Wizard's abilities - p. 1
Warriors and wizards have very similar development trees - but differences are rather big. Depends from class, heroes will have access to expanded or shortened set of abilities - mages specialize in Magic and warriors in Might. Of course there is nothing wrong with sword fighting wizard - but you have to that the most powerful spells will be unavailable for him (the other way round with a warrior).
This is a summary of all Magic abilities with description. Numbers are approximate (here I put them for typical 15 leveled hero, 21 magic power).
Air
Available for: Haven, Sanctuary, Stronghold, Inferno and Necropolis
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Name |
Reputation |
Level |
Mana cost |
Description |
Remarks |
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Storm Winds I |
Tears |
1 |
15 |
All enemy shooters get -18% to damages. Lasts 5 turns. |
Useful only during fighting with big army of shooters - it means very rarely. |
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Storm Winds II |
Tears |
2 |
0 (ive ability) |
All unites treated with Storm Winds I get 224 damages and become stunned. Requires Storm Winds I. |
Useful strengthening of spell. Take, if you have previous level. |
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Summon Air Elemental |
Tears |
3 |
45 |
Summon 9 Air Elementals. |
This unit cast a chain lighting - so it's powerful. But on this level we can have better. |
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Air Magic I |
Neutral |
1 |
0 (ive ability) |
Increases hero's magic power about 3 during casting air spells. |
If we gonna specialize in air spells - it's useful. |
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Air Magic II |
Neutral |
2 |
0 (ive ability) |
Increases hero's magic power about 3 during casting air spells. Requires Air Magic I. |
Like above |
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Air Magic III |
Neutral |
3 |
0 (ive ability) |
Increases hero's magic power about 3 during casting air spells. Requires Air Magic II. |
Like above |
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Grounded |
Neutral |
1 |
15 |
Enemy's unit can't fly for 5 turn. |
Flying units are only about 15% of all - rather not useful. |
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Storm Arrows |
Blood |
1 |
15 |
Chosen shooting unit has no distance penalty and cause 40% more damage during 2 turns. |
Bonus to attack is big - take it! |
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Lighting |
Blood |
2 |
30 |
Cause 426 damage to chosen unit. |
It's powerful but requires experienced hero - medium useful. |
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Chain Lighting |
Blood |
3 |
45 |
Cause 466 damages to unit, and jump to the two another, at each jump causing half less damages. Requires Lighting. |
3rd level spell should buff our army or curse enemy's - damaging is useless at this stage.. |
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Thunderclap |
Blood |
2 |
0 (ive ability) |
All air damages has 75% to stun attacked enemy. |
Nice thing to mix with Storm Winds and Summon Air Elemental. |
Fire
Available for: Haven, Stronghold, Inferno
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Name |
Reputation |
Level |
Mana cost |
Description |
Remarks |
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Burning determination |
Tears |
1 |
15 |
Morale of unit increases by 154 and can't be changed during next 2 turns. Eliminate all negatives things affecting unit's morale. |
154 to morale - it's obligatory ability. |
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Mass burning determination |
Tears |
2 |
40 |
All army morale increased by 50 and can't be changed during next 2 turns. Eliminate all negatives things affecting units morale. Requires Burning determination |
Huge bonus for all army - one of the best ability in the game. |
Fire shield |
Tears |
1 |
15 |
Increases magic defence +39 for 4 turns. Damages attacking units with power equal to amount of charmed units (during 1 turn). |
If we have large armies of weak units, it'll cause monstrous damages - but only during one turn. |
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Summon Fire Elemental |
Tears |
3 |
45 |
Summons 13 Fire Elemental |
Rather powerful shooters, but it's worthless on such high level. |
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Fire Magic I |
Neutral |
1 |
0 (ive ability) |
Increases magic power +3, when hero casts Fire spells. |
If we are gonna specialize in Fire Magic it's good choice. |
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Fire Magic II |
Neutral |
2 |
0 (ive ability) |
Increases magic power +3, when hero casts Fire spells. Requires Fire Magic I |
Like above |
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Fire Magic III |
Neutral |
3 |
0 (ive ability) |
Increases magic power +3, when hero casts Fire spells. Requires Fire Magic II |
Like above |
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Fire bolt |
Blood |
1 |
15 |
Cause 493 damages to chosen unit |
It's really powerful hit - useful at the beginning |
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Fireball |
Blood |
2 |
30 |
Cause 284 damages to chosen unit and half of it in nearest area (field 3x3) |
Damages are very small. |
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Fire storm |
Blood |
3 |
45 |
Cause 149 fire damages on 5x5 field. Requires Fireball |
15th level hero shouldn't invest in damaging spells |
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Immolation |
Blood |
2 |
0(ive ability) |
All fire spells cause 21% more damages during first two turns. |
It's better to buff units, than damages. |
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Frenzy |
Blood |
3 |
55 |
Chosen unit (friendly or enemy's) attacks nearest troop with 5% bonus to attack. It doesn't consume unit's action. |
Who would need that? It also spends large amount of mana |
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Inner Fire |
Blood |
1 |
10 |
Rises unit's attack about 56% and its initiative by 10. Lasts 2 turns. |
Very useful and powerful spell - especially in upgraded version. |
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Mass Inner Fire |
Blood |
2 |
40 |
+25% and +5 initiative to all hero's army. Lasts 2 turns. Requires Inner Fire. |
One of the most powerful ability in the game |
Earth
Available for: Haven, Sanctuary, Stronghold, Necropolis, Inferno
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Name |
Reputation |
Level |
Mana cost |
Description |
Remarks |
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Regeneration |
Tears |
1 |
15 |
Heals unit's 147 HP per turn. Lasts 5 turns. |
Very useful at the beginning of a game. |
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Mass Regeneration |
Tears |
2 |
40 |
Heals all army 54 HP per turn. Lasts 5 turn. Requires Regeneration. |
Not very useful at this stage of game. |
Rockwalls |
Tears |
2 |
40 |
Creates stone-cover, which disappear after 2 turns. |
Worthless |
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Summon Earth Elemental |
Tears |
3 |
45 |
Summon 11 Earth Elementals |
Earth Elementals are rather strong and regenerate very fast, but rather not useful at this stage of the game. |
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Stone Skin |
Tears |
1 |
15 |
Decreases physical damages about 39%. Lasts 5 turns |
Quite powerful, but there are better spells. |
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Mass Stone Skin |
Tears |
2 |
40 |
Decreases physical damages for all army about 18%. Lasts 5 turns. Requires Stone Skin. |
Rather powerful but medium useful. |
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Petrification |
Tears |
3 |
45 |
Changes unit (friendly or enemy's) in a stone for 5 turns, protecting it from all damages. Charmed enemies can't move, our troops can but it cancels a spell. |
It's better to invest in blindness (light magic) |
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Earth Magic I |
Neutral |
1 |
0 (ive ability) |
Increases magic power +3, when hero casts Earth spells. |
If we are gonna specialize in Earth Magic it's good choice. |
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Earth Magic II |
Neutral |
2 |
0 (ive ability) |
Increases magic power +3, when hero casts Earth spells. Requires Earth Magic I. |
Like above |
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Earth Magic III |
Neutral |
3 |
0 (ive ability) |
Increases magic power +3, when hero casts Earth spells. Requires Earth Magic II |
Like above |
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Erosion |
Blood |
2 |
15 |
Causes 2 damage points to chosen wall or tower |
It's like one hit of big unit - rather not good ability. |
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Earthquake |
Blood |
3 |
45 |
Causes 3 damage points to all walls and towers in a 4x4 area. Hit units (all) get stunned. |
Very useful during sieges - we'll quickly destroy gates and nearest walls. |
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Poison Cloud |
Blood |
3 |
55 |
Cause 156 damages per turn to every unit which move through poisoned area (3x3). Lasts til the end of battle. |
Kind a useful during sieges, but there are better abilities. |
Water
Available for: Sanctuary, Stronghold, Necropolis
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Name |
Reputation |
Level |
Mana cost |
Description |
Remarks |
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Ice Armor |
Tears |
1 |
15 |
+24 to unit's defence. Who attacks it, is affected with chill. Lasts 4 turns. |
Useful, if we push our troop to much forward. |
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Mass Ice Armor |
Tears |
2 |
40 |
+10 to all army defence. All enemies who attacked get chilled. Lasts 4 turns, requires Ice Armor. |
Powerful strengthening of our army |
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Ice Wall |
Tears |
2 |
30 |
Creates on chosen area wall 3x1 fields. Nearest units get chilled. It's counted like a cover. |
Rather worthless, unless you want to protect your shooters (but they lost a turn) |
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Summon Water Elemental |
Tears |
3 |
45 |
Summon 9 Water Elementals |
On this stage of a game summoning is a bad idea. |
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Frozen Ground |
Tears |
2 |
30 |
Creates invisible for enemy frozen ground (3x3 fields). If opponent's unit come up to it, it lose a turn, revealing localisation of a trap. |
Useful during sieges. |
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Water Magic I |
Neutral |
1 |
0 (ive ability) |
Increases magic power +3, when hero casts Water spells. |
If we are gonna specialize in Water Magic it's good choice. |
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Water Magic II |
Neutral |
2 |
0 (ive ability) |
Increases magic power +3, when hero casts Water spells. Requires Water Magic I. |
Like above |
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Water Magic III |
Neutral |
3 |
0 (ive ability) |
Increases magic power +3, when hero casts Water spells. Requires Water Magic II. |
Like above |
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Eternal Winter |
Neutral |
2 |
0 (ive ability) |
Chill effect lasts 1 turn longer. |
Huge improvement for all Water Magic abilities. Worthy if we specialize in it. Especially combined with Mass Ice Armor. |
Ice Bolt |
Blood |
1 |
15 |
Cause 155 to unit. It gets frozen. |
Useful if we are going to get rid of some unit for few turns. |
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Blizzard |
Blood |
2 |
30 |
Creates a blizzard on the area 4x4 fields which causes 75 damages and chills all enemies inside this ground. Lasts 2 turns. |
It's worthless. |
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Circle of Winter |
Blood |
3 |
45 |
Causes 212 damages in a circle (3x3) chosen by a player. Hit units are chilled. |
At this stage of the game - useless. |
Ice Breaker |
Blood |
2 |
0 (ive ability) |
Hero's units get +72 to luck during attacking frozen enemies. It's cancelled frozing effect. |
Frozen is rarely effect - we'll rather chill our enemies. |
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