Permanently improves the targets Attack by 1. The caster recieves a hit point for each citizen sacrificed. Target city sacrifices half its citizens. Units take 16 (+2 per water shard) per member Target enemy is stricken blind, resulting in a 25% penalty to Accuracy and Dodge unless they resist ![]() Rush through enemies in a straight line, dealing damage equal to your attack to any in your wayĪllows the targeted Champion to be able to cast HealĮnemies within 1 tile suffer a -25% to Accuracy for 5 turns, unless they resist Revive the land and create a new city site +2 to Attack and Initiative but the unit will attack enemies without player directions. Victim has a 50% chance to swing at a random unit in melee instead of his target Increases Unrest in the target city by 10%įallen enchantress legendary heroes fandomĬreates an Arcane Monolith on the map which extends your Zone of ControlĪll units trained in this city are +1 Initiative per EssenceĪll units trained in this city are +1 Defense per EssenceĪll units trained in this city are +1 Hit Points per Essenceĭoes 16 damage to the caster and the targetĪll units in your Army get to act immediately Heals target unit by 8 (+2 per life shard)Īllows the targeted Champion to be able to cast Fireball ![]() ![]() Tactical Spells are primarily for use in combat, and they give as the name suggest a tactical boost, this can either be through buffing or healing allies, to debuffing or damaging enemies. Strategic spells are for use outside of combat to give either a strategic boost to the players armies or cities, or to make setbacks for the opponents armies and cities. Spells also come under two classifications, Strategic and Tactical. Skills that can be learnt by champions upon leveling and picking perks.Inherent Spells that are available due to a civilizations.
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