recursal/Fanatic-Fandom huggingface dataset:
Quicken

**Mastery Prerequisites:** Time 1

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

**Rarity:** Common

**Casting Cost:** 5 Mana

**Target/Type:** Battle

**Duration:** Battle

Reduces all pending unit cooldowns by 1 when cast or recast. Grants Movement: +1; Melee Skill: +1; Discipline: +1
Greater Mark of Sorcery

**Mastery Prerequisites:** Arcane 8

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

**Cost to Apply:** 1,250 Gold, 100 Mana

Movement: +1, Ranged Skill: +3, Magical Resistance: +2, Melee Damage: +4 (Arcane)

Gain Special Ability: Blink, Implicit Shield

Gain Tags: Spellcaster, Magic
Destruction

* Level 1:
	+ Spell: Shatter
* Level 2:
	+ Spell: Explode Person
* Level 3:
	+ Spell: Deconstruct
	+ Mechanics:
		- Transmute Metal to Mana (w/ Metal 3)
		- Transmute Minerals to Mana (w/ Earth 3)
* Level 4:
	+ Spell: Lesser Vulnerability
	+ Mechanic: Transmute Jewelry to Mana (w/ Artifice 4)
* Level 5:
	+ Spell: Wrecking Ball
	+ Mechanic: Transmute Oricalchum to Mana (w/ Elemental Lore 5)
* Level 6:
	+ Spell: Greater Vulnerability
* Level 7:
	+ Spell: Power Word: Unmake
		- Arcane Apocalypse
		- Deforestation
* Level 9:
	+ Spell: Rend the Earth
* Level 10:
	+ Spell: Disintegrate

## Research Projects

		- Lesser Acid Elementals (w/ Water 2, Elemental Summoning)
		- Acid Elementals (w/ Water 5, Elemental Summoning, Lesser Acid Elementals)
		- Disassemble (w/ Artifice 5)
	+ Units:
		- Greater Acid Elementals (w/ Water 7, Elemental Summoning, Elemental Lore 3, Acid Elementals)
Mystical Furnace

**Prerequisites:** Artifice 1, Adamantite Forging **OR** Artifice 1, Mithril Forging **OR** Artifice 1, Necrotite Forging

**Expansion Slot:** Gold

**Cost:** 500 Gold

**Construction Time:** 12 Turns

Each turn provides +1 Mastery Progress point to one of the following randomly chosen Masteries (if unlocked): Artifice, Fire, Metal. Gives a progress bonus to Enchant Item and Devise Construct projects of 5 research points + 1 research point per non-recovering Artisan Follower (up to 5) at the Tower.

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

Produces 1 Eternal Fire 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.
Radiant Heal

**Mastery Prerequisites:** Light 2

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

**Rarity:** Common

**Casting Cost:** 5 Mana

**Target/Type:** Battle

Heals all wounded members of a unit for 1 - 3. Cannot target units with the Undead, Demon, Demonic Taint, Dark, or Shadow tags. Units with the Light or Celestial tags are healed for +2.
Raise Skeleton Laborers

**Mastery Prerequisites:** Necromancy 2, Artifice 1 OR Necromancy 2, Enchantment 1 OR Necromancy 3

**Research Cost:** 250 Gold, 100 Bone, 5 Mana

**Rarity:** Uncommon

**Casting Cost:** 15 Mana

**Target/Type:** World

Raise a Skeleton Laborers worker unit. The maximum number of these which can be controlled is equal to the wizard's Necromancy Mastery level + 2.

## Notes

* Skeleton Laborers always start with the following skills: Labor (2), Construction (1), Mining (1).
* Casting this spell contributes 15 points of Mastery Progress to Necromancy Mastery. Multiple castings in the same turn do not result in additional Mastery Progress bonuses.
Redcaps

**Prerequisites:** Darkness 1, War 1, Faerie Binding

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

**Recruitment Cost:** 5,000 Gold. **Upkeep:** 250 Gold / Turn. **Recruitment Type:** Bound. **Turns to Recruit:** 2.

## Unit Statistics

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

**Special Abilities:** Ambush, Hardy, Feast, Relentless Pursuit, Unsettling

## Unit Attacks

 Damage
 Reach

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

Cost: 2

Undead wizards have a strong power over the dead and are able to command legions of the unliving. This power comes at a cost as most beings loath the undead.

## Mechanics

* Cannot unlock the following masteries: Abyssal, Celestial, Life.
* +1 initial Ancient History Lore.
* Reduces cost to create and maintain undead minions by 20%.
* Start the game with undead followers, with no upkeep
* From time to time a random undead follower joins you (No notification. Once every ~50 turns)
* Extra options on conquering settlements (including mastery progress, raising undead units and looting mana)

when conquering a settlement, you get 3 additional options:

* Enslave: Destroys the settlement over time. Expect spawning rebel armies. Gain mana, mastery progress, research, resources. Diplomatic backlash. (Reduced to ruins for excavation?)
* Drain: Gain mana an mastery progress. Settlement reduced to 1 pop. Diplomatic backlash.
* Mass Necromancy: Raise mostly zombies and reduce settlement to 1 pop. Diplomatic backlash.
Wizard Tower

Every wizard starts the game with a Wizard Tower. A wizard whose Tower is captured by opposing forces is eliminated from the game. No wizard can build a second Tower, nor can warlords build Towers of their own to become wizards. It is not possible to relocate a Tower, or to transfer its possession. When an opposing wizard's Tower is captured, it is automatically demolished and replaced with a commemorative monument.

## Tower Levels

Every Wizard Tower begins the game at Level 1. The costs and benefits of upgrading the Tower to higher levels are summarized in the table below.

Regardless of level, the Wizard Tower intrinsically generates 100 Gold, 25 Food, 5 Mana, 1 Influence, and 5.25 Mastery Progress points per turn. Every worker unit that is assigned to the Wizard Tower produces 50 gold per turn, in addition to any other resources it might produce in virtue of its Skills.

### Recruitment Capacity

"Recruitment Capacity" refers to the maximum number of ***recruited*** units that may be in the Wizard Tower's recruitment queue at any given time. Note that summoned, raised, and bound units do not count as recruited and so are not subject to this limitation.

### Free Mana Available for Upkeep

Depending on its level, the Wizard Tower generates a certain amount of "virtual" mana that is applied automatically every turn to pay the upkeep costs of the wizard's creatures and spells. This free mana cannot be directly spent by the player, nor does any unspent excess accumulate or carry over between turns.

## Expansions

Expansions are renovations to the Wizard Tower that provide unique effects. The level of a Wizard Tower determines the number and type of expansions it can support. The Wizard Tower's expansion capacity is represented by slots of varying colors, each of which corresponds with a list of eligible expansions, as detailed below. Expansions do not require upkeep and may be demolished at any time for a refund of 25% of their construction cost.

* Blue: Guest Chambers, Crystal Vault, Arcane Laboratory, Observatory, Aviarium
* Red: Armory, Tunnel Network, Library, Underground Waterways, Passage to the Underdark, Prison Cells, Chirugium, Barracks, Voltaic Coils, Necrotite Forge, Vivisectorium, Soul Forge
* Green: Enchanted Garden, Stables, Archery Range, Training Grounds, Bazaar, Shrine, Arena
* Gold: Academy, Summoning Circle, Mystical Furnace, Enchanted Fountain
* Silver: A Silver slot may be used to construct any expansion. Silver slots do not, however, permit a wizard to exceed any intrinsic limitations on the number of a given expansion that may be simultaneously present at the same Tower.
Monster Spawning

Each turn there is a chance of a party of monsters, marauders or planar invasions (if there is a planar portal within the province) spawning. These will be hostile to all players (including independent?)[1]
The chance of hostiles spawning depends on game settings, armies and sites within the province.

Decreases:

* Patrolling Armies (scouting value is being used)
* Outpost
* Fortress (great reduction)

Increases:

* Monster Lair
* Camp
* Planar Portal
* Not cleared Dungeons (even if hidden)
* Game Settings
* Tiles with Blight, Darkened, ...
* Awakening ancient evil (Late Game)

Minimum Chance with game settings:

* Tranquil: 0%
* Varied: 0.02%
* Dangerous: 0.03%
* Deadly: 0.08%
* Sinister: 0.12%

Multiplicated by:

* Rare setting: 10%
* Common setting: 200%

[1]: Clarification needed
Unit Tags

Every unit has tags to determine what affects them and how they can be targeted.

* Abomination
* Acid
* Air
* Amphibious
* Arachnid
* Bear
* Beast
* Bone
* Canid
* Cavalry
* Celestial
* Chaos
* Construct
* Crustacean
* Crystal
* Dark
* Death
* Demon
* Demonic Taint
* Draconic
* Earth
* Elder
* Elemental
* Extra Planar
* Faerie
* Fire
* Flying
* Frost
* Fungus
* Ghoul
* Giant
* Golem
* Humanoid
* Illusion
* Insect
* Irregular
* Knight
* Light
* Lightning
* Limited Trainable
* lion
* Living
* Lizard
* Magic
* Noble
* Non Living
* Order
* Pestilence
* Plant
* Poison
* Sanguine
* Serpent
* Shadow
* Skeleton
* Slime
* Soldier (Professional?)[1]
* Spectral
* Spellcaster
* Spirit
* Subterranean
* Sylvan
* Undead
* Vampire
* Warrior
* Water
* Wolf
* Worm
* Zombie

[1]: Clarification needed
Population

Enslaved and indentured pops do not contribute to taxation and min(0.5, Taxation) to production

Nobles: 150% taxation and 50% resource production.

(Animal) production applied to Furs, Trade Goods, and Bones. Not to chitin, ichor and food.

Gold income: [Pop Taxation] \* [Culture Tax Base] + 100 \* [Miner pop]

Trade Goods: Pop Production x 5

(relevant resource): Pop Animal Production x 5

Food: Pop Food x 10

Note that all the info was taken from an official Valravn guide.

[1]: Clarification needed
Quests

The Quest mechanic rewards the player for accomplishing specific tasks. Quests do not need to be completed within a specific timeframe, so the player may pursue them as convenient.

## Arcane Research

**Assigned:** Start of Game

**Goal:** As a wizard you will need to engage in arcane research to gain the power needed to attain your goals. Complete two research projects.

**Rewards:** (1) 50 Mana, (2) +5 Mana / Turn at Wizard Tower

## Find Dungeon in Home Province

**Assigned:** Turn 3

**Goal:** There is a dungeon somewhere in your home province. It would be wise to send your agents to search the province, as locating the dungeon is the first step in securing its riches and ending any threat posed by its denizens.

**Rewards:** (1) 10 Influence, (2) 250 Gold

Note: If no dungeon exists in the wizard's home province, an adjacent province will be named.

## Wizard Tower Expansion

**Assigned:** Turn 14

**Goal:** Build an expansion to your wizard tower.

**Rewards:** (1) 20 Influence, (2) +1 Influence per turn at Wizard Tower

## Minions

**Assigned:** Completion of the Wizard Tower Expansion Quest

**Goal:** Summon or bind a unit.

**Rewards:** (1) 10 Influence, (2) +1 Research Contribution / Turn at Wizard Tower

## Bind a Mana Node

**Assigned:** Completion of Minions Quest

**Goal:** Bind a Mana Node.

**Rewards:** (1) 25 Mana, (2) +5 Mana / Turn at Wizard Tower, (3) +1 Research Contribution / Turn at Wizard Tower
Skeleton Heavy Cavalry

* **Prerequisites:** Necromancy 4, Stables, Skeleton Light Cavalry
* **Research Cost:** 200 Gold, 5 Mana
* **Recruitment Cost:** 25 Mana
* **Upkeep:** +0.5 Mana[1]
* **Recruitment Type:** Raise
* **Turns to Recruit:** 3

## Unit Statistics

* **Special Abilities:** Fearless, Vulnerable: Bludgeoning, Resistance: Piercing, Hardy, Mindless, Cavalry, No Replenishment
* **Resistances:** -
* **Vulnerabilities:** -

## Unit Attacks

 Damage
 Reach
 Armor Pen.

## Notes

* Tags: Skeleton, Undead, Non Living, Bone, Cavalry

[1]: Reported
Shrine

**Prerequisites:** none

**Expansion Slot:** Green

**Cost:** 500 Gold

**Construction Time:** 12 Turns

+1 XP per turn to non-recovering Followers of Level 5 or less with the Religious type. Each turn gain +1 Mastery Progress point to a Mastery chosen at random from the following (if unlocked):

* Celestial (Req: Alignment: Good or Race: Celestial)
* Abyssal (Req: Alignment: Evil or Race: Demon)
* Light (Req: not Alignment: Evil)
* Shadow (Req: not Alignment: Good or Alignment: Evil)
* Darkness (Req: not Alignment: Good)
* Life (Req: Race: Faerie)
* Beasts (Req: Race: Faerie)
* Necromancy (Req: Race: Undead or Dark Pact)
* Warding
* Blood (Req: Dark Pact)
* Chaos (Req: Wild Magic)
* Order (Req: Order Mastery level > Chaos Mastery level)
* War (Req: Warmonger)

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.
Greater Mark of Undeath

**Mastery Prerequisites:** Necromancy 9

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

**Cost to Apply:** 2,500 Gold, 50 Bone, 10 Ichor, 5 Souls

Melee Skill: -1

Toughness: +2

Discipline: +1

Darkness Resistance: +2

Poison Resistance: +3

Disease Resistance: +3

Radiant Vulnerability: +2

Special Ability: Unsettling, Vampiric, Semi Corporeal

Gain Tags: Undead, Non Living, Spectral
Mounted Death Knights

* **Prerequisites:** Necromancy 6, Stables
* **Research Cost:** 250 Gold, 10 Mana
* **Recruitment Cost:** 3000 Gold, 150 Mana
* **Upkeep:** 265 Gold, 13 Mana
* **Recruitment Type:** Raise
* **Turns to Recruit:** 6

## Unit Statistics

* **Special Abilities:** Hardy, Unsettling, Limited Mind, Fearless
* **Resistances:** Magic 1, Cold 3, Dark 3
* **Vulnerabilities:** Cold 0, Dark 0

## Unit Attacks

 Damage
 Reach
 Specials
 Damage vs. Low Armor

## Notes

* Tags: Knight, Undead, Non Living, Cavalry
Rune of Thunder

**Mastery Prerequisites:** Rune 7

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

**Rarity:** Common

**Casting Cost:** 64 Mana

**Target/Type:** Unit.

**Duration:** Permanent

**Cooldown:** 7 Turns

Cannot target units with one or more of: Beast, Monster, Spectral, or Magical.

Cannot target a unit with an existing Rune.

Melee Damage: +5 (Lightning)

Melee Shock: +1

Lightning Resistance: +3

Gain Tag: Lightning
Demonic Grunt Greatswordsmen

* **Mastery Prerequisites:** Abyssal 8
* **Research Cost:** none
* **Recruitment Cost:** 70 Mana
* **Upkeep:** 6 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 2

## Unit Statistics

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

## Unit Attacks

 Damage
 Break Def.
 Reach
 Specials
 Damage vs. Low Armor

## Notes

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

Cost: 2

A practitioner of wild magic pushes the bounds of safe and sane wizardry. More powerful spells, faster research and more mana is the lure. Terrible arcane accidents is often the price.

## Mechanics

* Cannot unlock the following mastery: Order.
* The available mana during battles is changed randomly by -50% to +50%.
* Higher risk of arcane accidents and related events.
* Bound mana nodes have a 50% chance per turn to yield -20% to +20% for that turn.
Underground Waterways

**Prerequisites:** none

**Expansion Slot:** Red

**Cost:** 500 Gold

**Construction Time:** 12 Turns

Each turn provides +1 Mastery Progress point to one of the following randomly chosen Masteries (if unlocked): Earth, Shadow, Water. Unlocks Giant Albino Alligators.

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.
Succubi Mutilators

* **Prerequisites:** Abyssal 4, Blood 1, Demonic Summoning, Succubi Neolates
* **Research Cost:** 800 Gold,10 Mana
* **Recruitment Cost:** 69 Mana[1]
* **Upkeep:** 4 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 1

## Unit Statistics

* **Special Abilities:** Hardy, Ambush, Immune to Unsettling, Hinder Opponent, Ranged Avoidance, Melee Avoidance
* **Resistances:** Dark 2, Psionic 1
* **Vulnerabilities:** Dark 0, Psionic 0

## Unit Attacks

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

## Notes

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

[1]: Odd but correct
Greater Frost Elementals

* **Prerequisites:** Frost 8, Elemental Summoning, Elemental Lore 3, Frost Elementals
* **Research Cost:** 2000 Gold, 25 Mana
* **Recruitment Cost:** 75 Mana
* **Upkeep:** 7 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 5

## Unit Statistics

* **Special Abilities:** Hardy, Tireless
* **Resistances:** Physical 1, Fire 3, Cold 5
* **Vulnerabilities:** Physical 0, Fire 0, Cold 0
Mend Construct

**Mastery Prerequisites:** Artifice 2

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

**Rarity:** Common

**Casting Cost:** 5 Mana

**Target/Type:** Unit

Replenishes 25% (rounded up) of the initial strength of a unit of Constructs, up to the initial strength.
Tormented

* **Mastery Prerequisites:** Abyssal 1
* **Research Cost:** none
* **Recruitment Cost:** 20 Mana
* **Upkeep:** 1 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 2

## Unit Statistics

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

## Unit Attacks

 Damage
 Reach
 Damage vs. Low Armor
Treant Ancients

* **Mastery Prerequisites:** Life 10
* **Research Cost:** none
* **Recruitment Cost:** 1000 Gold, 100 Mana, 15 Faerie Dust, 12 Wyrdstone
* **Upkeep:** 12 Mana, 1 Faerie Dust
* **Recruitment Type:** Summon
* **Turns to Recruit:** 11

## Unit Statistics

* **Special Abilities:** Monster, Tireless, Resistance: Bludgeoning, Set Defense, Hardy, Immune to Terror
* **Resistances:**
* **Vulnerabilities:**

## Unit Attacks

 Damage
 Reach
 Armor Pen.
 Specials
Power Word: Doom

**Mastery Prerequisites:** Death 8

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

**Rarity:** Common

**Casting Cost:** 19 Mana

**Target/Type:** Battle

**Battle Duration:** 28 Turns

Melee Skill: -1

Toughness: -2

Courage: -2

Physical Vulnerability: +2

Arcane Vulnerability: +2

Dark Vulnerability: +2

Radiant Vulnerability: +2

Disable Special Ability: Hardy
Wizards and Warlords Wiki

Wizards and Warlords, an indie turn-based strategy game, where you play in a randomly generated fantasy world, filled with rival wizards and warlords. This Wiki is an archive of all game content for new player and veterans.

**Welcome to the Wizards and Warlords Wiki!**
We're a collaborative community website about Wizards and Warlords that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

Masteries and TraitsUnitsSpellsWizard TowerCustom Constructs

*Need help building out this community?*

* Rules of this wiki
* Getting Started
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* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Rune of Hunger

**Mastery Prerequisites:** Rune 3

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

**Rarity:** Common

**Casting Cost:** 24 Mana

**Target/Type:** Unit.

**Duration:** Permanent

**Cooldown:** 7 Turns

Cannot target units with one or more of: Beast, Monster, Spectral, or Magical.

Cannot target a unit with an existing Rune.

Toughness: +1

Courage: +1

Discipline: -1

Special Abilities: Frenzy, Feast
Rangers Gift

**Mastery Prerequisites:** Life 3

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

**Rarity:** Common

**Casting Cost:** 5 Mana

**Target/Type:** Unit

Grants Movement +1; Ranged Skill: +1; Scouting: +1; Special Ability: Pathfinders

## Notes

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

* **Mastery Prerequisites:** Life 3
* **Research Cost:** none
* **Recruitment Cost:** 50 Herbs, 50 Mana
* **Upkeep:** 5 Food, 2 Mana, 1 Herb
* **Recruitment Type:** Summoned
* **Turns to Recruit:** 3

## Unit Statistics

* **Special Abilities:** Monster, Unsettling, Semi Amphibious, Hardy, Skirmish, Ambush
* **Resistances:**
* **Vulnerabilities:**

## Notes

* Tags: Plant, Amphibious, Fungus, Sylvan, Abomination
Skeleton Light Cavalry

* **Prerequisites:** Necromancy 1, Stables
* **Research Cost:** 50 Gold, 2 Mana
* **Recruitment Cost:** 25 Mana
* **Upkeep:** 0.4 Mana
* **Recruitment Type:** Raise
* **Turns to Recruit:** 3

## Unit Statistics

* **Special Abilities:** Fearless, Vulnerable: Bludgeoning, Resistance: Piercing, Hardy, Mindless, Cavalry, No Replenishment
* **Resistances:** -
* **Vulnerabilities:** -

## Unit Attacks

 Damage
 Reach
 Damage vs. Low Armor

## Notes

* Tags: Skeleton, Undead, Non Living, Bone, Cavalry
Rune of the Raven

**Mastery Prerequisites:** Rune 5

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

**Rarity:** Common

**Casting Cost:** 64 Mana

**Target/Type:** Unit.

**Duration:** Permanent

**Cooldown:** 7 Turns

Cannot target units with one or more of: Beast, Monster, Spectral, or Magical.

Cannot target a unit with an existing Rune.

Melee Damage: +2 (Dark)

Dark Resistance: +3

Special Abilities: Limited Flight, Ranged Avoidance

Gains Tags: Avian, Shadow

## Notes

* Casting this spell contributes 16 points of Mastery Progress to Rune Mastery and 8 points to Divination Mastery. Multiple castings in the same turn do not result in additional Mastery Progress bonuses.
Skeleton Heavy Infantry

* **Prerequisites:** Necromancy 4
* **Research Cost:** none
* **Recruitment Cost:** 200 Gold, 25 Mana
* **Upkeep:** 35 Gold, 0.4 Mana
* **Recruitment Type:** Raise
* **Turns to Recruit:** 3

## Unit Statistics

* **Special Abilities:** Fearless, Vulnerable: Bludgeoning, Resistance: Piercing, Hardy, Mindless, No Replenishment
* **Resistances:** -
* **Vulnerabilities:** -

## Unit Attacks

 Damage
 Reach
 Damage vs. Low Armor

## Notes

* Tags: Skeleton, Undead, Non Living, Bone
Semi Corporeal

This unit is only partially physically tangible. It is capable of physical interaction and can be hurt by physical attacks, but has a greatly increased resistance to such attacks. Arcane attacks have a slightly increased chance to affect the unit. The unit can ignore many physical obstacles, but cannot ignore solid physical barriers, such as walls or rivers.
Race: Celestial

Cost: 2

Celestials, the most well-known of which are the Angels, do not count many wizards among their ranks. They are often mistrusted or even disliked by other celestials. Powers aligned with chaos, evil and/or darkness dislike them greatly.

## Mechanics

* Cannot unlock the following masteries: Abyssal, Chaos, Darkness, Necromancy.
* Has access to the Conversion (Celestial redemption) action.
* +2 initial Celestial Lore.
* Starts with Celestial Summoning.
Voltaic Coils

**Prerequisites:** Arcane 2, Artifice 2, Air 1

**Expansion Slot:** Red

**Cost:** 500 Gold

**Construction Time:** 12 Turns

Arcane apparatus able to store the power of storms. When a Wizard casts a world spell, you will get mana from the coils.

+50 Mana resource cap.

Maximum 1 per Tower.

## 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.
Nether Bolts

**Mastery Prerequisites:** Necromancy 4

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

**Rarity:** Common

**Casting Cost:** 8 Mana

**Target/Type:** Battle

**Cooldown:** 2 Turns

Deals 6 Dark damage to up to 12 members of the target unit. Targets of types Celestial, Life, and/or Living take an additional 4 Cold damage. Cannot target Undead units.
Shatter

**Mastery Prerequisites:** Destruction 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 Arcane damage to up to 10 targets in the target unit. +50% damage and target count against units with at least one of: Frost, Crystal, Bone, Skeleton, Chariot, Machine. Cannot target units with at least one of: Spectral, Slime, Water. For each kill inflicted by this spell an additional 0 - 3 hits for 4 Physical damage are dealt. If the target has any of: (Elemental, Magic, Demonic, Celestial, Fae) - the additional hits will be Arcane damage instead.
Nyxian Valkyries

* **Mastery Prerequisites:** Death 6
* **Research Cost:** none
* **Recruitment Cost:** 1800 Gold, 68 Mana
* **Upkeep:** 85 Gold, 12 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 10

## Unit Statistics

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

## Unit Attacks

 Damage
 Add. Damage
 Reach
 Armor Pen.
 Specials

## Notes

* Tags: Flying, Humanoid, Extra Planar, Death
Mark of Undeath

**Mastery Prerequisites:** Necromancy 5

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

**Cost to Apply:** 1,000 Gold, 25 Bone, 5 Ichor

Toughness: +2

Darkness Resistance: +1

Poison Resistance: +2

Disease Resistance: +2

Radiant Vulnerability: +1

Special Ability: Unsettling, Vampiric

Gain Tags: Undead, Non Living
Stampede

**Mastery Prerequisites:** Beasts 3

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

**Rarity:** Common

**Casting Cost:** 9 Mana

**Target/Type:** Battle

**Battle Duration**: 4 Turns

Can only affect Beast units that do not have Flight or Limited Flight.

Movement: +2

Melee Skill: +1

Shock: +3

Discipline: -3

Special Ability: Frenzy
Pixies

**Prerequisites:** Air 1, Arcane 2, Faerie Binding

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

**Recruitment Cost:** 2,500 Gold, 25 Faerie Dust. **Upkeep:** 100 Gold / Turn, 1 Faerie Dust / 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:** Flight, Ranged Avoidance, Swarm, Skirmish

## Unit Attacks

 Damage
 Reach
Spreading Blight

**Mastery Prerequisites:** Pestilence 4

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

**Rarity:** Common

**Casting Cost:** 5 Mana

**Target/Type:** Hex

**Cooldown:** 2 Turns

Target hex with Blight has a chance to spread Blight to adjacent non-Ocean hexes, that do not have existing hex conditions. The chance is 8% per level of Blight in the original Hex, checked per adjacent hex. If an adjacent hex is itself adjacent to other hexes with Blight, +6% is added for each such.

## Notes

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

* **Mastery Prerequisites:** Darkness 6
* **Research Cost:** none
* **Recruitment Cost:** 90 Mana
* **Upkeep:** 5 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 7

## Unit Statistics

* **Special Abilities:** Ambush, Ranged Avoidance, Relentless Pursuit, Pathfinders, Unsettling
* **Resistances:**
* **Vulnerabilities:**

## Unit Attacks

 Damage
 Add. Dam.
 Reach
 Bonus Damage vs. Low Armor
Reaper's Due

**Mastery Prerequisites:** Death 3

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

**Rarity:** Common

**Casting Cost:** 10 Mana

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

Deals damage to all Undead units in the target hex, destroy 10%-50% of each unit.

When used during a battle, it deals a number of hits equal to 20% of the target Unit Size (minimum 10 hits) for 5 True damage. It can only target Undead units.

## Notes

* Casting this spell contributes 5 points of Mastery Progress to Death Mastery and 2.5 points to Order Mastery. Multiple castings in the same turn do not result in additional Mastery Progress bonuses.
Reality Thieves

* **Prerequisites:** Illusion 3, Darkness 1, Time 1, Eldritch Lore 3
* **Research Cost:** 625 Gold, 15 Mana
* **Recruitment Cost:** 40 Mana
* **Upkeep:** 4 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 2

## Unit Statistics

* **Special Abilities:** Semi Corporeal, Limited Mind, Ranged Avoidance, Flight, Hardy
* **Resistances:** Magic 2
* **Vulnerabilities:** -

## Unit Attacks

 Damage
 Add. Damage
 Reach
 Cooldown
 Damage vs. Low Armor
Umbral Satyrs

* **Prerequisites:** Shadow 4, War 2, Faerie Binding
* **Research Cost:** 500 Gold, 20 Mana
* **Recruitment Cost:** 50 Mana
* **Upkeep:** 7 Mana
* **Recruitment Type:** Summoned
* **Turns to Recruit:** 1

## Unit Statistics

* **Special Abilities:** Pathfinders, Ambush, Hardy
* **Resistances:** Radiant 1, Dark 1
* **Vulnerabilities:** Radiant 0, Dark 0

## Unit Attacks

 Damage
 Reach
 Armor Pen.
 Specials
Raise Hero

**Mastery Prerequisites:** Necromancy 3

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

**Rarity:** Common

**Casting Cost:** 15 Mana

**Target/Type:** Hex

Raises a long dead character (Follower), usually from another Era. Requires having discovered the resting place.

## Notes

* Casting this spell contributes 7.5 points of Mastery Progress to Necromancy Mastery and 3.75 points to Binding Mastery. Multiple castings in the same turn do not result in additional Mastery Progress bonuses.
Rest in Peace

**Mastery Prerequisites:** Death 2

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

**Rarity:** Common

**Casting Cost:** 10 Mana

**Target/Type:** Hex

**Duration:** 9 Turns

Blocks spells (necromantic or otherwise) that raise or resurrect from sites in the targeted hex. Examples are battle sites and burial sites. Cannot affect hexes with Blighted, Darkened, or Demon-Tainted at level 2 or more.

## Notes

* Casting this spell contributes 5 points of Mastery Progress to Death Mastery. Multiple castings in the same turn do not result in additional Mastery Progress bonuses.
Passage to the Underdark (Expansion)

**Prerequisites:** none

**Expansion Slot:** Red

**Cost:** 5,000 Gold, 50 Lumber, 50 Iron

**Construction Time:** 12 Turns

Each turn provides +1 Mastery Progress point to one of the following randomly chosen Masteries (if unlocked): Earth, Darkness, Metal. Unlocks recruitment of Troglodyte units.

Produces 1 Underdark Good 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.
Fresh Meat

**Mastery Prerequisites:** Necromancy 2

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

**Rarity:** Common

**Casting Cost:** 1 Mana

**Target/Type:** Battle

Heal target unit with the Zombie tag for up to 50% of full strength. Each 1 hit point healed requires 1.5 hit points of living, non-magical casualties. If less than the full amount is available, the healing will be at the amount allowed by the available casualties. The fallen individuals repurposed in this way are tracked and the same individual casualty cannot be used more than once as a source of healing.
Ravenous Zombies

* **Prerequisites:** Necromancy 1, Blood 1
* **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, Frenzy, Feast, No Replenishment
* **Resistances:** -
* **Vulnerabilities:** -

## Unit Attacks

 Damage
 Add. Damage
 Reach
 Specials
 Damage vs. Low Armor
Phantasmal Horrors

* **Prerequisites:** Illusion 5 and (Darkness 2 or Chaos 2, Darkness 1 or Death 2, Darkness 1)
* **Research Cost:** 500 Gold, 40 Mana
* **Recruitment Cost:** 22 Mana
* **Upkeep:** 14 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 3

## Unit Statistics

* **Special Abilities:** Semi Corporeal, Fearless, Ranged Avoidance, Mindless, Ambush, Terror, Amphibious
* **Resistances:** Physical 1, Poison 5, Disease 5
* **Vulnerabilities:** Physical 0, Poison 0, Disease 0
Shadow

## Shadow

* Level 1:
	+ Spell: Shadow Encumbrance
* Level 2:
	+ Spell: Fear
	+ Unit Option: Lesser Mark of Shadow
	+ Mana: +1
* Level 3:
	+ Spell: Cloak of Shadows
	+ Unit: Lesser Shades
	+ Mana: +2
* Level 4:
	+ Mana: +3
* Level 5:
	+ Unit: Shades
	+ Unit Option: Mark of Shadows
	+ Mana: +5
* Level 6:
	+ Mana: +6
* Level 7:
	+ Unit: Greater Shades
	+ Mana: +8
* Level 8:
	+ Mana: +10
* Level 9:
	+ Unit Option: Greater Mark of Shadows
	+ Mana: +12
* Level 10:
	+ Mana: +15

## Research Projects

		- Zombie Stalkers (w/ Necromancy 1)
		- Cloak of Shadows (w/ War 1, Warding 1)
	+ Units:
		- Penumbral Fauns (w/ War 1, Faerie Binding)
	+ Spellcraft:
		- Oath: Shadow Knights (w/ War 3, Ancient History 3)
		- Umbral Satyrs (w/ War 2, Faerie Binding)
* Level 5:
	+ Spells
		- Cloak of Shadows
	+ Spellcraft:
		- Spirit Summoning (w/ Summoning 3)
		- Antumbral Giants (w/ Summoning 4, Darkness 3, Light 3)
Metal

* Level 1:
	+ Mechanic: Golem Material: Silver (w/ Artifice 1, Light 1)
* Level 2:
	+ Spell: Shrapnel
	+ Mechanics:
		- Transmute Bronze to Copper (w/ Transmutation 2)
		- Transmute Copper to Bronze (w/ Transmutation 2)
		- Golem Material: Iron (w/ Artifice 1)
	+ Mana: +1
		- Transmute Copper to Mana (w/ Destruction 3)
		- Transmute Mana to Bronze (w/ Creation 3)
	+ Mana: +2
* Level 4:
	+ Spell: Iron Skin
	+ Mechanics:
		- Transmute Bronze to Mana (w/ Destruction 3)
		- Transmute Iron to Gold (w/ Destruction 3)
		- Transmute Iron to Mana (w/ Creation 3)
		- Golem Material: Mithril (w/ Artifice 1)
	+ Mana: +3
* Level 5:
	+ Spell: Curse of Rust
	+ Mechanics:
		- Transmute Iron to Mana (w/ Destruction 3)
		- Transmute Mana to Silver (w/ Creation 3)
	+ Mana: +4
		- Transmute Platinum to Mana (w/ Destruction 3)
		- Transmute Mana to Platinum (w/ Creation 3)
	+ Mana: +6
		- Transmute Mithril to Mana (w/ Destruction 3)
		- Transmute Mana to Mithril (w/ Creation 5)
	+ Mana: +8
* Level 8:
	+ Mana: +10
		- Transmute Adamantite to Mana (w/ Destruction 3)
		- Transmute Mana to Adamantite (w/ Creation 7)
	+ Mana: +12
* Level 10
	+ Mana: +15

## Research Projects

		- Necrotite Forging (w/ Necromancy 2, Artifice 1)
	+ Units:
		- Barbed Horros (w/ Abyssal 3, Demonic Summoning, Demonic Lore 4)
		- Mercurial Symbiote (w/ Biomancy)
	+ Units:
		- Mitalovivo (w/ Chaos 3, Life 1)
		- Magmagors (w/ Beasts 3, Fire 3, Darkness 2, Elemental Lore 2)
	+ Spellcraft:
		- Mithril Forging (w/ Artifice 1)
		- Cleanse Necrotite (w/ Light 3, Transmutation 2 OR w/ Life 3, Transmutation 2 OR w/ Celestial 3, Transmutation 2)
		- Adamantite Forging (w/ Artifice 4)
Skeleton Armored Archers

* **Prerequisites:** Necromancy 5
* **Research Cost:** none
* **Recruitment Cost:** 200 Gold, 25 Mana
* **Upkeep:** 35 Gold, 0.4 Mana
* **Recruitment Type:** Raise
* **Turns to Recruit:** 3

## Unit Statistics

* **Special Abilities:** Fearless, Vulnerable: Bludgeoning, Resistance: Piercing, Hardy, Mindless, No Replenishment
* **Resistances:** -
* **Vulnerabilities:** -

## Unit Attacks

 Damage
 Reach
 Charges

## Notes

* Tags: Skeleton, Undead, Non Living, Bone
Scorched Earth

**Mastery Prerequisites:** Fire 4

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

**Rarity:** Common

**Casting Cost:** 50 Mana

**Target/Type:** Site

Destroy target resource site (Farm, Mine, Quarry, etc.). If cast on a hex with Fertile Soil, the spell has a 50% chance to remove the modifier

## Notes

* Casting this spell contributes 25 points of Mastery Progress to Fire Mastery and 12.5 points to Destruction Mastery. Multiple castings in the same turn do not result in additional Mastery Progress bonuses.
* This spell appears to have no maximum range, allowing a wizard to select target sites far across the map.
Treants

* **Mastery Prerequisites:** Life 7
* **Research Cost:** none
* **Recruitment Cost:** 500 Gold, 50 Mana, 5 Faerie Dust
* **Upkeep:** 15 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 8

## Unit Statistics

* **Special Abilities:** Monster, Tireless, Resistance: Bludgeoning, Set Defense, Hardy, Immune to Terror
* **Resistances:**
* **Vulnerabilities:**

## Unit Attacks

 Damage
 Reach
 Armor Pen.
 Specials
Steal Life

**Mastery Prerequisites:** Necromancy 5

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

**Rarity:** Common

**Casting Cost:** 5 Mana

**Target/Type:** Battle

Deals 6 hits of 4 True damage to target Living unit in melee with at least one unit which is Undead or has (any) Mark of Undeath, with +1 hit (up to +12) per 15% the living outnumber the undead. All damage dealt will result in equal healing divided among Undead/Marked melee opponents. Each kill will increase this healing by an amount equal to 25% of the Hit Point attribute of the target.
Greater Vulnerability

**Mastery Prerequisites:** Destruction 6

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

**Rarity:** Common

**Casting Cost:** 9 Mana

**Target/Type:** Battle

**Battle Duration:** 12 Turns

Armor: -4

Arcane Vulnerability: +2

Corrosive Vulnerability: +3

Fire Vulnerability: +3

Physical Vulnerability: +1

Disable Special Ability: Hardy

Cannot affect a unit already affected by Lesser Vulnerability.
Phantasmal Warriors

* **Mastery Prerequisites:** Illusion 2
* **Research Cost:** none
* **Recruitment Cost:** 100 Gold, 15 Mana
* **Upkeep:** 5 Mana
* **Recruitment Type:** Summon
* **Turns to Recruit:** 4

## Unit Statistics

* **Special Abilities:** Semi Corporeal, Fearless, Ranged Avoidance, Ambush, Mindless
* **Resistances:** Poison 4, Disease 4
* **Vulnerabilities:** Radiant -1, Dark -1[1]

## Unit Attacks

 Damage
 Add. Damage
 Reach

## Notes

* Tags: Magic, Illusion, Spectral
* Contributes 0.06 points of Mastery Progress to Illusion Mastery per unit per turn.

[1]: Clarification needed
Siege

Sieges is an activity that an army performs to make an assault on a defended settlement or fortress possible. Multiple armies and multiple players can siege the same site at the same time. Armies, that just stand in the same tile, are not contributing to the siege - they have to perform the siege action. Undefended sites can overtaken without resistance. Note, that Marauders cheat and may attack right away.

Shortly before an assault is possible, the AI defenders will start an attack. Losing this battle may (80% or 50% if the site defenders have a general) award 1-8 siege progress. There is no known advantage for doing this. Moving the sieging army out of the hex, cancels the siege and it's progress. But you can create/transfer units you need to another army instead. You cannot merge the sieging army with a newly arrived exhausted army - but you can transfer all but 1 unit. Units recruited at this site will spawn outside the site an may immediately be attacked by the siegers. In such an attack, the defenders within the site will not help. The AI builds unit at sieged sites and does not move them within the site, making them easy prey.

Note that settlements need 24 points to be assaulted, but always have at least 100 fortification. Fortresses don't and ironically are very fast to conquer.

[1]: Clarification needed
Shadow Encumbrance

**Mastery Prerequisites:** Shadow 1

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

**Rarity:** Common

**Casting Cost:** 4 Mana

**Target/Type:** Battle

**Battle Duration:** 2 Turns

Cannot affect Semi-Corporeal, Spectral, or Elemental targets.

Movement: -3

Shock: -3
Trusted Retainers

Cost: 2

Has a band of trusted companions, henchmen or retainers at the beginning of the game. This helps establish a strong early game, and if nurtured can turn into a long-term advantage.

## Mechanics

* +25 initial Recruitment Pool.
* Gives the wizard a random combination of a special regiment of followers, one or more heroic companions and/or an additional hero.
* +2 Favored Followers cap.
Skeleton Light Infantry

* **Prerequisites:** Necromancy 1
* **Research Cost:** none
* **Recruitment Cost:** 25 Mana
* **Upkeep:** +0.5 Mana[1]
* **Recruitment Type:** Raise
* **Turns to Recruit:** 3

## Unit Statistics

* **Special Abilities:** Fearless, Vulnerable: Bludgeoning, Resistance: Piercing, Hardy, Mindless, No Replenishment
* **Resistances:** -
* **Vulnerabilities:** -

## Unit Attacks

 Damage
 Reach
 Damage vs. Low Armor

## Notes

* Tags: Skeleton, Undead, Non Living, Bone

[1]: Reported
Rune of Fortitude

**Mastery Prerequisites:** Rune 4

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

**Rarity:** Common

**Casting Cost:** 32 Mana

**Target/Type:** Unit.

**Duration:** Permanent

**Cooldown:** 7 Turns

Cannot target units with one or more of: Beast, Monster, Spectral, or Magical.

Cannot target a unit with an existing Rune.

Armor: +1

Toughness: +1

Special Ability: Hardy
Transmutation

* Level 2:
	+ Mechanic: Transmute Metal to Metal (w/ Metal 2)
* Level 3:
	+ Mechanic: +5 Transmute Cap
* Level 5:
	+ Mechanic: +10 Transmute Cap
* Level 6:
	+ Mechanic: +5% Transmute Output
* Level 7:
	+ Mechanic: +15 Transmute Cap
		- +20 Transmute Cap
		- +10% Transmute Output
* Level 9:
	+ Mechanic: +25 Transmute Cap
* Level 10:
	+ Mechanics
		- +30 Transmute Cap
		- +15% Transmute Output

## Research Projects

		- Biomancy (w/ Life 4, Creation 1)
		- Symbiote Grafting (w/ Blood 4, Life 2, Beasts 2, Biomancy)
		- Fleshflects (w/ Darkness 2, Blood 4, Eldritch Lore 4)
	+ Spellcraft:
		- Cleanse Necrotite (w/ Light 3, Metal 3 OR w/ Life 3, Metal 3 OR Celestial 3, Metal 3)
		- Eldritch Symbiote (w/ Blood 4, Biomancy, Eldritch Lore 3)
Time

## Time

Time

* Level 1:
	+ Spell: Quicken
	+ Mana: +1
* Level 2:
	+ Mana: +1
* Level 3:
	+ Mana +2
* Level 4:
	+ Spell: Training Day
	+ Mechanic:
		- +1 Lore Research
	+ Mana: +2
* Level 5:
	+ Mana: +3
* Level 6:
	+ Spell: Accelerated Entropy
* Level 7:
	+ Mana: +4
* Level 8:
	+ Mana: +5
* Level 9:
	+ Mana: +6
* Level 10:
	+ Mana: +8

## Research Projects

		- Reality Thieves (w/ Illusion 3, Darkness 1, Eldritch Lore 3)
		- Fomorian Elders (w/ Darkness 6, Fomorian Sorcery, Ancient History 5)
Predators Prize

**Mastery Prerequisites:** Beasts 5

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

**Rarity:** Common

**Casting Cost:** 40 Mana

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

**Duration:** 8 Turns

Cannot target units with tags: Non Living, Magical, Celestial, or Spectral.

Special Abilities: Feast, Relentless Pursuit

## Notes

* Casting this spell contributes 20 points of Mastery Progress to Beasts Mastery. Multiple castings in the same turn do not result in additional Mastery Progress bonuses.
Shardstorm

**Mastery Prerequisites:** Earth 3

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

**Rarity:** Common

**Casting Cost:** 7 Mana

**Target/Type:** Battle

Deals 7 physical damage to up to 20 targets in the target unit and applies a -2 Movement, -2 Shock, -2 Discipline penalty for 3 Turns, unless the unit takes no casualties.
Summoning

Summoning

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

## Research Project

		- Lesser Phoenixes (w/ Fire 2, Beasts 1, Elemental Lore 1)
		- Lesser Shadowflame Phoenixes (w/ Fire 2, Darkness 2, Beasts 1, Elemental Lore 1)
		- Lesser Spellfire Phoenixes (w/ Fire 2, Arcane 3, Elemental Lore 1)
	+ Spellcraft:
		- Elemental Summoning (w/ Air 1 OR Earth 1 OR Fire 1 or Water 1)
		- Demonic Summoning (w/ Abyssal 1, Demonic Lore 4, Must not have: Celestial, Demon, Faerie, Undead)
		- Celestial Summoning (w/ Celestial 1, Alignment: Good, Celestial Lore 4, Must not have: Celestial, Demon, Faerie, Undead)
		- Spirit Summoning (w/ Necromancy 1 OR Death 1)
		- Intermediate Battle Siphoning (w/ Arcane 4, Binding 3, War 2, Lesser Battle Siphoning)
		- Phoenix Summoning (w/ Beasts 2, Fire 2, Elemental Lore 4)
		- Greater Battle Siphoning (w/ Arcane 6, Binding 4, War 3, Intermediate Battle Siphoning)
		- Lesser Ghebborim (w/ Chaos 2, War 1, Planar Lore 2)
		- Greater Ghebborim (w/ Chaos 5, War 3, Planar Lore 4)
		- Antumbral Giants (w/ Shadow 8, Darkness 3, Light 3)
	+ Spellcraft:
		- Phoenix Summoning (w/ Beasts 4, Fire 4, Elemental Lore 1)
		- Supreme Battle Siphoning (w/ Arcane 8, Binding 6, War 5, Greater Battle Siphoning)
Swift Strike

**Mastery Prerequisites:** War 1

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

**Rarity:** Common

**Casting Cost:** 12 Mana

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

**Battle Duration:** 2 Turns

Melee Skill: +2

## Notes

* Casting this spell contributes 12 points of Mastery Progress to War Mastery. Multiple castings in the same turn do not result in additional Mastery Progress bonuses.
Sylvanize

**Mastery Prerequisites:** Life 6

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

**Rarity:** Common

**Casting Cost:** 200 Mana

**Target/Type:** Hex

**Cooldown:** 8 Turns

Target hex changes terrain type, as follows:

* Plains > Shrublands > Forest
* Grass/Shrublands > Forest
* Marsh > Swamp
* Hills > Forested Hills
* Mounts > Forested Mountains
* Arctic Plains > Arctic Forest.

Cannot target a map tile with a Hex Condition (Darkened, Blight, Enchanted, etc.) except Primal. Cannot target a map tile containing Sites like Wizard Tower, Shrine, Temple, Fortress, or Settlement. If the hex contains a Mana Node (except Life) the spell has a 50% risk to fail.