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!Spell Name!!Base Spell Point Cost!!Duration||Basic||Advanced||Expert
!Spell Name!!Base Spell Point Cost!!Duration||Basic||Advanced||Expert
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|Water Walk||12||{{n/a}}||Allows your army to use part of its movement to walk across bodies of water.<br/>You must end your movement on dry land at the end of turn.||Allows your army to use most of its movement to walk across bodies of water.<br/>You must end your movement on dry land at the end of turn.||Allows your army to all part of its movement to walk across bodies of water.<br/>You must end your movement on dry land at the end of turn.
|Water Walk||12||{{n/a}}||Allows your army to use part of its movement to walk across bodies of water.<br/>You must end your movement on dry land at the end of turn.||Allows your army to use most of its movement to walk across bodies of water.<br/>You must end your movement on dry land at the end of turn.||Allows your army to use all of its movement to walk across bodies of water.<br/>You must end your movement on dry land at the end of turn.
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Revision as of 15:19, 7 June 2009

Adventure Spells

Air

1st Level
Effects
Spell Name Base Spell Point Cost Duration Basic Advanced Expert
View Air 2 N/A Reveals location of all unclaimed artifacts. Reveals location of all unclaimed artifacts and enemy heroes. Reveals location of all unclaimed artifacts, enemy heroes and towns.
2nd Level
Effects
Spell Name Base Spell Point Cost Duration Basic Advanced Expert
Disguise 4 N/A Gives false information to enemy trying to view your hero. Makes all your units look like your most powerful units to enemy trying to view your hero.
Numbers in each group appear as zero.
Makes all your units look like most powerful units affiliated to your hero type to enemy trying to view your hero.
Numbers in each group appear as zero.
Visions 4 N/A Gives you a basic idea of strength of opposing army/hero/garrison. Gives you a basic idea of strength of opposing garrison,
tells you the exact number of nearby wandering monsters
and if they will be willing to join you.
Allows to view a nearby enemy hero's primary skills statistics,
creature type and quantity.
Tells you the exact number of nearby wandering monsters
and if they will be willing to join you.
Allows to view a nearby enemy hero's primary skills statistics,
creature type and quantity, as well as nearby town's statistics,
garrison creatures and quantity.
5th Level
Effects
Spell Name Base Spell Point Cost Duration Basic Advanced Expert
Dimension Door 25 N/A You can teleport once per day to a visible unoccupied location. You can teleport three times per day to a visible unoccupied location. You can teleport four times per day to a visible unoccupied location.
Fly 20 N/A Allows your army to use part of its movement to fly over obstacles.
You must land at the end of turn.
Allows your army to use most of its movement to fly over obstacles.
You must land at the end of turn.
Allows your army to use all of its movement to fly over obstacles.
You must land at the end of turn.

Earth

1st Level
Effects
Spell Name Base Spell Point Cost Duration Basic Advanced Expert
View Earth 2 N/A Reveals location of all resources. Reveals location of all resources and mines. Reveals location of all resources and mines and also reveals all terrain.
2nd Level
Effects
Spell Name Base Spell Point Cost Duration Basic Advanced Expert
Visions 4 N/A Gives you a basic idea of strength of opposing army/hero/garrison. Gives you a basic idea of strength of opposing garrison,
tells you the exact number of nearby wandering monsters
and if they will be willing to join you.
Allows to view a nearby enemy hero's primary skills statistics,
creature type and quantity.
Tells you the exact number of nearby wandering monsters
and if they will be willing to join you.
Allows to view a nearby enemy hero's primary skills statistics,
creature type and quantity, as well as nearby town's statistics,
garrison creatures and quantity.
4th Level
Effects
Spell Name Base Spell Point Cost Duration Basic Advanced Expert
Town Portal 16 N/A Teleports your hero to the nearest friendly town.
The town must be unoccupied.
Teleports your hero to any friendly town.
The town must be unoccupied.
Teleports your hero to any friendly town.
The town must be unoccupied.

Fire

2nd Level
Effects
Spell Name Base Spell Point Cost Duration Basic Advanced Expert
Visions 4 N/A Gives you a basic idea of strength of opposing army/hero/garrison. Gives you a basic idea of strength of opposing garrison,
tells you the exact number of nearby wandering monsters
and if they will be willing to join you.
Allows to view a nearby enemy hero's primary skills statistics,
creature type and quantity.
Tells you the exact number of nearby wandering monsters
and if they will be willing to join you.
Allows to view a nearby enemy hero's primary skills statistics,
creature type and quantity, as well as nearby town's statistics,
garrison creatures and quantity.

Water

1st Level
Effects
Spell Name Base Spell Point Cost Duration Basic Advanced Expert
Summon Boat 8 N/A Summons an existing friendly boat from anywhere in the world
Chances of success: 50%
Summons an existing friendly boat from anywhere in the world
Chances of success: 75%
Summons an existing friendly boat from anywhere in the world
If no boat exist, one is created.
2nd Level
Effects
Spell Name Base Spell Point Cost Duration Basic Advanced Expert
Scuttle Boat 8 N/A Destroys a boat you own
Chances of success: 50%
Destroys a boat you own
Chances of success: 75%
Destroys a boat you own.
Visions 4 N/A Gives you a basic idea of strength of opposing army/hero/garrison. Gives you a basic idea of strength of opposing garrison,
tells you the exact number of nearby wandering monsters
and if they will be willing to join you.
Allows to view a nearby enemy hero's primary skills statistics,
creature type and quantity.
Tells you the exact number of nearby wandering monsters
and if they will be willing to join you.
Allows to view a nearby enemy hero's primary skills statistics,
creature type and quantity, as well as nearby town's statistics,
garrison creatures and quantity.
4th Level
Effects
Spell Name Base Spell Point Cost Duration Basic Advanced Expert
Water Walk 12 N/A Allows your army to use part of its movement to walk across bodies of water.
You must end your movement on dry land at the end of turn.
Allows your army to use most of its movement to walk across bodies of water.
You must end your movement on dry land at the end of turn.
Allows your army to use all of its movement to walk across bodies of water.
You must end your movement on dry land at the end of turn.

Combat Spells

Multi-Elemental

Magic Arrow

Air

Level 1

  Effects
Spell Name Type Target Base Spell Point Cost Duration Basic Advanced Expert
Haste Combat Ally 6 1 Round/Spell Point Unit speed increased by three hexes. Unit speed increased by five hexes. Unit speed increased by five hexes.
Magic Arrow Combat Enemy 5 Instant Damage

Precision

  • Level:

Lightning Bolt

  • Level: 2

Chain Lightning

  • Level: 4

Reflect Magic

  • Level: 5

Summon Air Elemental

  • Level: 5

Water

Bless

Frost Bolt

Frost Ring

Fire

Fire Shield

Explosion

Sacrifice

Armageddon

Earth

Stone Skin

Slow

Summon Earth Elemental

Implosion