Wizard's abilities - p. 2
Darkness
Available for: Stronghold, Necropolis, Inferno
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Name |
Reputation |
Level |
Mana cost |
Description |
Remarks |
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Weakness |
Tears |
1 |
10 |
-24% to unit's damages. |
Useful at the beginning of a game. |
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Mass Weakness |
Tears |
2 |
40 |
Reduces all enemy's army damages about 9%. Lasts 5 turns, requires Weakness. |
We rather won't see a difference, but you may take it. |
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Summon Darkness Elemental |
Tears |
3 |
45 |
Summon 6 Darkness Elementals |
For such amount of mana? I don't think so. |
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Terror |
Tears |
3 |
45 |
Chosen enemy unit move back, lose a turn and has -19% to damages, defence, magic defence and -19 to morale and luck. |
The most powerful spell in the game - take without hesitation. |
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Darkness Magic I |
Neutral |
1 |
0 (ive ability) |
Increases magic power +3, when hero casts Darkness spells. |
If we are gonna specialize in Darkness Magic it's good choice. |
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Darkness Magic II |
Neutral |
2 |
0 (ive ability) |
Increases magic power +3, when hero casts Darkness spells. Requires Darkness Magic I. |
Like above |
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Darkness Magic III |
Neutral |
3 |
0 (ive ability) |
Increases magic power +3, when hero casts Darkness spells. Requires Darkness Magic II |
Like above |
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Agony |
Blood |
1 |
15 |
Infected troop gets 117 damages for 3 turns, when making any actions. Affects only living units. |
Rather powerful poison, but there are better ones. |
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Mass Agony |
Blood |
2 |
40 |
Infected all enemy's units - they gets 43 damages during 3 turns. Affects only living units. Requires Agony. |
43 damages is really to little. |
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Puppet Master |
Blood |
3 |
45 |
Hero takes control over one of enemy's unit for a turn. If it gets any damages, spell ends. |
It's useful to eliminate enemy's troop - if we have lot of mana, it's worth considering |
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Despair |
Blood |
1 |
15 |
-44 to unit's morale for 4 turns. Cancels all positive morale effects. |
Medium useful if we are fighting with one enemy. |
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Mass Despair |
Blood |
2 |
40 |
-14 to all enemy's army morale for 4 turns. Cancels all positive morale effects. Requires Despair. |
Curse isn't to big, but it's nice spell. |
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Life Drain |
Blood |
1 |
15 |
Chosen unit drain life from attacked enemy. Restored HP equals 43% of caused damages. Effect lasts 4 turns. |
Very powerful spell - our unit become almost immortal |
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Mass Life Drain |
Blood |
2 |
40 |
All units drain life from attacked enemies. Restored HP equals 16% of caused damages. Lasts 4 turns, requires Life Drain. |
One of the most powerful spell in the game - obligatory to take. |
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Purge |
Blood |
2 |
30 |
Cancels all positive effects from unit on a 4x4 field, and for few turns (depends from hero's Magic Power) can't apply any positive spells on them. |
Very powerful spell, especially against opponents wizards. |
Light
Available for: Haven, Sanctuary, Stronghold
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Name |
Reputation |
Level |
Mana cost |
Description |
Remarks |
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Celestial Armor |
Tears |
1 |
10 |
+7% to unit's magic defence and absorbs 50% damages it takes. Effect lasts until other spell cancels it or unit gets 590 damages. |
Great trick to make one of our unit almost invulnerable. |
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Mass Celestial Armor |
Tears |
2 |
40 |
+4% to all army magic defence and absorbs 100% of damages. Effect lasts until other spell cancels it or unit gets over 203 damages. Requires Celestial Armor. |
Makes our units immortal for at least one turn - what more you can want? |
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Summon Light Elemental |
Tears |
3 |
45 |
Summons 11 Light Elementals |
Summoning units isn't good idea on this stage of a game. |
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Heal |
Tears |
1 |
15 |
Chosen units heals 415 HP |
Great spell at the beginning - we won't have almost any loses. |
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Mass heal |
Tears |
2 |
40 |
All hero's units heal 140 HP. Requires Heal. |
Hero can have better abilities on that level. |
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Purify |
Tears |
3 |
55 |
Dispels from our units all negatives effects and blocks putting another for 3 turns. |
The only one reasonable reaction for Purge and Terror from Darkness Magic |
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Retribution Aura I |
Tears |
1 |
15 |
Chosen unit give back 80% damages it gets. It works only during melee fighting. Lasts for 3 turns. |
Very powerful spell, changing weak units into champions |
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Retribution Aura II |
Tears |
2 |
0 (ive ability) |
Charmed unit give back damages to all nearest enemies. Requires Retribution Aura I. |
Quite interesting improvement. |
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Retribution Aura III |
Tears |
3 |
0 (ive ability) |
Charmed unit give back damages to all enemies. Requires Retribution Aura II |
One of the most powerful ability in the game. |
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Light Magic I |
Neutral |
1 |
0 (ive ability) |
Increases magic power +3, when hero casts Light spells. |
If we are gonna specialize in Light Magic it's good choice. |
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Light Magic II |
Neutral |
2 |
0 (ive ability) |
Increases magic power +3, when hero casts Light spells. Requires Light Magic I. |
Like above |
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Light Magic III |
Neutral |
3 |
0 (ive ability) |
Increases magic power +3, when hero casts Light spells. Requires Light Magic II. |
Like above |
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Sunburst |
Blood |
2 |
30 |
Cause 121 damages in a circle area (3x3) |
Very weak offensive spell. |
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Blindness |
Blood |
3 |
45 |
Chosen unit can make any actions during 4 turns. If it gets damages, spell ends. |
It's surprisingly powerful spell. |
Prime
Available for: Haven, Sanctuary, Necropolis and Inferno
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Name |
Reputation |
Level |
Mana cost |
Description |
Remarks |
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Arcane Ward I |
Tears |
1 |
0 (ive ability) |
Permanently+1 to hero's magic defence |
It's always worth to weak an enemy. |
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Arcane Ward II |
Tears |
2 |
0 (ive ability) |
Permanently+1 to hero's magic defence Requires Arcane Ward I. |
Like above |
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Arcane Ward III |
Tears |
3 |
0 (ive ability) |
Permanently+1 to hero's magic defence Requires Arcane Ward II. |
Like above |
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Dispel Magic |
Neutral |
1 |
15 |
Dispel all spells from unit |
Sometimes useful |
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Mass Dispel magic |
Neutral |
2 |
30 |
Dispel all spells from units on the area (3x3 fields) |
Like above |
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Time Statis |
Tears |
3 |
55 |
Unit lose 5 turns. Damages don't cancel spell and also unit can't counterstrike. |
More powerful version of blindness. |
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Prime Magic I |
Neutral |
1 |
0 (ive ability) |
Increases magic power +3, when hero casts Prime spells. |
If we are gonna specialize in Prime Magic it's good choice. |
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Prime Magic II |
Neutral |
2 |
0 (ive ability) |
Increases magic power +3, when hero casts Prime spells. Requires Prime Magic I. |
Like above |
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Prime Magic III |
Neutral |
3 |
0 (ive ability) |
Increases magic power +3, when hero casts Prime spells. Requires Prime Magic II. |
Like above |
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Arcane Exalation I |
Neutral |
1 |
0 (ive ability) |
Permanently +2 to hero's magic power. |
Core ability for every wizard. |
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Arcane Exalation II |
Neutral |
2 |
0 (ive ability) |
Permanently +2 to hero's magic power. Requires Arcane Exalation I. |
Like above |
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Arcane Exalation III |
Neutral |
3 |
0 (ive ability) |
Permanently +2 to hero's magic power. Requires Arcane Exalation II. |
Like above |
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Magic Affinity I |
Neutral |
1 |
0 (ive ability) |
Permanently +30 to maximum amount of mana. |
Like above |
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Magic Affinity II |
Neutral |
2 |
0 (ive ability) |
Regenerates 2% of maximum mana every day |
If we spend one day in a city, we regenerate all mana points - worthless. |
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Magic Affinity III |
Neutral |
3 |
0 (ive ability) |
During battle hero regenerates 2 mana points for first 10 turns. |
It's only 20 mana points - one medium spell. |
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Slow |
Neutral |
1 |
10 |
-16 to unit's initiative and -2 to it's movement. Lasts 3 turns. |
Useful against most mobile enemies. |
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Mass Slow |
Neutral |
2 |
40 |
-8 to all enemy's units initiative and -1 to movement. Lasts 3 turns, requires Slow. |
Worthy - especially useful during defending our castle. |
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Meditation |
Neutral |
3 |
30 |
+20 to hero's magic power for 4 turns, and regenerates 15% of his mana points. |
One of the most powerful ability. |
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Haste |
Neutral |
1 |
10 |
+16 to unit's initiative and +2 to movement. Lasts 3 turns. |
It gives big advantage in a battle. |
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Mass haste |
Neutral |
2 |
40 |
+8 to army initiative and +1 to movement. Lasts 3 turns, requires Haste. |
Like above |
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Teleportation |
Neutral |
3 |
45 |
Teleport one unit to chosen field. |
Somehow useful during sieges. |
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Disruption |
Blood |
1 |
10 |
Decreases unit's defence about 21. You can cast it many times, on one enemy but its defence won't get below zero. |
Nice cursing of powerful unit - worth considering. |
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Mana Drain |
Blood |
2 |
30 |
Steal 16% of enemy's actual mana points. |
Rather useless. |
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Implosion |
Blood |
3 |
45 |
Causes 449 prime damages. It can't be healed. |
The most powerful offensive spell, but it's useless at this stage. |
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