Wizard.

--

[1]: Clarification needed
Academy

**Prerequisites:** none

**Expansion Slot:** Gold

**Cost:** 500 Gold

**Construction Time:** 12 Turns

Gives a progress bonus to Research Lore projects of 5 research points + 1 research point per non-recovering Scholar Follower (up to 4) at the Tower. If any Scholars are present, there is a chance for non-Scholar followers (of Level 5 or lower) to gain 1 XP. This chance is 5% + 5% per Scholar (up to 5) + 25% if one or more scholars with the Mentor trait are present.

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

Maximum 1 per Tower.
Air

Air

* Level 1:
	+ Spell: Swiftness
* Level 2:
	+ Spell: Lightning Bolt
	+ Mana +1
	+ Unit Options: Lesser Mark of Air, Lesser Mark of Thunder
* Level 3:
	+ Spell: Favorable Skies
	+ Mechanic:
		- Golem Breath Lightning (with Artifice 5)
	+ Mana +2
* Level 4:
	+ Spell: Ball Lightning
	+ Mana: +3
* Level 5:
	+ Spell: Wind Warrior
	+ Mana: +5
	+ Unit Options: Mark of Air, Mark of Thunder
* Level 6:
	+ Spell: Archaean Wings
	+ Mana: +8
* Level 7:
	+ Spell: Hurricane
	+ Mana: +11
* Level 8:
	+ Mana: +15
* Level 9:
	+ Mana: +18
	+ Unit Options: Greater Mark of Air, Greater Mark of Thunder
* Level 10:
	+ Mana: +20

## Research Projects

		- Pixies (w/ Arcane 2, Faerie Binding)
		- Lesser Phoenixes (w/ Fire 3, Beasts 2, Elemental Lore 1)
		- Lesser Shadowflame Phoenixes (w/ Fire 3, Darkness 3, Beasts 2, Elemental Lore 1)
	+ Spellcraft:
		- Elemental Summoning (w/ Summoning 1)
		- Elemental Artifice (w/ Earth 1, Fire 1, Water 1, Artifice 2)
		- Lesser Air Elementals (w/ Elemental Summoning)
		- Lesser Lightning Elementals (w/ Chaos 2, Elemental Summoning)
		- Soulgorger Vultures (w/ Death 3, Demonic Summoning, Aviarium)
	+ Spellcraft:
		- Greater Elemental Artifice (w/ Earth 3, Fire 3, Water 3, Artifice 4, Elemental Artifice)
		- Infuse Air (w/ Artifice 2, Elemental Artifice)
		- Lightning Elementals (w/ Chaos 1, Elemental Summoning, Lesser Lightning Elementals)
		- Air Elementals (w/ Elemental Summoning, Lesser Air Elementals)
		- Greater Lightning Elementals (w/ Chaos 3, Elemental Summoning, Elemental Lore 3, Lightning Elementals)
		- Greater Air Elementals (w/ Elemental Summoning, Elemental Lore 3, Air Elementals)
Majestic Glamour

**Mastery Prerequisites:** Illusion 3

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

**Rarity:** Common

**Casting Cost:** 8 Mana

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

**Battle Duration:** 4 Turns

Cannot affect targets which are Illusions.

Grants Discipline: +1, Special Abilities: Inspiring, Ranged Avoidance
Arcanosaurians

* **Prerequisites:** Arcane 3, Beasts 3, Arcanosaurian Hatchlings
* **Research Cost:** 500 Gold, 35 Mana
* **Recruitment Cost:** 32 Mana
* **Upkeep:** 2 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 2

## Unit Statistics

* **Special Abilities:** Beasts, Hardy, Limited Regeneration
* **Resistances:** Arcane 4, Magic 3
* **Vulnerabilities:** Arcane 0
Lesser Depravity

**Mastery Prerequisites:** Abyssal 1

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

**Rarity:** Common

**Casting Cost:** 10 Mana

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

**Duration:** 3 Turns

+1 Crime, +2 Decadence, -5 Unrest

## Notes

* Lesser Depravity does not stack with Depravity or Greater Depravity. Only the most recently cast takes effect.
* Casting this spell contributes 3 points of Mastery Progress to Abyssal Mastery. Multiple castings in the same turn do not result in additional Mastery Progress bonuses.
Lesser Scarecrows

* **Mastery Prerequisites:** Artifice 1, Darkness 1, Enchantment 1
* **Research Cost:** 250 Gold, 2 Mana
* **Recruitment Cost:** 500 Gold, 15 Mana, 10 Lumber
* **Upkeep:** 2 Mana
* **Recruitment Type:** Create
* **Turns to Recruit:** 2

## Unit Statistics

* **Special Abilities:** Ambush, Fearless, Tireless, Hardy, Mindless
* **Resistances:** -
* **Vulnerabilities:** -

## Unit Attacks

 Damage
 Reach
 Damage vs. Low Armor
Greater Mass Mutation

**Mastery Prerequisites:** Chaos 8

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

**Rarity:** Common

**Casting Cost:** 100 Mana

**Target/Type:** Site

Transforms 40% - 80% of the pops in the chosen city into an army of mutants. Can only target controlled cities with 2+ pops. Does not work on non-living or magical targets. Adds 50 Unrest and 25 Squalor to the City.
Lesser Mark of Nature

**Mastery Prerequisites:** Life 2

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

**Cost to Apply:** 50 Furs, 50 Herbs

Toughness: +1

Discipline: -1

Disease Resistance: +1

Poison Resistance: +1

Corrosive Resistance: +1

Special Ability: Pathfinders

Gain Tag: Life
Hellhounds

* **Mastery Prerequisites:** (Abyssal 1, Beasts 1) or (Fire 3, Demonic Summoning)
* **Research Cost:** 250 Gold, 5 Mana
* **Recruitment Cost:** 75 Mana
* **Upkeep:** 2 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 2

## Unit Statistics

**Special Abilities:** Beasts, Relentless Pursuit

## Unit Attacks

 Damage
 Reach
 Cooldown
 Damage vs. Low Armor

## Notes

* Tags: Demon, Beast, Canid, Fire, Non Living, Extra Planar
Arcane Denial

**Mastery Prerequisites:** Order 2

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

**Rarity:** Common

**Casting Cost:** 5 Mana

**Target/Type:** Site.

Can only target non-Chaos Mana Nodes in or adjacent to a province you control. For 8 Turns, the Mana Node cannot be Bound or Drained. Note that this does not affect any Binding already in place.

## Notes

* Casting this spell contributes 1.67 points of Mastery Progress to Order Mastery and 0.83 points to Arcane Mastery and 0.83 to Warding Mastery. Multiple castings in the same turn do not result in additional Mastery Progress bonuses.
Demonic Grunt Macemen

* **Mastery Prerequisites:** Abyssal 3
* **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.
 Break Def.
 Reach

## Notes

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

* **Prerequisites:** Frost 5, Elemental Summoning, Lesser Frost Elementals
* **Research Cost:** 800 Gold, 10 Mana
* **Recruitment Cost:** 40 Mana
* **Upkeep:** 4 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 3

## Unit Statistics

* **Special Abilities:** Hardy, Tireless
* **Resistances:** Physical 1, Fire 2, Cold 5
* **Vulnerabilities:** Physical 0, Fire 0, Cold 0
Greater Plague Demons

* **Prerequisites:** Abyssal 5, Pestilence 7, Lesser Plague Demons
* **Research Cost:** 25 Mana
* **Recruitment Cost:** 120 Mana
* **Upkeep:** 12 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 4

## Unit Statistics

* **Special Abilities:** Regeneration, Tireless, Hardy, Noxious, Terror, Monster, Feast
* **Resistances:** Poison 4, Disease 5
* **Vulnerabilities:** Poison 0, Disease 0

## Notes

* Tags: Demon, Pestilence, Non Living, Extra Planar
Deforestation

**Mastery Prerequisites:** Destruction 8

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

**Rarity:** Common

**Casting Cost:** 250 Mana

**Target/Type:** Hex.

**Cooldown:** 9 Turns

Cannot target a hex with condition Primal, Enchanted, Hallowed, or Sanctuary. Cannot target a hex containing a Wizard Tower, Shrine, Temple, Fortress, or City.

Target hex changes terrain type, as follows: Grassland/Shrublands to Plains. Forest to Shrublands. Swamp to Marsh. Forested Hills to Hills. Forested Mountains to Mountains. Arctic Forest to Arctic Plains. Jungle to Forest.

If the hex contains a Life Mana Node the spell has a 90% risk to fail.
Lesser Frost Elementals

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

## Unit Statistics

* **Special Abilities:** Hardy
* **Resistances:** Fire 1, Cold 5
* **Vulnerabilities:** Fire 0, Cold 0

## Unit Attacks

 Damage
 Add. Damage
 Reach
 Special
Banshees

* **Prerequisites:** Necromancy 2, Arcane 1, Death 1
* **Research Cost:** 800 Gold, 20 Mana
* **Recruitment Cost:** 35 Mana
* **Upkeep:** 2 Mana
* **Recruitment Type:** Raise
* **Turns to Recruit:** 3

## Unit Statistics

* **Special Abilities:** Semi Corporeal, Hardy, Unsettling, Immune to Terror, Relentless Pursuit, Ambush
* **Resistances:** Arcane 1
* **Vulnerabilities:** Arcane 0

## Unit Attacks

 Damage
 Reach
 Cooldown
 Specials

## Notes

* Tags: Spirit, Spectral, Undead, Spellcaster, Non Living
Circle of Protection

**Mastery Prerequisites:** Warding 2

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

**Rarity:** Common

**Casting Cost:** 5 Mana

**Target/Type:** Site

**Duration:** 10 Turns

If cast on a Mana Node, it cannot be drained. City/Fortress: +20 Fortification Value. City: +1 Spiritual.

## Notes

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

Diplomacy are interactions with other factions.

Wizards and Warlords are other players, that seek to fulfill win conditions. Capturing their capital will win you the conquest victory. Beside declaring war, offering peace and non-aggression, there is no diplomacy.

Independent Realms are mostly passive, but build armies and attack within their province. Those realms can have more than 1 settlement but only 1 province. More than 1 realm can be settled in the same province. This is where most of the diplomacy happens.

Organizations can own multiple fortresses and are sprinkled across the map.

Other Factions are dungeons that can be cleared.

Planar invasions is a list of active portals.

### Diplomatic Events

#### Shared Knowledge

"[Faction] have shared some of their knowledge with you, boosting the progress on your project, [Active Project], by [Amount (~35%)]"

#### Trade Offer

Sometimes they off minor trades for which you get a total net profit based on current market prices

#### Trade Pact canceled

An independent faction cancels a trade pact seemingly randomly.

#### Coalition Intervention

You get a warning message some turns before to cease aggressions against a certain culture.

"Due to your conquests of [Culture] territory and site, the following coalition ha declared war: [List of:][Coalition] ([Player/Faction Type])"

#### Power Struggle

"A power struggle has begun in [Independent Realm]. The current ruler, [Character], is being challenged by [Character]. It may be possible to intervene in this struggle, securing the outcome we desire and/or the gratitude of the side we support."

Outside of this message, there is no evidence of these characters existence. There is no known way to interact with these characters.

### Notes

It does not seem to have consequences, if you attack repeatedly without declaration of war.

What is diplomatic reputation and where can on see it?[1]

[1] Clarification needed
Fire

Fire

* Level 1:
	+ Spell: Fireball
	+ Mechanic:
		- Golem Power Source: Eternal Fire (with Artifice 1)
* Level 2:
	+ Spell: Empowered Furnaces
	+ Mana +1
	+ Unit Options: Lesser Mark of Fire
		- Golem Breath: Fire (with Artifice 5)
		- Golem Artillery: Fire (with Artifice 7)
	+ Mana +2
* Level 4:
	+ Spell: Scorched Earth
	+ Mana: +3
* Level 5:
	+ Spell: Rain of Fire
	+ Mana: +5
	+ Unit Options: Mark of Fire
* Level 6:
	+ Mana: +8
* Level 7:
	+ Mana: +11
* Level 8:
	+ Mana: +15
* Level 9:
	+ Mana: +18
	+ Unit Options: Greater Mark of Fire
* Level 10:
	+ Mana: +20

## Research Projects

		- Elemental Summoning (w/ Summoning 1)
		- Elemental Artifice (w/ Air 1, Earth 1, Water 1, Artifice 2)
		- Lesser Fire Elementals (w/ Elemental Summoning)
		- Lesser Magma Elementals (w/ Earth 2, Elemental Summoning)
		- Lesser Phoenixes (w/ Summoning 1, Beasts 1, Elemental Lore 1)
		- Lesser Shadowflame Phoenixes (w/ Darkness 2, Summoning 1, Beasts 1, Elemental Lore 1)
		- Lesser Spellfire Phoenixes (w/ Arcane 3, Summoning 1, Elemental Lore 1)
	+ Spellcraft:
		- Phoenix Summoning (w/ Summoning 2, Beasts 2, Elemental Lore 4)
		- Solar Blast (w/ Celestial 4)
	+ Units:
		- Hellhounds (w/ Demonic Summoning)
		- Lesser Phoenixes (w/ Beasts 2, Air 1, Elemental Lore 1 )
		- Lesser Shadowflame Phoenixes (w/ Darkness 3, Beasts 2, Air 1, Elemental Lore 1)
		- Magmagors (w/ Beasts 3, Darkness 2, Metal 2, Elemental Lore 2)
		- Shadowflame Phoenixes (w/ Darkness 4, Phoenix Summoning, Elemental Lore 2, Lesser Shadowflame Phoenixes)
		- Spellfire Phoenixes (w/ Arcane 5, Light 1, Phoenix Summoning, Elemental Lore 2, Lesser Spellfire Phoenixes)
	+ Spellcraft:
		- Greater Elemental Artifice (w/ Air 3, Earth 3, Water 3, Artifice 4, Elemental Artifice)
		- Infuse Fire (w/ Artifice 2, Elemental Artifice)
		- Magma Elementals (w/ Earth 4, Lesser Magma Elementals)
		- Phoenixes (w/ Phoenix Summoning, Lesser Phoenixes)
	+ Spellcraft:
		- Phoenix Summoning (w/ Summoning 4, Beasts 4, Elemental Lore 1)
		- Fire Elementals (w/ Elemental Summoning, Lesser Fire Elementals)
		- Phoenixes (w/ Phoenix Summoning, Elemental Lore 5)
		- Greater Shadowflame Phoenixes (w/ Darkness 7, Phoenix Summoning, Elemental Lore 4, Shadowflame Phoenixes)
		- Greater Spellfire Phoenixes (w/ Arcane 8, Light 2, Phoenix Summoning, Elemental Lore 3, Spellfire Phoenixes OR w/ Arcane 8, Light 2, Phoenix Summoning, Elemental Lore 5)
		- Greater Shadowflame Phoenixes (w/ Darkness 8, Phoenix Summoning, Elemental Lore 7)
		- Greater Magma Elementals (w/ Earth 7, Elemental Summoning, Elemental Lore 3, Magma Elementals)
		- Greater Phoenixes (w/ Phoenix Summoning, Elemental Lore 5, Phoenixes)
		- Greater Fire Elementals (w/ Elemental Summoning, Elemental Lore 3, Fire Elementals)
		- Greater Phoenixes (w/ Phoenix Summoning, Elemental Lore 7)
Arcane Laboratory

**Prerequisites:** none

**Expansion Slot:** Blue

**Cost:** 500 Gold

**Construction Time:** 12 Turns

Gives a 5% chance each turn to add 25% progress to research projects of types: Greater Alchemy, Unlock Mastery, Research Spellcraft, and Research Spell. Also modifies the progress by 1 research point for each non-recovering Arcane Follower at the Tower (with a maximum of 5 research points gained this way).

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

Produces 1 Mana per turn.

Maximum 1 per Tower.
Enchanted (Hex)

Enchanted is an hex condition, that can be generated and spread by a Mana Node (Air, Arcane, Chaos, Earth, Fire, Primordial, War, Water) and divine requests. All hex conditions are exclusive to each other.

Enchanted will shift the unit table for armies to Wisps, Phantasmal Warriors, -Horrors, -Drakes, Arcanosaurian, -Hatchlings. Also will increase resource production of sites on that map tile as well as increase production of special resources according to production site:

Enchanted 'protects' against certain spells.[1] Note, that from level 2 on, Fae Gardens can be constructed, independent of terrain.

[1]: Clarification needed
Lesser Phoenixes

### **THIS UNIT NO LONGER EXISTS**

**Mastery Prerequisites:** Fire 2, Summoning 1, Beasts 1, Elemental Lore 1 **OR** Fire 3, Beasts 2, Air 1, Elemental Lore 1 **OR** Phoenix Summoning

**Research Cost:** 200 Gold, 8 Mana

**Recruitment Cost:** 50 Mana. **Upkeep Cost:** 6 Mana / Turn. **Recruitment Type:** Summoned. **Turns to Recruit:** 3 Turns

## Unit Statistics

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

**Resistances:** Fire 4; **Vulnerabilities:** Cold -2

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

## Unit Attacks

 Damage
 Additional Damage
 Bonus Damage
vs. Low Armor
 Reach

\* This attack is an Aura with a Cooldown of 3.

## Notes

* Tags: Fire, Flying, Elemental, Avian, Magic
Arcanosaurian Hatchlings

* **Prerequisites:** Arcane 2, Beasts 2
* **Research Cost:** 250 Gold, 20 Mana
* **Recruitment Cost:** 15 Mana
* **Upkeep:** 1 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 2

## Unit Statistics

* **Special Abilities:** Beasts, Hardy, Limited Regeneration
* **Resistances:** Arcane 3, Magic 2
* **Vulnerabilities:** Arcane 0
Farsight

Cost: 2

Farsight is the ability to scry far away locations. Wizards with this ability are better able to watch what is happening in the domain of a rival wizard or warlord.

## Mechanics

* Gives the ability to fully explore or partially search a province every 16 turns.
* +10% Mana available during battles.
* +10% Army Control Territory Ability.
Blood Beasts

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

## Unit Statistics

* **Special Abilities:** Feast, Relentless Pursuit, Limited Mind, Leap
* **Resistances:**
* **Vulnerabilities:**

## Unit Attacks

 Damage
 Add. Dam
 Reach
 Specials
 Damage vs. Low Armor
Custom Constructs

Upon reaching Artifice 1, a wizard gains the ability to create custom constructs at his Wizard Tower. Every construct is composed of the following five parts: template (i.e., material), shape, power source, traits, and weapons. Each of these parts is customizable, with more options becoming available as the wizard gains levels in various Masteries. The overall cost and qualities of the final construct vary with the options selected, but custom constructs always take 1 turn to create. The "default" custom construct consists of the following parts and has the following characteristics.

Using this design to create a construct costs 200 Gold, 10 Mana, with the resulting construct requiring an upkeep of 1 Mana / Turn. Its attributes are as follows:

 Melee Skill
 Melee Shock
 Toughness
 Courage
 Discipline
 Scouting
 Armor
 Hit Points

Special Abilities: Fearless, Tireless, Hardy, Unfeeling, Mindless

Attacks: None

By improving on the default parts, a wizard can produce a wide array of stronger, more useful, and more expensive constructs. These alternative options and their effects are presented below, by category.

## Traits

Despite the game's use of the plural form "traits," each construct design may only include a maximum of one trait.

## Weapons

Each construct design has four available slots for weapons. Weapon types marked with an asterisk (\*) may be added to the same design twice; all others may only be added once. For weapons listed as dealing "Typed" damage, the type must be selected from the options available to the wizard based on his Mastery progression. These types include: Fire, Lightning, Poison, Acid, Radiant, Arcane, and Dark. Not all types may be available for all weapons dealing typed damage.
Liches

* **Prerequisites:** (Necromancy 6) and (Arcane 3, Frost 3) or (Arcane 3, Darkness 3) or (Arcane 6)
* **Research Cost:** 2000 Gold, 100 Mana
* **Recruitment Cost:** 2000 Gold, 50 Mana
* **Upkeep:** 2 Mana
* **Recruitment Type:** Raise
* **Turns to Recruit:** 8

## Unit Statistics

* **Special Abilities:** Vampiric, Limited Regeneration, Tireless, Terror, Limited Flight, Monster, Unfeeling, Hardy, Ranged Avoidance
* **Resistances:** Physical 2, Cold 3
* **Vulnerabilities:** Physical 0, Cold 0

## Unit Attacks

 Damage
 Reach
 Armor Pen.
 Break Defense
Crystal Vault

**Prerequisites:** none

**Expansion Slot:** Blue

**Cost:** 1,000 Gold, 50 Mana

**Construction Time:** 12 Turns

Increases maximum Mana storage by 250. Produces 1 Mana per turn.

## Notes

* Without expansion, the Wizard Tower can carry over a maximum of 800 Mana between turns. Any excess accumulated Mana drains away without effect at the end of each turn.
Endow Peerage

**Mastery Prerequisites:** Order 2

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

**Rarity:** Common

**Casting Cost:** 20 Mana

**Target/Type:** Site

**Cooldown:** 4 Turns

Can target a controlled city, that does not have more than 50% noble Pops. One (non-Noble) Pop is then chosen to gain the Noble trait. This will remove any of the following traits if present: Enslaved, Indentured.

## Notes

* Casting this spell contributes 10 points of Mastery Progress to Order Mastery and 5 points to Transmutation Mastery. Multiple castings in the same turn do not result in additional Mastery Progress bonuses.
Dream Leeches

* **Prerequisites:** Arcane 1, Blood 1, Eldritch Lore 2
* **Research Cost:** 500 Gold, 10 Mana
* **Recruitment Cost:** 25 Mana
* **Upkeep:** 2 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 3

## Unit Statistics

* **Special Abilities:** Blink, Ambush, Vampiric, Hinder Opponent
* **Resistances:** -
* **Vulnerabilities:** -

## Unit Attacks

 Damage
 Add. Damage
 Reach
 Specials
 Damage vs. Low Armor
Lesser Spellfire Phoenixes

* **Mastery Prerequisites:** (Fire 2, Arcane 3, Summoning 1, Elemental Lore 1) or (Arcane 2, Phoenix Summoning)
* **Research Cost:** 180 Gold, 12 Mana
* **Recruitment Cost:** 50 Mana
* **Upkeep:** 4 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 2

## Unit Statistics

* **Special Abilities:** Flight, Phoenix Rebirth, Hardy, Immune to Terror, Monster
* **Resistances:** Fire 4, Arcane 3
* **Vulnerabilities:** Fire 0, Arcane 0

## Notes

* Tags: Fire, Flying, Elemental, Avian, Magic
Greater Air Elementals

**Prerequisites:** Air 8, Elemental Summoning, Air Elementals, Elemental Lore 3

**Research Cost:** 2,000 Gold, 25 Mana

**Recruitment Cost:** 70 Mana. **Upkeep:** 6 Mana / Turn. **Recruitment Type:** Summoned. **Turns to Recruit:** 8.

## Unit Statistics

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

**Special Abilities:** Flight, Ranged Avoidance, Skirmish, Hinder Opponent

## Notes

* Tags: Air, Flying, Elemental, Non Living
Lesser Mass Mutation

**Mastery Prerequisites:** Chaos 1

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

**Rarity:** Common

**Casting Cost:** 5 Mana

**Target/Type:** Special

Transforms a unit of workers into mutants (somewhat) usable for warfare. Does not work on non-living or magical targets.
Greater Mark of Ice

**Mastery Prerequisites:** Frost 9

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

**Cost to Apply:** 2,500 Gold, 100 Silver, 50 Gemstones, 5 Jewelry, 5 Oricalchum

Melee Damage: +3 (Cold)

Discipline: +1

Armor: +1

Cold Resistance: +4

Fire Resistance: +1

Special Abilities: Unfeeling

Gain Tag: Frost
Arcane Conduit

**Mastery Prerequisites:** Arcane 3

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

**Rarity:** Common

**Casting Cost:** 5 Mana

**Target/Type:** Battle

Requires an Arcane character to be present. The spell casting (per battle turn) limit is increased by +1 per turn.
Mark of Nature

**Mastery Prerequisites:** Life 5

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

**Cost to Apply:** 100 Furs, 100 Food, 50 Herbs, 1 Faerie Dust

Melee Damage: +1 (Physical)

Toughness: +1

Discipline: -1

Disease Resistance: +2

Poison Resistance: +2

Corrosive Resistance: +2

Special Ability: Pathfinders, Limited Regeneration

Gain Tag: Life
Magma Elementals

* **Prerequisites:** Fire 4, Earth 4, Elemental Summoning, Lesser Magma Elementals
* **Research Cost:** 600 Gold, 8 Mana
* **Recruitment Cost:** 40 Mana
* **Upkeep:** 4 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 4

## Unit Statistics

* **Special Abilities:** Anti-Cavalry, Sappers, Linebreaker, Set Defense, Implicit Shield
* **Resistances:** Physical 1, Fire 4, Lightning 2
* **Vulnerabilities:** Physical 0, Fire 0, Lightning 0
Fomorian Elders

* **Mastery Prerequisites:** Time 2, Fomorian Sorcery, Ancient History 5
* **Research Cost:** 1500 Gold, 25 Mana
* **Recruitment Cost:** 110 Mana
* **Upkeep:** 8 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 5

## Unit Statistics

* **Special Abilities:** Hardy, Unsettling
* **Resistances:** Disease 3
* **Vulnerabilities:** Disease 0
Greater Archons of Retribution

* **Mastery Prerequisites:** Order 9
* **Research Cost:** none
* **Recruitment Cost:** 100 Iron, 50 Mana, 20 Granite
* **Upkeep:** 12 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 8

## Unit Statistics

* **Special Abilities:** Hardy, Relentless Pursuit, Tireless, Fearless, Unsettling
* **Resistances:**
* **Vulnerabilities:**

## Unit Attacks

 Damage
 Add. Dam.
 Reach
 Armor Pen.
 Break Def.
Greater Magma Elementals

* **Prerequisites:** Fire 7, Earth 7, Elemental Summoning, Elemental Lore 3, Magma Elementals
* **Research Cost:** 1500 Gold, 20 Mana
* **Recruitment Cost:** 80 Mana
* **Upkeep:** 6 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 5

## Unit Statistics

* **Special Abilities:** Anti-Cavalry, Sappers, Linebreaker, Set Defense, Implicit Shield
* **Resistances:** Physical 1, Fire 4, Cold 1, Lightning 3
* **Vulnerabilities:** Physical 0, Fire 0, Cold 0, Lightning 0

## Notes

* Tags: Fire, Magma, Elemental, Non Living
Greater Phoenixes

**Prerequisites:** Fire 7, Phoenix Summoning, Phoenixes, Elemental Lore 5 **OR** Fire 8, Phoenix Summoning, Elemental Lore 7

**Research Cost:** 2,000 Gold, 45 Mana

**Recruitment Cost:** 175 Mana. **Upkeep Cost:** 15 Mana / Turn. **Recruitment Type:** Summoned. **Turns to Recruit:** 6 Turns.

## Unit Statistics

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

**Special Abilities:** Flight, Phoenix Rebirth, Hardy, Immune to Terror, Monster, Inspiring, Linebreaker

## Notes

* Tags: Fire, Flying, Elemental, Avian, Magic
Channeling

Cost: 2

The mana flows of the world are complex and difficult to master - even for a great wizard. Mana channeling is the ability to maximize the available mana, allowing the wizard a greater reservoir of arcane power.

## Mechanics

* +5 base mana production, and to the mana generated from mana nodes.
* +25% Mana available during battles.

## Notes

* As of v.1.0.0.63, this Trait does not grant a flat +5 bonus to mana generated from mana nodes. Rather, it grants a bonus according to the following table:

 Small
 Medium
 Large
 Massive
Greater Sylvanize

**Mastery Prerequisites:** Life 9

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

**Rarity:** Common

**Casting Cost:** 400 Mana

**Target/Type:** Hex

**Cooldown:** 4 Turns

Target hex changes terrain type, as follows: Plains to Shrublands. Grass/Shrublands to Forest. Marsh to Swamp. Hills to Forested Hills. Mounts to Forested Mountains. Arctic Plains to Arctic Forest.

Cannot target a hex with the Blight condition. Cannot target a hex containing a Wizard Tower, Temple, or City (Population 8+). If the hex contains a non-Life Mana Node, the spell has a 50% risk to fail.
Favorable Skies

**Mastery Prerequisites:** Air 3

**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

If the army has not moved this turn, moving into a water hex costs no movement points.

## 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.
Mark of Ice

**Mastery Prerequisites:** Frost 5

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

**Cost to Apply:** 1,000 Gold, 50 Silver, 30 Gemstones

Melee Damage: +2 (Cold)

Discipline: +1

Armor: +1

Cold Resistance: +3

Fire Resistance: +1

Gain Tag: Frost
Lesser Fire Elementals

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

## Unit Statistics

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

## Unit Attacks

 Damage
 Reach
 Cooldown
 Special
Greater Void Elementals

* **Prerequisites:** Darkness 8, Elemental Summoning, Elemental Lore 4, Void Elementals
* **Research Cost:** 2000 Gold, 25 Mana
* **Recruitment Cost:** 80 Mana
* **Upkeep:** 6 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 6

## Unit Statistics

* **Special Abilities:** Semi Corporeal, Ranged Avoidance, Blink
* **Resistances:** Cold 4, Radiant 2, Dark 4
* **Vulnerabilities:** Cold 0, Radiant 0, Dark 0
Eldritch Brachyurans

* **Mastery Prerequisites:** Arcane 6, Darkness 8, Blood 3, Eldritch Lore 8
* **Research Cost:** 150 Mana, 80 Wyrdstone
* **Recruitment Cost:** 250 Mana
* **Upkeep:** 40 Mana
* **Recruitment Type:** Summoned
* **Turns to Recruit:** 8

## Unit Statistics

* **Special Abilities:** Fearless, Terror, Hardy, Implicit Shield, Monster, Unfeeling, Aquatic
* **Resistances:** -
* **Vulnerabilities:** -
Item

Items are assignable to followers. To see a list of your items, you have to enter the menu for assigning them. Select a follower > Give Item or > Inventory to return them to the vault. Items can be found in dungeons and crafted by followers. Crafting an Item will cost initial 100 gold and furthermore 240 gold each time an item is finished. Factors for effectiveness are currently unknown. (Job, Smiting, Artisanship?)[1]

Note, that all items (including "useless") grant +5 loyalty to the assigned follower. Items can be crafted as diplomatic gifts (only when created with craft gift task?).

Note, that Smiths get a 20% discount on crafting.

Repeatable project items can be created by you, by choice. Crafted items are created at random by followers with the crafting task.

[1]: Clarification needed

[2]: It is describes as if you need all three but it makes more sense, that you have to have ONE of these and not all three.
Hallowed

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

Hallowed will shift the unit table for armies to *Lesser-* and *Regular Valkyries*, *Lesser-, Regular-* and *Greater Light Elementals* will increase resource production of sites on that tile (but not Settlements?[1]) as well as special resources according to production site:

Hallowed 'protects' against disease spread and certain spells.[1] New dungeons (Celestial) might spawn (very low chance) and certain dungeons (Demon, Pestilence, Undead) will never spawn on this hex. Reduces the chance of planar portal (Celestial) and not chance of Demon themed ones.

[1]: Clarification needed

[2]: Manual states +2, but that is not the case.
Lesser Sylvanize

**Mastery Prerequisites:** Life 3

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

**Rarity:** Common

**Casting Cost:** 50 Mana

**Target/Type:** Hex

**Cooldown:** 10 Turns

Must target a hex with an adjacent Life Mastery Node or 3+ adjacent hexes with Forest/Jungle. It cannot target a hex adjacent to Desert or Arid terrain. Target hex changes terrain type, as follows: Plains to Shrublands. Grasslands/Shrublands to Forest. Marsh to Swamp. Hills to Forested Hills. Mountains to Forested Mountains. Arctic Plains to Arctic Forest. Cannot target a hex with a condition (Darkened, Blight, Enchanted, etc.) other than Primal. Cannot target a hex containing a Wizard Tower, Shrine, Temple, Fortress or City. If the hex contains a non-Life Mana Node the spell has a 50% risk to fail.

## Notes

* Casting this spell contributes 16.67 points of Mastery Progress to Life Mastery. Multiple castings in the same turn do not result in additional Mastery Progress bonuses.
Lesser Water Elementals

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

## Unit Statistics

* **Special Abilities:** Aquatic
* **Resistances:** Physical 1, Fire 1
* **Vulnerabilities:** Physical 0, Fire 0

## Unit Attacks

 Damage
 Reach
 Break Defense
 Armor Pen.
Greater Acid Elementals

* **Prerequisites:** Destruction 3, Water 7, Elemental Summoning, Elemental Lore 3, Acid Elementals
* **Research Cost:** 2000 Gold, 25 Mana
* **Recruitment Cost:** 70 Mana
* **Upkeep:** 6 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 8

## Unit Statistics

* **Special Abilities:** Close Quarters Fighting, Anti-Cavalry, Monster Slayers, Burrow
* **Resistances:** Corrosive 5, Lightning 3
* **Vulnerabilities:** Corrosive 0, Lightning 0

## Notes

* Tags: Water, Acid, Elemental, Non Living
Dire Lions

* **Mastery Prerequisites:** Beasts 7
* **Research Cost:** none
* **Recruitment Cost:** 50 Mana
* **Upkeep:** 40 Food, 5 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 8

## Unit Statistics

* **Special Abilities:** Beasts, Inspiring, Leap, Hunt Food
* **Resistances:**
* **Vulnerabilities:**

## Unit Attacks

 Damage
 Reach
 Armor Pen.
 Damage vs. Low Armor
Locate Mana Node

**Mastery Prerequisites:** Divination 4

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

**Rarity:** Common

**Casting Cost:** 40 Mana

**Target/Type:** World

**Cooldown:** 8 Turns

25% to locate an undiscovered mana node. If another wizard controls more mana nodes than you, the chance is increased by 20% per node in excess of your count.

## Notes

* Casting this spell contributes 20 points of Mastery Progress to Divination Mastery and 10 points to Arcane Mastery. Multiple castings in the same turn do not result in additional Mastery Progress bonuses.
* This spell is literal in effects. If the wizard has already researched Sense Mana Node, then the only effect of this spell will be to reveal a mana node in an unexplored hex. Accordingly, if the wizard has Sense Mana Node and has already revealed every hex containing a mana node, then this spell will have no effect.
Lesser Mark of Undeath

**Mastery Prerequisites:** Necromancy 2

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

**Cost to Apply:** 500 Gold, 5 Bone

Toughness: +1

Darkness Resistance: +1

Poison Resistance: +1

Disease Resistance: +1

Radiant Vulnerability: +1

Special Ability: Unsettling

Gain Tags: Undead, Non Living
Conflagration of Souls

**Mastery Prerequisites:** Necromancy 8

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

**Rarity:** Common

**Casting Cost:** 12 Mana, 5 - 9 Souls

**Target/Type:** Battle

Consumes 5 - 9 Souls, dealing damage to all (non-reserve) enemy units. Each unit suffers a number of hits for 7 Fire damage equal to 20% of unit size. An additional number of hits equal to 7 times the number of souls are distributed randomly - these deal 7 Dark damage. All friendly units also suffer hits for 3 Fire damage equal to 20% of unit size.
Light

- Brave the Darkness
		- Cleansing Light
	+ Mechanic: Golem Material: Silver (w/ Artifice 1, Metal 1)
* Level 2:
	+ Spell: Radiant Heal
	+ Unit Option: Lesser Mark of Light
	+ Mana: +1
* Level 3:
	+ Spell: Resurrection
	+ Mana: +2
* Level 4:
	+ Mana: +3
* Level 5:
	+ Mechanic: Golem Beam: Radiant (w/ Artifice 7)
	+ Unit Option: Mark of Light
	+ Mana: +4
* Level 6:
	+ Mana: +6
* Level 7:
	+ Spell: Mass Resurrection
	+ Mana: +8
* Level 8:
	+ Mana: +10
* Level 9:
	+ Unit Option: Greater Mark of Light
	+ Mana: +12
* Level 10:
	+ Mana: +15

## Research Projects

		- Photosynthesis (w/ Enchanted Garden)
	+ Units:
		- Spellfire Phoenixes (w/ Arcane 5, Fire 3, Phoenix Summoning, Elemental Lore 2, Lesser Spellfire Phoenixes OR Arcane 5, Phoenix Summoning, Elemental Lore 2, Phoenixes)
		- Phantasmal Champions (w/ Illusion 5, Order 2 OR Illusion 5, War 2)
		- Photosynthesis (w/ Life 2)
		- Purge Infection (w/ Death 3)
	+ Units:
		- Lesser Light Elemental (w/ Elemental Summoning)
		- Hopefire Rune Wolves (w/ Rune 2, Beasts 3)
		- Phantasmal Champions (w/ Illusion 5)
		- Greater Spellfire Phoenixes (w/ Arcane 8, Fire 5, Phoenix Summoning, Elemental Lore 3, Spellfire Phoenixes OR Arcane 8, Fire 5, Phoenix Summoning, Elemental Lore 5)
		- Radiant Soldiers (w/ Artifice 2, War 1)
		- Angels of Hope (w/ Celestial 3, Celestial Summoning)
		- Antumbral Giants (w/ Shadow 8, Summoning 4, Darkness 3)
	+ Spellcraft:
		- Cleanse Necrotite (w/ Metal 3, Transmutation 2)
		- Light Elementals (w/ Elemental Summoning, Lesser Light Elementals)
		- Greater Light Elementals (w/ Elemental Summoning, Elemental Lore 3, Light Elementals)
Greater Valkyries

* **Mastery Prerequisites:** War 9
* **Research Cost:** none
* **Recruitment Cost:** 1200 Gold, 60 Mana
* **Upkeep:** 125 Gold, 10 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 6

## Unit Statistics

**Special Abilities:** Flight, Inspiring, Hardy, Relentless Pursuit

## Unit Attacks

 Damage
 Add. Dam.
 Reach
 Damage vs. Low Armor

## Notes

Tags: Flying, Humanoid, Extra Planar, Magic
Greater Archons of Unity

* **Mastery Prerequisites:** Order 8
* **Research Cost:** none
* **Recruitment Cost:** 50 Iron, 50 Silver, 50 Mana
* **Upkeep:** 12 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 7

## Unit Statistics

* **Special Abilities:** Hardy, Shield Wall, Limited Regeneration, Tireless, Inspiring, Set Defense, Implicit Shield
* **Resistances:**
* **Vulnerabilities:**

## Unit Attacks

 Damage
 Reach
 Armor Pen.
Incubi Neolates

* **Prerequisites:** Abyssal 3, Darkness 1, Demonic Summoning
* **Research Cost:** 800 Gold, 11 Mana
* **Recruitment Cost:** 69 Mana[1]
* **Upkeep:** 5 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 2

## Unit Statistics

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

## Unit Attacks

 Damage
 Add. Dam
 Reach

## Notes

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

[1]: That is correct
Lesser Nether Shades

* **Prerequisites:** Death 1
* **Research Cost:** none
* **Recruitment Cost:** 50 Gold, 15 Mana
* **Upkeep:** 5 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
Antumbral Giants

* **Prerequisites:** Shadow 8, Summoning 4, Darkness 3, Light 3
* **Research Cost:** 1250 Gold, 40 Mana
* **Recruitment Cost:** 100 Mana
* **Upkeep:** 10 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 5

## Unit Statistics

* **Special Abilities:** Ranged Avoidance, Terror, Monster, Hinder Opponent
* **Resistances:** Radiant 3, Dark 4
* **Vulnerabilities:** Radiant 0, Dark 0

## Unit Attacks

 Damage
 Add. Damage
 Armor Pen.
 Break Def.
 Reach
Frost

* Level 1:
	+ Spell: Ice Bridge
	+ Mechanic: Golem Material: Ice (w/ Artifice 1)
* Level 2:
	+ Spell: Coldsnap
	+ Unit Option: Lesser Mark of Ice
	+ Mana: +1
* Level 3:
	+ Spell: Frost Armor
	+ Mechanic: Golem Breath: Frost (w/ Artifice 5)
	+ Mana: +2
* Level 4:
	+ Spell: Hailstorm
	+ Mana: +3
* Level 5
	+ Mechanic: Golem Beam: Frost (w/ Artifice 9)
	+ Unit Option: Mark of Ice
	+ Mana: +5
* Level 6:
	+ Mana: +8
* Level 7:
	+ Mana: +11
* Level 8:
	+ Mana: +15
* Level 9:
	+ Unit Option: Greater Mark of Ice
	+ Mana: +18
* Level 10:
	+ Mana: +20

## Research Projects

		- Frost Wolves (w/ Beasts 1)
		- Lesser Frost Elementals (w/ Elemental Summoning)
		- Liches (w/ Necromancy 6, Arcane 3)
		- Frost Elementals (w/ Elemental Summoning, Lesser Frost Elementals)
		- Greater Frost Elementals (w/ Elemental Summoning, Elemental Lore 3, Frost Elementals)
Lesser Lightning Elementals

* **Prerequisites:** Air 2, Chaos 2, Elemental Summoning
* **Research Cost:** 150 Gold, 7 Mana
* **Recruitment Cost:** 25 Mana
* **Upkeep:** 2 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 2

## Unit Statistics

**Special Abilities:** Leap, Ranged Avoidance, Semi Corporeal

**Resistances:** Physical 1, Fire 3, Cold 5

**Vulnerabilities:** Physical 0, Fire 0, Cold 0

## Unit Attacks

 Damage
 Reach
 Break Def.
 Special
Greater Scarecrows

* **Prerequisites:** Darkness 5, Scarecrows
* **Research Cost:** 750 Gold, 5 Mana
* **Recruitment Cost:** 1,000 Gold, 50 Mana, 10 Lumber, 20 Ectoplasm
* **Upkeep:** 13 Mana, 1 Ectoplasm
* **Recruitment Type:** Create
* **Turns to Recruit:** 3

## Unit Statistics

* **Special Abilities:** Ambush, Tireless, Unsettling, Blink
* **Resistances:** -
* **Vulnerabilities:** -

## Notes

Tags: Construct, Golem, Non Living, Dark, Extra Planar
Deconstruct

**Mastery Prerequisites:** Destruction 3

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

**Rarity:** Common

**Casting Cost:** 50 Mana

**Target/Type:** Site

Destroys a city building.

## Notes

* Casting this spell contributes 50 points of Mastery Progress to Destruction Mastery. Multiple castings in the same turn do not result in additional Mastery Progress bonuses.
* The building destroyed is selected manually, rather than at random.
* This spell appears to have no maximum range, allowing a wizard to select target sites far across the map.
Dark Rituals

**Mastery Prerequisites:** Darkness 2

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

**Rarity:** Common

**Casting Cost:** 10 Mana

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

**Cooldown:** 6 Turns

Perform dark rituals at your tower, gaining 6 - 36 mana and mastery (Arcane, Darkness, Divination, Shadow or Death). Requires participation of an arcane or religion type follower, who may suffer (33%) injury, (5%) death, or (10%) possession - and may gain or lose certain traits

## Notes

* Casting this spell contributes 10 points of Mastery Progress to Darkness Mastery. Multiple castings in the same turn do not result in additional Mastery Progress bonuses.
Lesser Planar Seal

**Mastery Prerequisites:** Warding 8

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

**Rarity:** Common

**Casting Cost:** 25 Mana

**Target/Type:** World

**Cooldown:** 10 Turns

**Duration:** 4 Turns

+50% cost and +25% mishap chance when summoning extra-planar units for 4 turns.