|
Demon Lord Abilities |
|
|
from Dark Magic |
|
Master of Curses
- Grants mass effects to Curse and Disrupting Ray spells, but doubles the casting cost of these spells.
|
|
Master of Mind
- Grants mass effects to Slow and Forgetfulness spells, but doubles the casting cost of these spells.
|
|
Master of Sickness
- Grants mass effects to Plague and Weakness spells, but doubles the casting cost of these spells.
|
|
Weakening Strike
- Weakening Strike improves Demonic Strike ability. Now Demonic Strike not only damages the target, but also curses it with Weakness spell.
|
Requirements: : Demonic Strike |
|
|
|
from Destructive Magic |
|
Master of Fire
- Grants armor-damaging effect to Fireball and Armageddon spells.
|
|
Master of Ice
- Grants freezing effect to Ice Bolt and Frost Ring spells.
|
|
Master of Lightnings
- Grants stunning effect to Lightning Bolt and Chain Lightning spells.
|
|
Sun Fire
- The hero calls upon the forces of nature to affect enemy casters. Any time enemy creature is going to cast a spell it will receive fire damage. Inflicted damage equals hero's level.
|
Requirements: Insights
,Demonic Fire |
|
Demonic Flame
- Demonic Flame improves Demonic Fire ability. Fire damage dealt to enemy creatures by Demonic Fire ability is increased by 50%.
|
Requirements: :Master of Fire, Demonic Fire |
|
|
from Light Magic |
|
Master of Abjuration
- Grants mass effects to Deflect Arrows and Stoneskin spells, but doubles the casting cost of these spells.
|
|
Master of Blessings
- Grants mass effects to Dispel and Bless spells, but doubles the casting cost of these spells.
|
|
Master of Wrath
- Grants mass effects to Bloodlust and Haste spells, but doubles the casting cost of these spells.
|
|
Fire Protection
- Creatures under Hero's conrtol gain 50% resistance to all fire-based attacks and are immune to armor damaging effects of Master of Fire ability.
|
Requirements: Master of Abjuration, Demonic Fire
|
|
Twilight
- Increases spell power: +3 for all spells of dark and light magic schools
|
Requirements: Weakening Strike, Master of Mind |
|
|
from Summoning Magic |
|
Master of Animation
- Makes Raise Dead and Magic First spells more powerful (effective Spell Power increases by 4 for casting those spells).
|
|
Master of Conjuration
- Makes Conjure Phoenix and Summon Elementals spells more powerful (effective Spell Power increaes by 4 for casting those spells).
|
|
Master of Quakes
- Makes Land Mines and Earthquake spells more powerful (effective Spell Power increases by 4 for casting those spells).
|
|
Fire Affinity
- Hero is granted the knowldge of Summon Elementals spell. Regardless of circumstances this spell would summon Fire Elementals from now on. The number of Elementals summoned is 40% greater than normal.
|
Requirements: Master of Conjuration |
|
Elemental Balance
- Superb knowledge of summoning magic allows the knight to counterbalance the combat situation when battling against skilled summoners. Each time the enemy uses Summon Elementals spell a small group of elementals of opposite aligment is automatically summoned to fight for the knight's cause.
|
Requirements: Fire Affinity, Shake Ground
|
|
|
from Sorcery |
|
Arcane Training
- Reduces casting costs of all spells by 20%..
|
|
Mysticism
- Doubles spell ponts regeneration.
|
|
Wisdom
- Allows a hero to learn magic spells of the third circle regardless of actual skills in respective schools of magic.
|
|
Insights
- Adds +2 to hero's Spell Power permanently. Also hero receives a new spell in his or her spell book.
|
Requirements: Elemental Balance, Exploding Corpses |
|
Exploding Corpses
- As Demon Lord consumes corpses to restore Spell Points, corpses would suddenly explode in a burst of fire, damaging all adjacent units including those under hero's control.
|
Requirements: Consume Corpse
|
|
|
from Defense |
|
Evasion
- Decreases damage dealt to your creatures by ranged attacks by 20%.
|
|
Protection
- Decreases damage dealt to your creatures by magic attacks by 15%.
|
|
Toughness
- Increases hit points of all your creatures by 2. Especially effective for armies of great number.
|
|
Demonic Retaliation
- Additional fire damage to enemy creatures would be dealt on retaliation strikes.
|
Requirements: Evasion, Demonic Fire
|
|
Hold Ground
- Troops under hero's control get an additional +2 defense bonus carrying out the Defend command.
|
Requirements: Protection
,Power of Stone |
|
|
from Leadership |
|
Diplomacy
- Allows to effectively negotiate with hostile creatures. Increases chances and reduces costs of creatures that wish to join your army.
|
|
Estates
- Hero contributes 250 gold pieces per day to your cause.
|
|
Recruitment
- Increases weekly growth of 1st, 2nd and 3rd level creatures by +3, +2 and +1 respectively. Hero must be stationed within the friendly town for the last day of the week for effect to take place.
|
|
Gating Mastery
- Gating ability becomes more potent, bringing 20% more reinforcements than normal.
|
Requirements: Recruitment
|
|
|
from Learning |
|
Eagle Eye
- Allows your hero to learn any unknown spell used by an enemy hero or by any creature in combat (hero must be legally able to learn the spell).
|
|
Intelligence
- Increases normal maximum spell points by 50%.
|
|
Scholar
- Allows heroes to teach each other various spells, effectively trading spells between spell books.
|
|
Dark Revelation
- Hero qualifies for additional free level up.
|
Requirements: Master of Secrets |
|
Master of Secrets
- Delving deep into the secrets of spellcraft, hero gains +2 Spell Power permanently.
|
Requirements: Scholar
|
|
|
from Logistics |
|
Navigation
- Increases hero's movement speed at sea by 50%.
|
|
Pathfinding
- Reduces penalty for moving through rough terrain by 50%.
|
|
Scouting
- Allows the hero to see much farther over terrain.
|
|
Quick Gating
- Demon Lord masters the ways of transferring creatures to infernal plane and back. Gating becomes 50% quicker than normal.
|
Requirements: Pathfinding |
|
Teleport Assault
- Hero acquires Teleport spell and the ability to cast it with assault effect, increasing the initiative of creature being teleported.
|
Requirements: Quick Gating, Consume Corpse |
|
|
from Luck |
|
Fortunate Adventurer
- In the course of adventures the hero tends to find more gold and resources and be more lucky overall.
|
|
Lucky Strike
- More chances to trigger for useful combat abilities of creatures in hero's army (like footmen's Shield Bash, for example)
|
|
Resistance
- Increases magic resistance of all creatures in hero's army by 15%.
|
|
Dead Luck
- The hero has gained an ability to affect the Luck of enemy creatures. The Luck of all enemy troops is decreased by 1.
|
Requirements: Critical Gating, Twilight
|
|
Critical Gating
- There's a 15-30% chance (depending on hero luck) that the gated stack will summon twice more reinforcements than normal.
|
Requirements: Lucky Strike
|
|
|
from Offence |
|
Archery
- Increases damage dealt by hero's creatures in ranged combat by 20%.
|
|
Frenzy
- Minimum and maximum damage inflicted by each creature under hero's control is increased by 1. Especially effective for armies of low level creatures.
|
|
Tactics
- Allows you to rearrange your creatures just before combat in additional area.
|
|
Power of Haste
- Hero acquires Haste spell and the ability to cast it with mass effect. (costs nothing)
|
Requirements: Critical Strike |
|
Critical Strike
- Critical Strike improves Demonic Strike ability. There's a 40% chance that Demonic Strike performed by Demon Lord would deal double damage to a target.
|
Requirements: Frenzy
|
|
|
from War Machines |
|
Ballista
- Allows manual control of the Ballista. Ballista gains one extra shot. Restores the balista after the battle if it was destroyed.
|
|
Cannoneer
- Allows manual control of the Catapult. Catapult gains one extra shot. Restores ammo cart after the battle if it was destroyed
|
|
First Aid
- Allows manual control of the First Aid Tent. Restores the First Aid Tent after the battle if it was destroyed
|
|
Triple Catapult
- Catapult gains another extra shot (up to 3 consequtive shots total if hero is proficient with catapults).
|
Requirements: Cannoneer |
|
Shake Ground
- Hero acquires Earthquake spell and the ability to cast it with shaking effect, damaging and stunning all creatures behind fortress wall
|
Requirements: Triple Catapult, Demonic Strike |
|