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Ranger Abilities |
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from Dark Magic |
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Master of Curses
- Grants mass effects to Curse and Disrupting Ray spells, but doubles the casting cost of these spells.
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Master of Mind
- Grants mass effects to Slow and Forgetfulness spells, but doubles the casting cost of these spells.
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Master of Sickness
- Grants mass effects to Plague and Weakness spells, but doubles the casting cost of these spells.
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Suppress Dark
- Enemy hero is forced to spend 50% more mana to cast Dark Magic spells in combat.
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Requirements: :Imbue Arrow, Soil Burn |
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Soil Burn
- The hero calls upon forces of nature to affect enemy melee-attacking creatures. Any time when enemy creature moves it will receive fire damage. Inflicted damage equals hero's level.
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Requirements: Master of Sickness |
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from Destructive Magic |
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Master of Fire
- Grants armor-damaging effect to Fireball and Armageddon spells.
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Master of Ice
- Grants freezing effect to Ice Bolt and Frost Ring spells.
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Master of Lightnings
- Grants stunning effect to Lightning Bolt and Chain Lightning spells.
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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.
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Requirements: Master of Fire
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Secrets of destruction
- Hero gains +2 Knowledge permanently and randomly acquires one damaging spell of 1st to 3rd circle that is not yet in hero's spellbook.
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Requirements: : Imbue Arrow
,Sun Fire |
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from Light Magic |
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Master of Abjuration
- Grants mass effects to Deflect Arrows and Stoneskin spells, but doubles the casting cost of these spells.
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Master of Blessings
- Grants mass effects to Dispel and Bless spells, but doubles the casting cost of these spells.
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Master of Wrath
- Grants mass effects to Bloodlust and Haste spells, but doubles the casting cost of these spells.
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Storm Wind
- The Ranger calls upon the forces of nature to affect enemy flying creatures. Initiative and Speed of all enemy flyers is decreased by 1.
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Requirements: Master of Wrath |
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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.
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Requirements: Imbue Arrow, Storm Wind |
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from Summoning Magic |
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Master of Animation
- Makes Raise Dead and Magic First spells more powerful (effective Spell Power increases by 4 for casting those spells).
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Master of Conjuration
- Makes Conjure Phoenix and Summon Elementals spells more powerful (effective Spell Power increaes by 4 for casting those spells).
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Master of Quakes
- Makes Land Mines and Earthquake spells more powerful (effective Spell Power increases by 4 for casting those spells).
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Fog Veil
- The Ranger calls upon the forces of nature to affect enemy ranged-attacking creatures. Initiative of all enemy shooters is decreased by 10% and their damage is decreased by 10%.
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Requirements: Master of Quakes |
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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.
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Requirements: Fire Protection, Fog Veil |
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from Sorcery |
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Arcane Training
- Reduces casting costs of all spells by 20%..
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Mysticism
- Doubles spell ponts regeneration.
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Wisdom
- Allows a hero to learn magic spells of the third circle regardless of actual skills in respective schools of magic.
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Insights
- Adds +2 to hero's Spell Power permanently. Also hero receives a new spell in his or her spell book.
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Requirements: Mysticism |
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Counterspell
- Special combat ability. Negates all effects of the next spell cast by the enemy, but drains twice the mana cost of that spell.
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Requirements: Insights, Fire Affinity, Master of Secrets
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from Defense |
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Evasion
- Decreases damage dealt to your creatures by ranged attacks by 20%.
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Protection
- Decreases damage dealt to your creatures by magic attacks by 15%.
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Toughness
- Increases hit points of all your creatures by 2. Especially effective for armies of great number.
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Last Stand
- All troops under hero's control are blessed with amazing vitality. If enemy creature attacks hero's troops and kills them all, the last of the troops will survive an attack with 1 hit point.
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Requirements: Toughness |
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Hold Ground
- Troops under hero's control get an additional +2 defense bonus carrying out the Defend command.
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Requirements: Last Stand, Native Terrain |
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from Leadership |
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Diplomacy
- Allows to effectively negotiate with hostile creatures. Increases chances and reduces costs of creatures that wish to join your army.
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Estates
- Hero contributes 250 gold pieces per day to your cause.
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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.
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Forest Guard Emblem
- Adds +2 to Ranger's Offence permanently. War Dancers joins Ranger's army to fight at his or her cause. The number of War Dancers depends upon the number of the week.
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Requirements: Recruitment |
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from Learning |
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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).
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Intelligence
- Increases normal maximum spell points by 50%.
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Scholar
- Allows heroes to teach each other various spells, effectively trading spells between spell books.
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Cunning Of The Woods
- +10 % to the chance of inflicting critical hit using "Avenger" skill
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Requirements: Eagle Eye |
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Master of Secrets
- Delving deep into the secrets of spellcraft, hero gains +2 Spell Power permanently.
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Requirements: Snipe Dead , Cunning Of The Woods |
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from Logistics |
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Navigation
- Increases hero's movement speed at sea by 50%.
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Pathfinding
- Reduces penalty for moving through rough terrain by 50%.
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Scouting
- Allows the hero to see much farther over terrain.
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Native Terrain
- All creatures in hero (Knight or Ranger) army recive +1 for movement speed if the battle is taking place on the grass terrain
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Requirements: Disguise And Reckon |
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Disguise And Reckon
- The structure of your army is hiden from the enemy. Moreover you can see the diplomatic status of the mobs
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Requirements: Scouting |
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from Luck |
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Fortunate Adventurer
- In the course of adventures the hero tends to find more gold and resources and be more lucky overall.
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Lucky Strike
- More chances to trigger for useful combat abilities of creatures in hero's army (like footmen's Shield Bash, for example)
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Resistance
- Increases magic resistance of all creatures in hero's army by 15%.
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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.
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Requirements: Elven Luck, Multishot |
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Elven Luck
- The Luck bonus to damage is increased to 125%.
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Requirements: Lucky Strike |
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from Offence |
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Archery
- Increases damage dealt by hero's creatures in ranged combat by 20%.
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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.
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Tactics
- Allows you to rearrange your creatures just before combat in additional area.
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Forest Rage
- All Rampart creatures in Ranger's army gains +1 to maximum damage.
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Requirements: Frenzy |
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Wildfire
- Ballista under hero command negates enemy defense and deals additional elemental fire damage.
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Requirements: Forest Rage, Snipe Dead |
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from War Machines |
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Ballista
- Allows manual control of the Ballista. Ballista gains one extra shot. Restores the balista after the battle if it was destroyed.
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Cannoneer
- Allows manual control of the Catapult. Catapult gains one extra shot. Restores ammo cart after the battle if it was destroyed
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First Aid
- Allows manual control of the First Aid Tent. Restores the First Aid Tent after the battle if it was destroyed
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Imbue Ballista
- Imbue Arrow ability will now affect Ballistae as well. All Ballistae shots will carry Ranger's enchantments and therefore drain Ranger's spell points.
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Requirements: Ballista |
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Triple Ballista
- Ballista gains another extra shot (up to 3 consequtive shots total if hero is proficient with ballistas).
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Requirements: Imbue Ballista, Multishot
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