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Contents

Alchemy Sage Master Chaos Mastery
Warlord Myrran Nature Mastery
Channeler Divine Power Sorcery Mastery
Archmage Famous Infernal Power
Artificer Runemaster Mana Focusing
Conjurer Charismatic Node Mastery

Abilities give your wizard special powers in addition to their spell books. Some abilities are tied to a particular type of magic, whereas others are general.

Alchemy[edit]

  • Cost: 1 pick

Allows transmutation of gold/mana at 1:1 ratio, instead of 2:1. All units built in cities receive magic weapons.

Warlord[edit]

  • Cost: 2 picks

All units gain one level. This allows units to reach ultra-elite level.

Channeler[edit]

  • Cost: 2 picks

Wizard can cast combat spells as if they took place at his tower. Reduces spell maintenance cost by half.

Archmage[edit]

  • Cost: 1 pick

Increases wizards starting skill by 10 and adds a 50% bonus to all mana spent on increasing skill. The wizard's spells are twice as hard to dispel as normal.

Artificer[edit]

  • Cost: 1 pick

Reduces cost of item creation by 50%. Wizard starts game with Create Magic Item and Create Artifact spells.

Conjurer[edit]

  • Cost: 1 pick

Reduces casting and research cost of summoning spells and summoned creature maintenance cost by 25%.

Sage Master[edit]

  • Cost: 1 pick

Increases research speed of all spells by 25%.

Myrran[edit]

  • Cost: 3 picks

Wizard starts in Myrror and may pick an unusual starting race. Wizard's Fortress generates an extra 5 mana.

Divine Power[edit]

  • Cost: 2 pick

Increases power and pacifying effects of Shrines, Temples, Parthenons and Cathedrals by 50%

Wizard must have at least 4 Life spell books to take this ability.

Famous[edit]

  • Cost: 2 picks

Wizard starts with 10 Fame and has double chance of hiring heroes, mercenaries and buying magical items.

Runemaster[edit]

  • Cost: 1 pick

The power of all dispel type spells are doubled. Gives 25% bonus to researching and 25% reduction in casting cost of arcane spells.

Wizard must have two spell books in each of any three realm to have this ability.

Charismatic[edit]

  • Cost: 1 pick

Reduces cost of hiring heroes and mercenaries and buying magical items by half. In diplomacy, all penalties are halved and all bonuses doubled.

Chaos Mastery[edit]

  • Cost: 1 pick

Gives 15% bonus to research and 15% reduction to casting cost of Chaos spells. Chaos spells cast by the wizard are twice as hard to dispel as normal. Power from Chaos nodes is doubled.

The wizard must have at least 4 Chaos spell books to take this ability.

Nature Mastery[edit]

  • Cost: 1 pick

Gives 15% bonus to research and 15% reduction to casting cost of Nature spells. Nature spells cast by the wizard are twice as hard to dispel as normal. Power from Nature nodes is doubled.

The wizard must have at least 4 Nature spell books to take this ability.

Sorcery Mastery[edit]

  • Cost: 1 pick

Gives 15% bonus to research and 15% reduction to casting cost of Sorcery spells. Sorcery spells cast by the wizard are twice as hard to dispel as normal. Power from Sorcery nodes is doubled.

The wizard must have at least 4 Sorcery spell books to take this ability.

Infernal Power[edit]

  • Cost: 2 pick

Increases power and pacifying effects of Shrines, Temples, Parthenons and Cathedrals by 50%

Wizard must have at least 4 Death spell books to take this ability.

Mana Focusing[edit]

  • Cost: 1 pick

Increasses mana obtained from power by 25%

Node Mastery[edit]

  • Cost: 1 pick

Doubles all power obtained from nodes. The wizard is immune to the dispelling power of nodes.

Wizard must have at least one spell book in Nature, Sorcery and Chaos magic.