Warlock - Master of the Arcane

Warlock - Master of the Arcane

158 ratings
The collected scriptures on how to become a MasterMage
By Mr Astrova and 1 collaborators
Having a hard time in Warlock? Then we're here to give you a little support and push on your way to become that Mastermage.
So check out our collected scriptures here and let us know what you think about it. Because we're still building it up over time :-)
Good Luck, have fun and learn much :-)
   
Award
Favorite
Favorited
Unfavorite
Attack/Bane Spells
  • Attack spells:
Lesser Fireball:
Damages: 5 Elemental magic. Research unlocks after: ?
Cost: 15 mana. Cast time: 0,6.

Fireball:
Damages: 20 Elemental magic. Research unlocks after: ?
Cost: 55 mana. Cast time: 0,8.

Incinerate:
Damages: 45 Elemental magic. Research unlocks after: ?
Cost: 170 mana. Cast time: 1.

Firestorm:
Damages: 15 Elemental magic AoE. Research unlocks after: ?
Cost: 90 mana. Cast time: 1,2.

Armageddon:
Damages: 30 Elemental magic AoE. Research unlocks after: ?
Cost: 390 mana. Cast time: 3.

Lightning Bolt:
Damages: 10 Elemental magic. Research unlocks after: ?
Cost: 28 mana. Cast time: 1.

Thunderstorm:
Damages: 27 Elemental magic AoE. Research unlocks after: ?
Cost: 28 mana. Cast time: 1.

Lesser Shadow Bolt:
Damages: 8 Death Magic. Research unlocks after: ?
Cost: 55 mana. Cast time: 1.

Shadow Bolt:
Damages: 24 Death Magic. Research unlocks after: ?
Cost: 55 mana. Cast time: 1.

Ice trap:
Damages: 9 Elemental magic & stuns for 3 turns. Research unlocks after: ?
Cost: 45 mana. Cast time: 1.
  • Banes:
Lesser Weakness:
Effect: Weakens the enemy unit by -25%. Research unlocks after: ?
Cost: 11 mana. Cast time: 1.

Weakness:
Weakens the enemy unit by -50%. Research unlocks after: ?
Cost: 85 mana. Cast time: 1.
Heal/Blessing Spells
  • Heal Spells:
Lesser Heal:
Heals: 4 Life Magic. Research unlocks after: ?
Cost: 12 mana. Cast time: 0,4.

Healing:
Heals: 12 Life magic. Research unlocks after: ?
Cost: 23 mana. Cast time: 0,8.

Great Healing:
Heals: 30 Life magic. Research unlocks after: ?
Cost: 65 mana. Cast time: 1.

Reconstruction:
Heals: 15 Elemental magic. Only for buildings,constructs and Undead. Research unlocks after: ?
Cost: 40 mana. Cast time: 0,8.

  • Unit Blessings:
Frost Weapon Enchantment:
Effect: Elemental damage: +20%. Research unlocks after: ?
Cost: 20 mana. Cast time: 1. Upkeep: 1 mana.

Life Weapon Enchantment:
Effect: Life damage: +50%. Research unlocks after: ?
Cost: 30 mana. Cast time: 1. Upkeep: 3 mana.

Fire Weapon Enchantment:
Effect: Elemental damage: +50%. Research unlocks after: ?
Cost: 68 mana. Cast time: 1,2. Upkeep: 3 mana.

Vampire Weapon Enchantment:
Effect: Death damage: +50% & +30% Vampirism. Research unlocks after: ?
Cost: 140 mana. Cast time: 1,2. Upkeep: 5 mana.

Plague Weapon Enchantment:
Death damage: +50%. Research unlocks after: ?
Cost: 105 mana. Cast time: 1,4.

Melee Resistance:
Effect: Resist +25 melee damage. Research unlocks after: ?
Cost: 20 mana. Cast time: 1. Upkeep: 1 mana.

Range Resistance:
Effect: Resist +25 ranged damage. Research unlocks after: ?
Cost: 20 mana. Cast time: 1.

Elemental Resistance:
Effect: Resist +25 Elemental damage. Research unlocks after: ?
Cost: 50 mana. Cast time: 1. Upkeep: 1 mana.

Elemental Regeneration:
Effect: Regeneration +3. Research unlocks after: ?
Cost: 40 mana. Cast time: 1. Upkeep: 2.

Invisibility:
Effect: Unit can only be seen from adjacent hexes. Research unlocks after: ?
Cost: 90 mana. Cast time: 1. Upkeep: 3 mana.

True Sight:
Effect: Available to see invisible units. Research unlocks after: ?
Cost: 75 mana. Cast time: 1. Upkeep: 3 mana.

Eagle Eye:
Effect: +1 Sight Range. Research unlocks after: ?
Cost: 45 mana. Cast time: 1. Upkeep: 1 mana.

Haste:
Effect: +1 Movement point. Research unlocks after: ?
Cost: 50 mana. Cast time: 1. Upkeep: 2 mana.

Wind Walking:
Effect: Passability: Dense,poor,hilly,dense&hilly. Research unlocks after: ?
Cost: 40 mana. Cast time: 1,6. Upkeep: 2 mana.

Water Walking:
Effect: Grants: Amphibious. Research unlocks after: ?
Cost: 50 mana. Cast time: 1,6. Upkeep: 2 mana.

Levitation:
Effect: Grants: Flying. Research unlocks after: ?
Cost: 150 mana. Cast time: 1,2. Upkeep: 10 mana.

  • City Blessings:

Harvest Blessing:
Effect: Food Production +50%. Research unlocks after: ?
Cost: 65 mana. Cast time: 2. Upkeep: 2.

Prosperity:
Effect: Population Growth: +40. Research unlocks after: ?
Cost: 90 mana. Cast time: 2. Upkeep: 2.

Mana Spring:
Effect: Mana Production +50%. Research unlocks after: ?
Cost: 105. Cast time: 2. Upkeep: 2.

Agile Mind:
Effect: Casting speed +100%. Research unlocks after: ?
Cost: 390. Cast time: 3. Upkeep: 10.

Mana Leech:
Effect: -10 mana from target & +5 to caster. Research unlocks after: ?
Cost: 105. Cast time: 2. Upkeep: 2.
Summoning Spells
Summon Imps:
Effect: Summons imps to the targeted hex. Research unlocks after: ?
Cost: 35. Cast time: 1. Upkeep: 2 mana. Research Points: 40.

Summon Ghost Wolves:
Effect: Summons ghosts to the targeted hex. Research unlocks after: ?
Cost: 25. Cast time: 2. Upkeep: 6 mana. Research Points: 35.

Summon Serpents:
Effect: Summons serpents to the targeted hex. Research unlocks after: ?
Cost: 40. Cast time: 1,6. Upkeep: 1 food & 2 mana. Research Points: ?

Summon Fire Elemental:
Effect: Summons fire elementals to the targeted hex. Research unlocks after: ?
Cost: 105. Cast time: 2. Upkeep: 6. Research Points: ?

Summon Earth Elemental:
Effect: Summoms earth elementals to the targeted hex. Research unlocks after: ?
Cost: 105. Cast time: 2. Upkeep: 6. Research Points: ?
Other Spells/Terramorphing Spells
Basic Dispel:
Effect: Dispel 1 Bane. Research unlocks after: ?
Cost: 45 mana. Cast time: 1.

Nullify:
Effect: Dispels all Banes. Research unlocks after: ?
Cost: 400 mana. Cast time: 1.

Counterspell:
Effect: Breaks a spell being cast by an enemy. Research unlocks after: ?
Cost: 85 mana. Cast time: 1.

Greater Dispel:
Effect: Dispels 1 Bane from city. Research unlocks after: ?
Cost: 75 mana. Cast time: 1.

Global Dispel:
Effect: Dispels one random bane from the Great Mage. Research unlocks after: ?
Cost: 150 mana. Cast time: 1.

Teleportation:
Effect: Teleports a unit up to 8 hex rings away. Research unlocks after: ?
Cost: 50 mana. Cast time: 1.

Meta-Teleportation:
Effect:Teleports a unit to any hex on any plane, regardless of distance. Research unlocks after: ?
Cost: 80 mana. Cast time: 1,2.

Elemental Resurrection:
Effect: Resurrects one unit (even undead/constructs) with 100% hp. Research unlocks after: ?
Cost: 185 mana. Cast time: 2.

Make Barren Land:
Terramorphing Spell: Turns the selected landscape into a barren landscape.
Cost: 50 mana. Cast time: 0,4.

Fertile Lands:
Terramorphing Spell: Turns the selected AoE landscape into a fertile landscape.
Cost: 40 mana. Cast time: 1.

Raise the Land:
Terramorphing Spell: Raises the selected land hex to a +1 height.
Cost: 20 mana: Cast time: 0,8.

Greater Lands Raising:
Terramorphing Spell: Raises the AoE land to a +1 height.
Cost: 55 mana. Cast time: 1.

Lower the Land:
Terramorphing Spell: Lowers the AoE land to a -1 height.
Cost: 90 mana. Cast time: 2.

Volcano:
Terramorphing Spell: Turns the AoE land into a +3 height at the epicenter lava landscape.
Cost: 300 mana. Cast time: 2.

Clean the land:
Terramorphing Spell: Turns the selected land hex into its original state.
Cost: 40 mana. Cast time: 0,5.
Divine Spells Page 1 Krolm
Introduction: Krolm is the god of rage. A good choice if you want to boost your units melee damage, unit power and protection for your units. You choose the perk Favor of Krolm to unlock his spells research. You also get access to Helia's & Krypta's spells research. The first top spell is free when choosing Favor of Krolm.

Rune of Protection:
Summons: Rune of Protection - Summons to a free hex a rune which increases the resistance to melee and ranged attacks of all friendly units in its vicinity.
Cost:14 mana. Cast time: 1 turn. Reputation to cast: 10.

Fist of Krolm:
Damage: 16 Melee - Inflicts Melee damage to the target and shatters a frozen enemy unit.
Cost: 36 mana. Cast time: 0.8 turns. Reputation to cast: 10.

Rune of Wrath:
Unit Power: +20% for nearby units.
Cost: 36 mana. Cast time: 1. Upkeep: ?. Reputation to cast: 25.

Restore Ardania:
Terramorphing Spell: Restore the landscape to its original state.
Cost: 60 mana. Cast time: 1. Upkeep: 0. Reputation to cast: ?.

Berserk:
Unit Power: +100% while suffering spirit damage.
Cost: 75 mana. Cast time: 1,8. Upkeep: ?. Reputation to cast: 25.

Hatred of Magic:
Counterspell. Breaks a spell being cast by a Great Mage.
Cost: 60 mana. Cast time: 0,5. Upkeep: 0. Reputation to cast: 50.

Rune of Negation:
Resist: +50 Elemental, +50 Life, +50 Death & +50 Spirit damage for nearby units.
Cost: 80 mana. Cast time: 1. Upkeep: ?. Reputation to cast: 50.

Krolm's Nullify:
Dispel: All enchantments of a unit.
Cost: 60 mana. Cast time: 1. Upkeep: 0. Reputation to cast: 75.

Wrath of Krolm:
Blessing: Entire Faction +50% unit power.
Cost: 340 mana. Cast time: 1,5. Upkeep: ?. Reputation to cast: 75.
Divine Spells Page 2 Krypta
Introduction: Krypta is the goddess of death. A good choice when playing as the Undead. You choose the perk Favor of Krypta to unlock her spells research. You also get access to Krolm's & Fervus's spells research. Avoid if playing as humans or monsters. The first top spell is free when choosing Favor of Krypta.

Heal Undead:
Heals: 8 Death magic - Restore some health to a friendly undead unit.
Cost: 14 mana. Casting time: 0.8 turn. Reputation to cast: 10.

Summon Skeletons:
Summons: A unit of Skeletons to the selected hex.
Cost: 13 mana. Casting time: 0.9 turn. Reptutation to cast: 10.

Mana Vampirism:
Bane: Steals 10 mana from another great mage.
Cost: 45 mana. Casting time: 2 turn. Reputation to cast: 25.

Lands of Death:
Terramorphing Spell: Turns any land to lands of the dead.Area of effect-Target plus surrounding hexes.
Cost: 60 mana. Casting time: 0.6 turn. Reputation to cast: 25.

Boon of Death:
Blessing: Area of effect-Target plus the surrounding hexes.Unit Power +50% to all undead units within range.
Cost: 150 mana. Casting time: 0.6 turn. Reputation to cast: 25.

Summon Ghosts:
Summons: Ghost units to the selected hex.
Cost: 30 mana. Cast time: 2. Upkeep: 10. Reputation to cast: 50.

Greater Heal Undead:
Heals: 25 death magic to undead units.
Cost: 60 mana. Cast time: 1. Upkeep: 0. Reputation to cast: 50.

Dance Macabre:
Blessing: Increases movement speed of undead, AoE.
Cost: 150 mana. Cast time: 1,2. Upkeep: 40. Reputation to cast: 50.

Curse of Living:
Damage: 60 death magic, AoE.
Cost: 750 mana. Cast time: 1,2. Upkeep: 0. Reputation to cast: 75.
Divine Spells Page 3 Fervus
Introduction: Fervus is the god of chaos and nature. A good choice if you want to be able to summon strong units and have access to strong healings and blessing spells for your units. You choose the perk Favor of Fervus to unlock his spells research. You also get access to Kryptas & Lunords spells research. The first top spell is free when choosing Favor of Fervus.

Summon Bears:
Summons: A unit of bears to the selected hex.
Cost: 15 mana. Cast time: 1,2. Upkeep: 3 food. Reputation to cast: 10.
Note: Favor of fervus starting spell.

Shield of Chaos:
Blessing: Excellent Magic Resistance +60 Elemental Magic.
Cost: 18 mana. Casting time: 0.8 turn. Upkeep: 2 mana. Reputation to cast: 10.
Note: Unit Blessing.

Dark Ritual:
Blessing: Increased mana production: +100%, decreased population production: -25%.Dispellable.
Cost: 55 mana. Casting time: 0.9 turn. Upkeep: 1 mana. Reputation to cast: 25.
Note: City Blessing.

Nature Forests:
Terramorphing Spell: Plants forests,AoE-Target plus the surrounding hexes.
Cost: 45 mana. Casting time: 0.9 turn. Reputation to cast: 25.
Note: Terrain Blessing.

Nature Regeneration:
Blessing: Spirit magic regeneration +15.
Cost: 55 mana. Casting time: 0.9 turn. Reputation to cast: 25.
Note: Unit Blessing.

Spear of Chaos:
Damage: 30 Spirit Magc.
Cost: 60 mana. Cast time: 0,4. Upkeep: 0 mana. Reputation to cast: 50.

Summon Bearman:
Summons a Bearman.
Cost: 30 mana. Cast time: 0,9. Upkeep: 7 food & 7 mana. Reputation to cast: 50.

Chaos Mind:
Stun target for 5 turns.
Cost: 240 mana. Cast time: 0,5. Upkeep: 0 mana. Reputation to cast: 75.

Summon Shadow of Vendral:
Summons a Shadow of Vendral to the targeted hex.
Cost: 225 mana. Cast time: 0,9. Upkeep: 3 food & 12 mana. Reputation to cast: 75.
Divine Spells Page 4 Lunord
Introduction: Lunord is the god of the Moon and Wind. A good choice if you want movement speed blessings for your units, spirit and elemental damage spells and the ability to take another turn. You choose the perk Favor of Lunord to unlock his spells research. You also get access to Fervus's & Grum-Gog's spell research. The first top spell is free when choosing Favor of Lunord.

Moon Walk:
Blessing: Haste - Increases movement points of the target unit.
Cost: 21 mana. Cast time: 1 turn. Reputation to cast: 10.

Protection of Night:
Blessing: Excellent Arrow Resistance +60 Missile.
Cost: 18 mana. Cast time: 0.8 turn. Reputation to cast: 10.

Lunar Tide:
Terramorphing Spell: Turns any land to water, AoE, target plus the surrounding hexes.
Cost: 55 mana. Cast time: 0.9 turn. Reputation to cast: 25.

Terror of Night:
Damage: 15 spirit damage.
Cost: 30 mana. Cast time: 0,8. Upkeep: 0. Reputation to cast: 25.

Lunar Thief:
Steal spell: -10 gold from target, +10 gold to caster.
Cost: 60 mana. Cast time: 1,8. Upkeep: 1. Reputation to cast: 25.

Veil of Darkness:
Bane: Enemy unit gets blinded & stunned for 2 turns.
Cost: 60 mana. Cast time: 0,8. Upkeep: ?. Reputation to cast: 50.

Tornado:
Damage: 30 Elemental magic,AoE.
Cost: 145 mana. Cast time: 1,4. Upkeep: 0. Reputation to cast: 50.

Tail Wind:
Blessing: Movement points: +1 for 3 turns.
Cost: 105 mana. Cast time: 1. Upkeep: 0. Reputation to cast: 75.

Time Stop:
Bane: Stops the time and grants the caster 1 additional turn immediately after ending the current one.
Cost: 700 mana. Cast time: 4. Upkeep: 0. Reputation to cast: 75.
Divine Spells Page 5 Grum-Gog
Introduction: Grum-Gog is the god of pestilence. A good choice if you want strong banes against enemy units & cities as well as provides you with death magic spells. Good when playing as the Undead foremost or just playing against a faction that's weak against death magic. You choose the perk Favor of Grum-Gog to unlock his spells research. You also get access to Lunords & Agrelas spell research. The first top spell is free when choosing Favor of Grum-Gog.

Summon Rats:
Summons: A unit of strong rats to the selected hex.
Cost: 13 mana. Cast time: 1 turn. Upkeep: 3 food. Reputation to cast: 10.
Note: Favor of Grum-Gog starting spell.

Corrupted Vapors:
Damage/Bane: 7 Death Magic AoE & Unit Power -25%.
Cost: 40 mana. Cast time: 2. Upkeep: 0. Reputation to cast: 10.
Note: Damage/Bane Spell.

Mosquito Swarm:
Enemy city: Population Growth -90% for 10 turns.
Cost: 50 mana. Cast time: 1,4. Upkeep: 0. Reputation to cast: 25.
Note: City Bane.

Pestilence Swamps:
Terramorphing Spell: Turns the selected landscape into a swamp landscape.
Cost: 50 mana. Cast time: 1. Upkeep: 0. Reputation to cast: 25.

Locust Swarm:
Enemy City: Food production -75% for 10 turns.
Cost: 40 mana. Cast time: 1,4. Upkeep: 0. Reputation to cast: 25.
Note: City Bane.

Plague Weapon:
Damage: + 50%
Cost: 105 mana. Cast time: 1,4. Upkeep: 2 mana. Reputation to cast: 50.
Note: Unit Blessing.

Curse of Mindworms:
Enemy City: Mana production -90% for 10 turns.
Cost: 75 mana. Cast time: 1,2. Upkeep: 0. Reputation to cast: 50.
Note: City Bane.

Corruption Punishment:
Damage: 50 Death Magic AoE.
Cost: 250 mana. Cast time: 1,4. Upkeep: 0. Reputation to cast:75 .
Note: Damage Spell.

Insect Scourge:
Food Production -10 for all cities of a Great Mage.
Cost: 225 mana. Cast time: 2,2. Upkeep: 1 mana. Reputation to cast: 75.
Note: Global Bane Spell.
Divine Spells Page 6 Agrela
Introduction: Agrela is the goddess of life. A good choice if you've decided to play as Humans or Monsters. Avoid if playing as the Undead. You choose the perk Favor of Agrela to unlock her spells research. You also get access to Grum-Gogs & Dauros spell research.
The first top spell you get for free when choosing Favor of Agrela.

Agrela's Healing:
Heals: 20 Life Magic - Restores some health to a friendly unit (excpet undead and buildings).
Cost: 28 mana. Cast time: 1 turn. Upkeep: 0. Reputation to cast: 10.
Note: When Choosing the Perk Favor of Agrela you start the game with this spell.

Lands of Life:
Terramorphing spell: Turns the selected landscape into a fertile green landscape.
Cost: 50 mana. Cast time: 1 turn. Upkeep: 0. Reputation to cast: 25.

Blessing of Fertility:
Food Production +75%.
Cost: 55 mana. Cast time: 2. Upkeep: 1 mana. Reputation to cast:10 .
Note: City Blessing.

Agrela's Greater Healing:
Heals 70 Life Magic and blesses the unit with +75 melee resistance & +75 missile resistance for 2 turns.
Cost: 70. Cast time: 1. Upkeep: ? mana. Reputation to cast: 25.
Note: Unit Blessing.

Blessing of Life:
Population Growth +65.
Cost: 40 mana. Cast time: 2. Upkeep: 1 mana. Reputation to cast: 25.
Note: City Blessing.

Call of Life:
Resurrects a fallen unit that respawns at the Capital.
Cost: 105 mana. Cast time: 1. Upkeep: 0 mana. Reputation to cast: 50.
Note: Blessings and Banes are removed from the unit.

Summon Demonwood:
Summons a Demonwood unit.
Cost: 80 mana. Cast time: 2. Upkeep: 8 mana. Reputation to cast: 50.
Note: Summoning Spell.

Death Magic Immunity:
Makes selected unit Immune to Death Magic.
Cost: ?. Cast time: 1. Upkeep: ?. Reputation to cast: 75.
Note: Unit Blessing.

Agrela's Mass Healing:
Heals 30 Life Magic in Are of Effect.
Cost: 195 mana. Cast time: 1. Upkeep: 0 mana. Reputation to cast: 75.
Note: Affects all friendly units except undead and buildings.
Divine Spells Page 7 Dauros
Introduction: Dauros is the god of order and law. A good choice if you want access to strong life magic spells against undead, strong temple units, bane protection spells as well as dispels. Avoid if playing as the undead. You choose the perk Favor of Dauros to unlock his spells research. You also get access to Agrelas & Helias spell research. The first top spell is free when choosing Favor of Dauros.

Holy Word:
Damage: 12 Life Magic.
Cost: 24 mana. Cast time: 0.8. Upkeep: 0 mana. Reputation to cast: 10.
Note: Favor of Dauros starting spell.

Magic Shield:
Immune to banes.
Cost: 30 mana. Cast time: 2. Upkeep: 3 mana. Reputation to cast: 10.
Note: Unit Blessing.

Total Protection:
Immune to all damage types,stunned & shielded for 2 turns.
Cost: 80 mana. Cast time: 1. Upkeep: ?. Reputation to cast: 25.
Note: Tactical Unit Blessing.

Lands of Order:
Terramorphing spell: Turns the selected landscape into an icy landscape.
Cost: 80 mana. Cast time: 2. Upkeep: 0. Reputation to cast: 25.

Order to Dispel:
Dispels all Banes.
Cost: 90 mana. Cast time: 1. Upkeep: ?. Reputation to cast: 25.

Spell Lock:
Blocks any dispel.Locks unit's current blessings and curses.
Cost: 60 mana. Cast time: 1,6. Upkeep: 3 mana. Reputation to cast: 50.
Note: Unit Blessing.

Turn Undead:
60 Life Magic damage.
Cost: 70. Cast time: 1,6. Upkeep: ?. Reputation to cast:50 .
Note: Undead damage spell.

Mass Dispel:
Dispells one harmful enchantment from all units within range.
Cost: 270 mana. Cast time: 1. Upkeep: ?. Reputation to cast: 75.
Note: Applies to target plus surrounding hexes.

Shield of Dauros:
All units within range gets all resistances +75 except spirit resistance.
Cost: 270 mana. Cast time: 1. Upkeep: 2 mana. Reputation to cast: 75.
Note: Applies to target hex plus surrounding hexes.
Divine Spells Page 8 Helia
Introduction: Helia is the goddess of the sun. A good choice if you want access to strong elemental damage spells as well as protection against elemental damage, food production blessings & banes, and last but not least the ability to destroy buildings. You choose the perk Favor of Helia to unlock her spell research. You also get access to Dauros & Krolms spell research. The first top spell is free when choosing Favor of Helia.

Sunstroke:
Damage: 12 Elemental Magic - Inflicts Elemental damage to one unit.
Cost: 24 mana. Cast time: 0.8 turn. Upkeep: 0. Reputation to cast: 10.

Blessing of the Sun:
City blessing: +60% food production.
Cost: 45 mana. Cast time: 2. Upkeep: 1 mana. Reputation to cast: 10.

Descending Fire:
Destroy unfortified target building.
Cost: 45 mana. Cast time: 2. Upkeep: 0. Reputation to cast: 25.

Desertification:
Terramorphing spell: Turns the selected landscape into a desert landscape.
Cost: 45 mana. Cast time: 1. Upkeep: 0. Reputation to cast: 25.

Drought:
City Bane: -10 food production in all cities of a great mage.
Cost: 60 mana. Cast time: 2. Upkeep: 1 mana. Reputatiom tp cast: 25.

Protection Halo:
Unit blessing: Immune against elemental damage.
Cost: 105 mana. Cast time: 1. Upkeep: 3 mana. Reputation to cast: 50.

Sun Blindness:
Bane: Enemy unit gets blinded & stunned for 2 turns.
Cost: 40 mana. Cast time: 0,9. Upkeep: 0. Reputation to cast: 50.

Sun Aura:
Unit blessing: Elemental damage +20%,AoE.
Cost: 150 mana. Cast time: 1. Upkeep: 3 mana. Reputation to cast: 75.

Sunstorm:
Damage: 50 elemental magic,AoE.
Cost: 340 mana. Cast time: 1,2. Upkeep: 0. Reputation to cast: 75.
Human Build-Tree
  • Wealth Buildings:
Market
Income: +4 gold. Build time: 2 turns.
Requirements: None. Leads to: Rogues Guild & Craftsmen District.
Note: Comes with your Capital.

Craftsmen District
Income: +3 gold. Build time: 2 turns.
Requirements: Market.
Note: Allowed to build multiple times.

Rogues Guild:
Income: +2 gold. Build time: 3 turns.
Requirements: Market. Leads to: Tax Offices.
Note: Allows recruiting of: Rogues & Cutthroats.

Tax Offices
Income: +50% gold. Build time: 3 turns.
Requirements: Rogues Guild. Leads to: Bank.

Bank
Income: +50% gold. Build time: 3 turns.
Requirements: Tax Offices. Leads to: Mint.

Mint
Income: +100% gold. Build time: 4 turns.
Requirements: Bank. Leads to: Treasure House.

Treasure House
Income: +100% gold. Build time: 4 turns.
Requirements: Mint.
Note: Last wealth building in the human build-tree.

  • Food Buildings:
Farm
Income: +3 food. Upkeep: None. Build time: 2 turns.
Leads to: Warriors Guild & Granary.
Note: Comes with your Capital & founding new cities. Allowed to build multiple times.

Granary
Income: +50% food. Upkeep: -2 gold. Build time: 2 turns.
Requirements: Farm. Leads to: Mill.

Mill:
Income: +75% food. Upkeep: -4 gold. Build time: 4 turns.
Requirements: Granary. Leads to: Bakery.

Bakery:
Income: +100% food. Upkeep: -8 gold. Build time: 4 turns.
Requirements: Mill. Note: Last food building in human build-tree.

  • Mana/Research Buildings:
Mana Trap
Income: +3 mana. Upkeep: -1 gold. Build time: 3 turns.
Requirements: None. Leads to: Library.

Library:
Income: +3 research. Upkeep: -2 gold. Build time: 3 turns.
Requirements: Mana Trap. Leads to: Clerics Guild & Wizards Guild.

Clerics Guild:
Income: +3 mana. Upkeep: -5 gold. Build time: 3 turns.
Requirements: Library. Note: Allows recruitment of Clerics/Healers.

Wizards Guild:
Income: +2 mana & +1 research. Upkeep: -6 gold. Build time: 3 turns.
Requirements: Library. Leads to: Magic Bazaar & University.
Note: Allows recruitment of Mages & Magisters.

Magic Bazaar:
Income: +100% mana. Upkeep: -5 gold. Build time: 3 turns.
Requirements: Wizards Guild. Note: Gives the perk Protection Potions.

University:
Income: +2 mana & +4 research. Upkeep: -10 gold. Build time: 4 turns.
Requirements: Wizards Guild. Leads to: Military Academy.
Note: Gives perk University Education.

Military Academy:
Income: None. Upkeep: -10 gold. Build time: 5 turns.
Requirements: University. Note: Allows recruitment/ upgrading to healers & Magisters. Last mana building in human build-tree.

  • Troop/Armor Buildings:
Warriors Guild
Upkeep: -1 gold. Build time: 3 turns.
Requirements: Farm. Leads to: Smithy. Note: Allow recruitment of Warriors & Veterans.

Hunters Guild:
Upkeep: -2 gold. Build time: 3 turns.
Note: Allows recruitment of Hunters & Rangers.

Smithy:
Upkeep: -2 gold. Build time: 3 turns.
Requirements: Warriors Guild. Leads to: Mechanics Guild & Barracks.
Note: Gives perk: Fine Armor for classes: Ranged, Creature & Fighter.

Mechanics Guild
Upkeep: -4 gold. Build time: 3 turns.
Requirements: Smithy. Leads to: Catapults. Note: Allows recruitment of Catapult.

Barracks
Upkeep: -5 gold. Build time: 3 turns.
Requirements: Smithy. Leads to: Training Grounds.
Note: Gives perk: Drilled for classes: Ranged & Fighter.

Training Grounds
Upkeep: -5 gold. Build time: 4 turns.
Requirements: Barracks. Note: Allows recruitment/upgrading of Veterans, Cutthroats & Rangers.

Harbor
Production: +50% gold. Build time: 3 turns.
Leads to: Shipyard. Note: Allows recruitment of Caravel & Galleon.

Shipyard
Upkeep: -4 gold. Build time: 5 turns.
Requirements: Harbor. Allows recruitment of: Galleon.
Human Units
  • Fighters:
Warriors:
Cost: 25 gold. Upkeep: -1 gold,-1 food. Recruit time: 3.
Health: 25. Atk: 9 melee. Movement: 3. Sight Range: 2.

Rogues:
Cost: 20 gold. Upkeep: -2 gold. Recruit time: 2.
Health: 19. Atk: 8 melee/4 death magic. Movement: 5. Sight Range: 2.

Veterans:
Cost: 100 gold. Upkeep: -3 gold,-3 food. Recruit time: 3.
Health: 45. Atk: 13 melee. Movement: 3. Sight Range: 2.

Cutthroats:
Cost: 80 gold. Upkeep: -5 gold,-1 food. Recruit time: 2.
Health: 33. Atk: 11 melee/11 death magic. Movement: 5. Sight Range: 2.

  • Archers:
Hunters:
Cost: 30 gold. Upkeep: -1 gold,-1 food. Recruit time: 2.
Health: 12. Atk: 7 ranged. Movement: 4. Sight Range: 3.

Rangers:
Cost: 120 gold. Upkeep: -4 gold,-2 food. Recruit time: 2.
Health: 24. Atk: 11 ranged. Movement: 4. Sight Range: 3.

  • Casters:
Mages:
Cost: 175 gold. Upkeep: -5 gold,-1 food,-3 mana. Recruit time: 3.
Health: 22. Atk: 17 elemental magic,ranged. Movement: 3. Sight Range: 2.

Magisters:
Cost: 500 gold. Upkeep: -10 gold,-2 food,-6 mana. Recruit time: 3.
Health: 32. Atk: 24 elemental magic,ranged. Movement: 3. Sight Range: 2.

  • Healers:
Clerics:
Cost: 160 gold. Upkeep: -4 gold,-1 food,-1 mana. Recruit time: 3.
Health: 25. Atk: 8 Spirit magic. Movement: 3. Sight Range: 2.

Healers:
Cost: 500 gold. Upkeep: -7 gold,-1 food,-4 mana. Recruit time: 3.
Health: 37. Atk: 14 spirit magic,7 life magic,ranged. Movement: 3. Sight Range: 2.

  • Siege:
Catapult:
Cost: 150 gold. Upkeep: -7 gold,-1 food. Recruit time: 3.
Health: 25. Atk: 13 ranged. Movement: 2. Sight Range: 2.

  • Naval:
Caravel:
Cost: 100 gold. Upkeep: -2 gold,-2 food. Recruit time: 3.
Health: 20. Atk: 9 ranged. Movement: 4. Sight Range: 2.

Galleon:
Cost: 200 gold. Upkeep: -5 gold,-5 food. Recruit time: 3.
Health: 35. Atk: 15 ranged. Movement: 4. Sight Range: 2.

  • Peaceful:
Peasant Settlers: Used to settle new citites.
Cost: . Upkeep: . Recruit time: .
Health: . Atk: . Movement: . Sight Range: .

  • Human Temple Units:
Krolm-Blademasters:
Cost: 700 gold. Upkeep: -5 gold,-7 food. Recruit time: 3.
Health: 70. Atk: 35 melee. Movement: 4. Sight Range: 2.

Krypta-Sisters of Krypta:
Cost: 700 gold. Upkeep: -10 gold,-5 mana. Recruit time: 3.
Health: 45. Atk: 24 death magic. Movement: 3. Sight Range: 2.

Fervus-Beastmasters:
Cost: 700 gold. Upkeep: -7 gold,-7 food. Recruit time: 3.
Health: 50. Atk: 20 ranged. Movement: 5. Sight Range: 3.

Lunord-Assassins:
Cost: 700. Upkeep: -10 gold,-3 food. Recruit time: 3.
Health: 55. Atk: 19 melee,19 death magic. Movement: 5. Sight Range: 2.

Grum-Gog:
No available temple units when playing as humans.

Agrela-Priestesses of Agrela:
Cost: 700 gold. Upkeep: -10 gold,-5 mana. Recruit time: 3.
Health: 40. Atk: 14 spirit magic,7 life magic,ranged. Movement: 3. Sight Range: 2.

Dauros-Paladins of Dauros:
Cost: 700 gold. Upkeep: -10 gold,-5 food. Recruit time: 3.
Health: 75. Atk: 19 melee,9,5 life magic. Movement: 3. Sight Range: 2.

Helia-Archers of Helia:
Cost: 700 gold. Upkeep: -10 gold, -5 food. Recruit time: 3.
Health: 36. Atk: 14 ranged,3.5 elemental magic. Movement: 4. Sight Range: 3.
Monster Build-Tree
  • Wealth Buildings:

Market:
Income: 4 gold. Build time: 2 turns. Requirements: None. Leads to: Ratmen Guild,Craftstmen Guild.

Craftsmen District:
Income: 3 gold. Build time: 2 turns. Requirements: None.
Notes: Allows to build multiple times.

Ratmen Guild:
Income: 2 gold. Build time: 3 turns. Requirements: Market. Leads to: Tax Offices.
Notes: Allows recruitment of Rats,Ratman Robbers,Strong Rats,Ratman Pirates.

Tax Offices:
Income: +50% gold. Build time: 3 turns. Requirements: Ratmen Guild. Leads to: Trolls Bridge,Bank.

Bank:
Income: +50% gold. Build time: 3 turns. Requirements: Tax Offices. Leads to: Mint.

Mint:
Income: +100% gold. Build time: 4 turns. Requirements: Bank.
Note: Last wealth building in monster build-tree.

  • Food Buildings:

Farm:
Income: +3 food. Upkeep: None. Build time: 2 turns. Requirements: None. Leads to: Goblins Guild,Granary,Pub.
Notes: Comes with founding your Capital & cities.Allowed to build multiple times.

Pub:
Income: +5 food. Upkeep: -1 gold. Build time: 2 turns. Requirements: Farm.

Granary:
Income: +50% food. Upkeep: -2 gold. Build time: 3 turns. Requirements: Farm. Leads to: Mill.

Mill:
Income: +75% food. Upkeep -4 gold. Build time: 3 turns. Requirements: Granary. Leads to: Great Granary.

Great Granary:
Income: +100% food. Upkeep: -6 gold. Build time: 4 turns. Requirements: Mill.

Fishing Village:
Income: +5 food. Upkeep: None. Build time: 2 turns. Requirements: Adjacent to water hex.

  • Mana/Research Buildings:

Mana Trap:
Income: +3 mana. Upkeep: -1 gold. Build time: 3 turns. Requirements: None. Leads to: Alchemy Laboratory.

Alchemy Laboratory:
Income: +2 mana,+2 research. Upkeep: -2 gold. Build time: 3 turns. Requirements: Mana trap. Leads to: Chateau de Loup-garou, Shamans Guild.

Shamans Guild:
Income: +1 mana, +2 research. Upkeep: -5 gold,-1 food. Build time: 3 turns. Requirements: Alchemy Laboratory. Leads to: University.
Notes: Allows recruitment of Shamans, Ordained Shamans.

University:
Income: +2 mana,+4 research. Upkeep: -10 gold. Build time: 4 turns. Requirements: Shamans Guild. Leads to: Military Academy.
Notes: Gives Perk: University Education.

Magic Bazaar:
Income: +100% mana. Upkeep: -5 gold. Build time: 3 turns. Requirements: Chateau de Loup-garou.
Notes: Gives Perk: Protection Potions.

  • Troop/Armor Buildings:

Goblins Guild:
Upkeep: -1 gold,-1 food. Build time: 3 turns. Requirements: Farm. Leads to: Smithy.
Notes: Allows recruitment of goblin spearmen,goblin archers,seasoned goblin spearmen,goblin sharpshooters.

Smithy:
Upkeep: -1 gold. Build time: 3 turns. Requirements: Goblins Guild. Leads to: Barracks.
Notes: Gives Perk: Fine Armor.

Barracks:
Upkeep: -5 gold. Build time: 3 turns. Requirements: Smithy. Leads to: Training Grounds.
Notes: Gives Perk: Drilled.

Training Grounds:
Upkeep: -5 gold. Build time: 4 turns. Requirements: Barracks.
Notes: Allows recruitment/upgrading to seasoned goblin spearmen,goblin sharpshooters,ratman pirates,strong rats.

Chateau de Loup-garou:
Upkeep: -3 gold,-2 food. Build time: 3 turns. Requirements: Alchemy Laboratory. Leads to: Magic Bazaar.
Notes: Allows recruitment of Noble Werewolves,Court Werewolves.

Trolls Bridge:
Upkeep: -2 gold,-2 food. Build time: 3 turns. Requirements: Tax Offices.
Notes: Allows recruitment of Trolls,Old Trolls.

Harbor:
Upkeep: None. Build time: 3 turns. Requirements: Adjacent to water hex. Leads to: Shipyard.
Notes: Gives +2 gold,allows recruitment of Carrav,Garreon.

Shipyard:
Upkeep: -4 gold. Build time: 5 turns. Requirements: Harbor+adjacent to water hex+city level 5. Notes: Allows recruitment of Garreon.

Military Academy:
Upkeep: -10 gold. Build time: 5 turns. Requirements: Unversity.
Notes: Allows recruitment/Upgrading of Ordained Shamans,Court Werewolves,Old Trolls.
Monster Units
Fighter Units:


Ranged Units:
Undead Build-Tree
Wealth Buildings:
Market
Production: +4 gold.
Required for: Rogues Guild & Craftsmen District.

Craftsmen District
Production: +3 gold.

Food Buildings:
Farm
Production: +3 food.
Required for: Warriors Guild & Granary.

Mana Buildings:
Mana Trap
Production: +3 mana.
Upkeep: -1 gold.
Required for: Library.

Mana Farm
Production: +4 mana.
Required for: Mana Vault.

Troop/Armor Buildings:
Graveyard
Upkeep: -1 gold, -1 mana.
Required for: Skeleton Warriors, Skeleton Archers, Skeleton Veterans, Skeleton Snipers & Smithy.

Smithy
Upkeep: -2 gold.
Gives perk: Fine Armor for classes Ranged,Creature & Fighter.
Required for: Mechanics Guild & Barracks.

Harbor
Production: +50% gold.
Required for: Caravelus & Air Dockyard.

Research Buildings:


Special Undead Buildings:
Bat Fort
Production: +1 gold.
Upkeep: -1 food.
Attack - Missile: 8,0 (Range: 2)
Hit Points: 50
Required for: Green Bats, Blackshadows & Tax Offices.
Undead Units
Fighter Units:


Ranged Units:
Special Locations
Mystic Portal:
Description: Lets you travel to another world. Oftenly guarded by some good creatures.

Ancient Ruins:
Can build:
Excavations (Humans)
Production: +10 research.
Upkeep: -8 gold.

Donkeys:
Can build:
Order of Stubborn Knights (Humans, Monsters)
Upkeep: -2 gold, -2 food.
Required for: Stubborn Knights.
Build time: 3 turns.

Trading Post (Humans, Monsters)
Production: +10 gold.
Build time: 2 turns.

Butchery (Monsters)
Production: +8 food.
Upkeep: -1 gold.
Build time: 3 turns.

Dragon Eggs:
Can build:
Dragon Farm (Humans, Monster)
Production: +40 gold.
Build time: 5 turns.

Elven Village:
Can build:
Elven Bungalow (Humans, Monsters, Undead)
Production: +2 gold.
Required for: Elven Archers, Elven Sharpshooters & Elven Shooting Grounds.
Build time: 3 turns.

Casino (Humans, Monsters, Undead)
Production: + 50% gold.
Build time: 3 turns.

Gems:
Can build:
Gem Mine (Monsters)
Production: +20 gold.
Build time: 3 turns.

Jewelry Shop (Monsters)
Upkeep: -4 gold, -1 mana.
Gives perk: Protection Amulets for classes: Fighters, Creatures, Ranged, Casters & Healers.

Gold:
Can build:
Gold Mine (Humans, Monsters)
Production: +12 gold.
Build time: 3 turns.

Halberdhall
Can build:
Halberdiers Guild: (Humans, Monsters)
Upkeep: -2 gold, -1 food.
Required for: Halberdiers, Royal Guardsmen & Training Arena.
Build time: 3 turns.

War University (Humans, Monsters)
Upkeep: -5 gold.
Gives perk: Masters of War for classes: Fighters, Creatures, Ranged, Casters, Healers & Constructs.
Build time: 3 turns.

Holy Grounds:
Description: On holy Grounds you can most often choose from three different temples to which god you prefer to build it to, which will increase your relationship to that god.
Production:

Infernal Rift:
Can build:
Demonologist Workshop (Monsters)
Production: +12 research.
Upkeep: -3 gold, -3 food, -3 mana.
Build time: 4 turns.

Iron:
Can build:
Foundry (Humans)
Production: +1 gold.
Gives perk: Masterwork Armor for classes: Fighters, Creatures, Ranged, Casters, Healers & Constructs.

Magic Fields:
Can build:
Magic Garden (Humans)
Production: +10 food, +10 mana.
Upkeep: -4 gold.
Build time: 3 turns.

Magic Testing Area (Monsters)
Production: +5 mana, +5 research.
Upkeep: -5 gold.

Magic Node:
Can builld:
Mana Pump (Humans, Mosters)
Production: +10 mana.
Upkeep: -4 gold.

Enchanter's Workshop (Humans, Monsters)
Upkeep: -4 gold, -1 mana.
Gives Perk: Enchanted Weapons for classes: Fighters, Casters & Ranged.

Cheese Cave: (Monsters)
Production: +12 food, +6 mana.
Upkeep: -4 gold.
Build time: 3 turns.

Minotaur Caves:
Can build:
Minotaur Palace (Humans, Monsters)
Upkeep: -2 gold.
Required for: Minotaurs, Black Minotaurs & Corrida Pen.
Build time: 3 turns.

Minotaur Labyrinth (Humans, Monsters)
Upkeep: -2 gold.
Gives perk: Tried by Labyrinth for classes: Fighters & Creatures.
Build time: 3 turns.

Pigs:
Can build:
Pig Farm (Humans)
Production: +6 food.

Pumpkins:
Can build:
Pumpkin Farm (Humans, Monsters)
Production: +4 food, +4 mana.

Shrine of the Rotten Pumpkin (Monsters)
Upkeep: -1 gold
Gives perk: Blessing of Hill'o'Win for classes: Fighters, Creatures, Ranged, Casters & Healers.
Build time: 3 turns.

Silver:
Can build:
Silver Mine (Humans, Undead)
Production: +6 gold.

Silverwork Armory (Humans)
Upkeep: -1 gold.
Gives perk: Silver Weaponry for classes: Fighters & Ranged.
Build time: 3 turns.

Silverwork Brewery: (Monsters)
Upkeep: -1 gold.
Gives Perk: Sliver Brewery for classes: Creatures & Healers.
Build time: 3 turns.

Laboratorium (Undead)
Production: +7 mana.
Upkeep: -2 gold.

Nevril:
Description:
Production:
Special Units
The Lords for Hire
Huh/Roh - Elder Ogre:
Type: Fighter Lord
Class: Fighter.
Special Abilities:?
Level 1:
Attack:
Health:
Walk range:
Sight range:
Upkeep:
Artifact Slots: Armor,magic items,armor.
Resistance:
Melee:
Missile:
Life Magic:
Death Magic:
Spirit Magic:
Elemental Magic:

Hugue Dry Branch/Gilbert the Unmovable - Grand Stubborn Master:
Type: Fighter Lord
Class: Fighter
Special Abilities:
Butt Hit:
Inflicts melee damage to one unit and stuns it.Available from level (1).
Damage: 24 melee.
Bane: Stun.
Cooldown: 3
Level 1:
Attack:
Health:
Walk range:
Sight range:
Upkeep:
Artifact Slots: Melee weapon,magic items,armor.
Resistance:
Melee:
Missile:
Life Magic:
Death Magic:
Spirit Magic:
Elemental Magic:

Trevian Broadshield-Chosen Warrior:
Type: Fighter Lord
Special Abilities:?
Level 1:
Attack:
Health:
Walk range:
Sight range:
Upkeep:
Artifact Slots: Melee, armor, magic item.
Resistance:
Melee:
Missile:
Life Magic:
Death Magic:
Spirit Magic:
Elemental Magic:

Osh Eatall-Enlightened Shaman:
Type: Healer Lord
Special Abilities:
Ash Adars Healing:
Heals 12 Life Magic.Available from level 1.
Range: 2.
Cooldown: 2.
Level 1:
Attack: 18 (Spirit Magic:12 Life Magic: 6)
Health: 33
Walk range: 3
Sight range: 2
Upkeep: -5 gold, -1 food, -4 mana.
Artifact Slots: Magic weapon,magic items,magic items.
Resistance:
Melee: 0
Missile: 0
Life Magic: 120
Death Magic: 70
Spirit Magic: 0
Elemental Magic: 50

Cecinia the Saint.High Healer:
Type: Healer Lordess
Special Abilities:
Touch of Life:
Heals 15 Life Magic.Available from level 1.
Range: 2.
Cooldown: 2.
Healer's Shield:
Increases the Melee & Ranged damage resistance of the target.Available from level ?.
Range: 2.
Cooldown: 3.
Level 1:
Attack:
Health:
Walk range:
Sight range:
Upkeep: -5 gold, -1 food, -4 mana.
Artifact Slots: Melee, armor, magic item.
Resistance:
Melee:
Missile:
Life Magic:
Death Magic:
Spirit Magic:
Elemental Magic:

Llsorr the Cold One-High Koatl:
Type: Fighter Lord
Special Abilities:?
Level 1:
Attack: 20 (Death Magic 20.Range: 2.)
Health: 40
Walk range: 3
Sight range: 2
Upkeep: -12 gold, -1 food, -7 mana.
Artifact Slots: Magic weapon,magic item , magic item.
Resistance:
Melee: 0
Missile: 0
Life Magic: 125
Death Magic: 75
Spirit Magic: 0
Elemental Magic: 75

Biorn Oldaxe - Olden Ghost:
Type: Mage Lord
Class: Creature
Recruitment cost: 700 gold
Artifact Slots: Melee weapon, Magic Items, Magic Items
Level 1:
Attack: 16 (Death Magic: 16)
Health: 30
Walk range: 3
Sight range: 2
Upkeep: -15 mana
Perks: Dead, Bodiless, Famous Hero.
Resistance:
Melee: Immune
Missile: Immune
Life Magic: 0
Death Magic: Immune
Spirit Magic: 0
Elemental Magic: 0
Artifacts
Magic Items:
Gauntlet of Death:
Resistance: +25 Elemental Magic
Unit Power +10%

Teardrop of Agrela:
Resistance: +40 Death Magic
Regeneration: +3

Stone of the Force:
Unit Power: +10%

Mask of Howledqueen
Sight Range: +1

Armor:
Shield of Rage:
Unit Power: +20%
Resistance: +20 Melee
Resistance: +20 Missile

Dragonscale Hauberk:
Resistance: +40 Melee
Resistance. +20 Melee
Resistance: +20 Missile

Melee Weapons:
Flaming Sword:
Damage: +15%Elemental Magic

Magic Weapons:
Gnarled Staff:
Damage: +15% Elemental Magic

Staff of Bones:
Damage: +15% Death Magic
The Additional Worlds
Ardania:
Type of world: Starting world.
Description: Ardania is the world you start in. A neutral world with the most common resource places and some special resources as well. It is also only from Ardania you can find portals to the other worlds.
Neutral monsters to expect:
Low Threat: Cockroaches,Spiders,Serpents,
Medium Threat: Fire Elementals
High Threat: Greater Fire Elementals,Werewolves,Vampires

Tatterar:
Type of world: Lunar world.
Description: This world is a purple world,with lots of craters representing the mountains here.
The entire lunar landscape gives you a -20% food production,but a +20% mana production. A good thing to think about if you decide to settle a city here.
Neutral monsters to expect:
Low Threat:
Medium Threat: Sea Serpent
High Threat:

Coldwind Dale:
Type of world: A Snowy and Frosty world.
Description:

Neutral monsters to expect:
Low Threat:
Medium Threat: Fire Elementals, Earth Elementals,
High Threat: Demonwood, Red Dragon,
Tips and Tricks
The Sweep Bonus:
The Ogre Lord Huh makes a sweep as you know everytime he attacks.So if there is a walking enemy unit next to a flying enemy unit,attack the walking unit and the flying unit will take damage from the sweep as well.

Perks
Accurate Shot: +30% Missile damage.
Advanced Armor: Armored. +40 Melee resistance, +60 Missile resistance.
Bladewall: +30 Melee resistance.
Bodiless: Melee Immunity, Missile Immunity. -25 Elemental Magic resistance.
City Fighter: Defense bonus in city; Bonus when attacking targets in a city.
Cover Specialist: Defense bonus on rugged terrain.
Dead: Death Magic immunity. -25 Life Magic resistance. Cannot be healed by life magic.
Demolisher: Bonus when attacking cities and forts.
Dodge: +25 Melee resistance.
Donkey Cavalry: Never retreats. Donkey cavalry.
Elemental Wrath: +20% Elemental Magic damage.
Endurance: +15 Elemental Magic resistance, +15 Death Magic resistance.
Excellent Armor: Armored. +60 Melee resistance, +80 Missile resistance.
Famous Hero: +25 Death Magic resistance, +25 Life magic resistance, +25 Elemental Magic resistance. +1 Exp per turn.
Fiery Core: +20% Elemental damage.
Fine Armor: +20 Melee resistance, +10 Missile resistance.
Cost: 30 gold. Requires: Smithy.
Finishers: Bonus to attack on weakened units.
First Aid: +2 Regeneration.
Forced March: +1 Movement point.
Forester: Defense bonus in forests; Bonus when attacking targets in a forest. Passability: Dense.
Furious Charge: +20% Melee damage.
Highlander: Defense bonus in hills; Bonus when attacking targets on hills. Passability: Hilly.
Knight's Armor: +50 Elemental Magic resistance, +25 Spirit Magic resistance.
Marksman: +20% Missile Damage.
Ogre Armor: +20 Melee resistance, +20 Missile resistance, +20 Elemental Magic resistance.
Ogre's Strenght: +30 Melee resistance.
Pathfinders: Passability: Dense, Poor, Hilly, Dense and Hilly.
Perceptive: +1 Exp per turn.
Protection Amulets: +35 Elemental Magic resistance, +35 Death Magic resistance.
Cost: 100 gold. Requires: Jewelry Shop (Gems).
Recon Specialist: +1 Sight range.
Regeneration: +8 Regeneration.
School of Necromancy: +30% Death Magic damage.
Scout: +1 Sight range.
Sharp Tooth: +30% Melee damage.
Silver Brewery: +35 Elemental Magic resistance, +35 Death magic resistance.
Cost: 50 gold. Requires: Silverwork Brewery (Silver).
Skilled Carpenter: +2 Regeneration.
Skilled Navigator: +1 Movement point.
Sniper: +20% Unit power.
Strengthened Ghost: +20% Unit power.
Strong Scales: +30 Melee resistance, +15 Missile resistance.
Supreme Ghost: +15 Elemental Magic resistance.
The Gift of Chaos: +50 Elemental Magic resistance, +50 Spirit Magic resistance.
Thick Hide: +25 Melee resistance.
Turtle: +35 Missile resistance.
Usual Hero: +20 Death Magic resistance, +20 Life Magic resistance.
Vampiric Power: -25 Spirit Magic resistance, +100 Elemental Magic resistance.
Vampirism: 40% Vampirism.
Wide Formation: +25 Missile resistance.
43 Comments
Erunaraina 11 Jan, 2023 @ 12:41am 
A nice dictionary with no "how to"
Homblar 12 Feb, 2022 @ 1:35am 
awesome! thanks
wer2002 9 Jan, 2019 @ 9:09pm 
Nice nixw collection of knowledge.
For everyone who needs more info please keep in mind we have a wiki page:
http://warlockmota.wikia.com/wiki/Warlock:_Master_of_the_Arcane_Wiki
yeorgos 10 Mar, 2016 @ 12:57pm 
transporting units over water require a harbour (city build space next to water). Being the first to get the meta teleport spell generally means you won the game through your economy.
E y e s u c k 24 Oct, 2015 @ 2:58pm 
I wish I could search this page. All I wanna know is what transports units and the requirements to get it >_<
Jafcald119 8 Dec, 2014 @ 7:39pm 
thaks
Mr Astrova  [author] 9 Oct, 2014 @ 11:46am 
Well Im sorry to say this but this guide wont receive any more updates...But if you're still a big fan of Warlock go and buy Warlock 2 which we have also made a full content guide for and which we will be updating.
Nialith_GodSlayer(Dippy) 9 Oct, 2014 @ 11:29am 
Thanks for this
Ten Wild Badgers 4 Oct, 2014 @ 1:45pm 
I got the Pumpkin farm in an undead city, so they can build those too. Just trying to help, thank you for writing this.
Jay 25 Sep, 2014 @ 4:21pm 
Should I worry at all about a negative food income in undead cities?