Specializations | Classes
While creating the leader, apart from the class, you can also determine his specialty. IT affects the available areas of research - both upgrades for the Empire as well as various spells. To some specialties, there are two levels - Adept and Master. The latter allows you to discover more potent skills but, the selection is only available after the Adept. For the main leader, you can choose up to 3 specialties which, in combination with the selected class, gives the full picture of the available upgrades and spells.
Below, you can find a list of the available specialties and the research areas that they enable:
Adept of Fire
Name |
Type |
Tier |
Research cost |
Effect |
Fire Node Mana Bonus |
Empire Upgrades |
1 |
- |
The structures of Mana Nodes (i.e. Fire Nodes) generate additional 5 mana points. |
Domain of the Sun |
Global Spells |
3 |
150 |
From now on, the selected city favors the Tropical and Volcanic terrains. |
Summon Hell Hound |
Global Spells |
3 |
160 |
Allows you to summon Hell Hound. |
Fire Ball |
Combat Spells |
1 |
80 |
The fireball deals 10 physical damage and 12 Fire damage. |
Skin of Oil |
Combat Spells |
2 |
100 |
The selected enemy unit loses 1 point of strength, defense and resistance to magical attacks. Apart from that, it suffers 40% Fire Weakness. |
Master of Fire
Name |
Type |
Tier |
Research cost |
Effect |
Tropical Empire |
Global Spells |
4 |
240 |
Terrains of the Tropical type expand gradually from the Empire grounds. |
Summon Fire Elemental |
Global Spells |
6 |
600 |
Allows you to summon Fire Elemental. |
Fire Halo |
Combat Spells |
4 |
220 |
The selected unit receives total protection from fire (100% Fire Protection) and increased damage (+1, Fire). |
Hellfire |
Combat Spells |
7 |
900 |
All of the walls in the battlefield receive 30 damage, and units - 50 (Fire). |
Adept of Water
Name |
Type |
Tier |
Research cost |
Effect |
Water Node Mana Bonus |
Empire Upgrades |
1 |
- |
The Mana Nodes structures (i.e. Water Nodes) generate additional 5 mana points. |
Freeze Water |
Global Spells |
3 |
160 |
Freezes the water hex for 3 turns. Units can move freely over that hex, without the losing a turn for boarding a ship. |
Summon Baby Kraken |
Global Spells |
3 |
160 |
Allows you to summon Baby Kraken. |
Rot |
Combat Spells |
2 |
120 |
Deals 10 damage to the selected Machine unit. This effect hops between machines, up to 3 times, if they are deployed within the distance of 3 hexes of each other. |
Vangeful Frost |
Combat Spells |
1 |
70 |
Deals 15 damage (Frost) to the selected unit. |
Master of Water
Name |
Type |
Tier |
Research cost |
Effect |
Drench the Land |
Global Spells |
4 |
240 |
The selected hexes are immediately turned into Wetlands. |
Summon Frost Elemental |
Global Spells |
6 |
600 |
Allows you to summon Frost Elemental. |
Healing Showers |
Combat Spells |
4 |
250 |
Restores 20 HP to all the units, within the radius of 2 hexes, of the selected one. Also, eliminates all of the Fire effects (e.g. catching fire). |
Great Hail |
Combat Spells |
5 |
500 |
Deals 20 physical damage and 5 (Frost) to the units within the radius of 2 hexes of the selected area. |
Adept of Earth
Name |
Type |
Tier |
Research cost |
Effect |
Earth Node Mana Bonus |
Empire Upgrades |
1 |
- |
The Mana Nodes structures (i.e. Earth Nodes) generate additional 5 mana points. |
Domain of Earth |
Global Spells |
3 |
150 |
The selected allied city favors Subterranean terrains. |
Stoning |
Combat Spells |
1 |
80 |
Deals 24 damage to the selected enemy unit. |
Stone Skin |
Combat Spells |
2 |
80 |
The selected unit receives additional 3 defense points. |
Regenerate Walls |
Combat Spells |
3 |
180 |
At the beginning of each turn, walls regenerate 20 HP. |
Master of Earth
Name |
Type |
Tier |
Research cost |
Effect |
City Quake |
Global Spells |
5 |
220 |
Destroys one random upgrade of the enemy city and kills 20% of its population. |
Summon Earth Elemental |
Global Spells |
6 |
600 |
Allows you to summon Earth Elemental. |
Slow |
Combat Spells |
4 |
240 |
The selected enemy unit has a half of its movement points, until the end of the battle. |
Earthquake |
Combat Spells |
7 |
900 |
The walls in the battlefield receive 60 damage, and the units - 40. Ineffective against Flying and Floating units. |
Adept of Air
Name |
Type |
Tier |
Research cost |
Effect |
Air Node Mana Bonus |
Empire Upgrades |
1 |
- |
The Mana Nodes structures (i.e. Air Nodes) generate additional 5 mana points. |
Domain of Winter |
Global Spells |
3 |
140 |
The selected allied city favors the Arctic type of terrain. |
Summon Zephyr Bird |
Global Spells |
3 |
150 |
Allows you to summon Zephyr Bird. |
Suffocate |
Combat Spells |
1 |
80 |
Deals 15 damage to the selected unit (impossible to cast on Undead, Machine and Incorporeal). |
Seeker Enchantment |
Combat Spells |
2 |
120 |
The selected units that attack at a distance, do not receive penalties to the damage that they deal, while shooting over obstacles. |
Master of Air
Name |
Type |
Tier |
Research cost |
Effect |
Arctic Empire |
Global Spells |
4 |
220 |
Terrains of the Arctic type gradually spread from the Empire terrains |
Summon Air Elemental |
Global Spells |
6 |
600 |
Allows you to summon Air Elemental. |
Haste |
Combat Spells |
4 |
240 |
The selected unit has, until the end of the battle a doubled number of movement points. |
Wind Ward |
Combat Spells |
5 |
400 |
All of the ranged attacks are less effective (-8 to damage). |
Creation Adept
Name |
Type |
Tier |
Research cost |
Effect |
Creation Node Mana Bonus |
Empire Upgrades |
1 |
- |
The Mana Nodes structures (i.e. Creation Nodes) generate additional 5 mana points. |
Cleanse the Land |
Global Spells |
3 |
150 |
The selected terrains are turned into Temperate. |
Domain of Life |
Global Spells |
3 |
150 |
The selected allied city favors the Temperate type of terrain. |
Bless |
Combat Spells |
1 |
60 |
The selected unit receives a boost to Defense and Resistance (both +2) until the end of the battle. |
Holy Cure |
Combat Spells |
2 |
100 |
Restores 25 HP to the selected unit. The Undead and Machine cannot be healed. |
Creation Master
Name |
Type |
Tier |
Research cost |
Effect |
Temperate Empire |
Global Spells |
4 |
240 |
Terrains of the Temperate type spread, gradually, from the Empire domain. |
Codemn Killing |
Combat Spells |
4 |
240 |
The killer of the Devout unit, loses 3 Defense and Resistance points , until the end of the battle. |
Bane of the Unnatural |
Combat Spells |
5 |
400 |
Units deal more damage (+5, Spirit), when they attack Undead, Summoned or Magical Origin units. |
Resurrect |
Combat Spells |
6 |
600 |
Resurrects the selected allied unit with a half of its HP. Does not work on Machine and Undead units. |
Destruction Adept
Name |
Type |
Tier |
Research cost |
Effect |
Destruction Node Mana Bonus |
Empire Upgrades |
1 |
- |
The Mana Nodes structures (i.e. Destruction Nodes) generate additional 5 mana points. |
Hasty Plunder |
Empire Upgrades |
1 |
80 |
Allows you to plunder the city immediately after you capture it. |
Scorched Earth |
Global Spells |
2 |
140 |
The selected allied city is razed to the ground immediately, after you lose it. |
Domain of Corruption |
Global Spells |
3 |
150 |
The selected city favors the Blighted terrains. |
Killer Instinct |
Combat Spells |
2 |
100 |
The selected unit deals additional damage to all races. |
Destruction Master
Name |
Type |
Tier |
Research cost |
Effect |
Storm Magic |
Empire Upgrades |
5 |
450 |
Damage-dealing spells are now stronger by 20%. |
Blight Empire |
Global Spells |
4 |
240 |
The Blight type terrains spread gradually from the Empire dominion. |
Wreck |
Combat Spells |
4 |
240 |
The selected enemy unit, of the Boat, Machine or Undead type suffers 40% Physical Weakness. |
Disintegrate |
Combat Spells |
6 |
600 |
Attempts to deal, to the enemy unit, 50 damage -if failed, the selected unit suffers a half of that damage. |
Expander
Name |
Type |
Tier |
Research cost |
Effect |
Fertility Rites |
Empire Upgrade |
1 |
90 |
The population of the Empire grows 15% faster. |
Rugged Pioneers |
Empire Upgrades |
2 |
100 |
Settler and Builder units receive additional 8 movement points and the Mountaineering skill. |
Expansionism |
Empire Upgrades |
3 |
160 |
Outposts receive additional 20 production points and double population growth. |
Swift Migration |
Empire Upgrades |
4 |
260 |
The Migrate option is immediately available. |
Explorer
Name |
Type |
Tier |
Research cost |
Effect |
Scout Training |
Empire Upgrades |
1 |
60 |
All of the Irregular units receive a boost to range of vision (+1). |
Off the Beaten Path |
Empire Upgrades |
2 |
100 |
The Irregular units receive a skill that limits the amount of movement points necessary to move over various types of terrain (Mountaineering, Forestry and Wetlands Walking). |
Trail Running |
Empire Upgrades |
3 |
160 |
The Irregular units receive additional 12 movement points. |
Explorer
Name |
Type |
Tier |
Research cost |
Effect |
Basic Seafaring |
Empire Upgrade |
1 |
60 |
Allows the units to move over water fields. Also, allows you to manufacture Frigate Warship in the cities with a port. |
Disjunction |
Empire Upgrade |
2 |
90 |
Dispels all of the spells used globally. |
Advanced Seafaring |
Empire Upgrade |
3 |
140 |
The units that move over water receive increased range of vision. Also, it allows you to manufacture Galleon Warship in the cities with a port. |
Advanced Logistics |
Empire Upgrade |
4 |
420 |
Decreases the cost of moving over roads, up to 2 movement points. The Flying units, also receive additional 3 movement points. |
Terraformer |
Global Spells |
2 |
90 |
Allows you to turn the selected terrain into Wetlands, Fertile Plains, Dense Vegetation or Barrens. |
Resurrect Hero |
Global Spells |
4 |
220 |
Resurrects the recently killed leader in the selected location. |
Dispel |
Combat Spells |
1 |
60 |
Dispels all of the negative magical effects from the selected unit. |
Banish |
Combat Spells |
4 |
240 |
Attempts to send away the enemy Summoned or Magical Origin. In the case of a failure, the unit disappears, otherwise it suffers 25 damage. |
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