===============================================================================
###############################
# #
# Battles of Prince of Persia #
# Cards Faq #
# By vaderence #
# #
###############################
Copyright 2011 by vaderence
This may be not be reproduced under any circumstances except for personal,
private use. If you wish to post this faq on any other website other than
Gamefaqs, please contact me beforehand at
[email protected]
Version:
v0.5 - All cards listed
v0.7 - Intro part finished
v1.0 - Full list finished
==========================================
Table of Contents
==========================================
A. Introduction.......................[Int]
A1. Basic facts......................[Bas]
A2. Card rarity......................[Car]
A3. Card types.......................[Cat]
A4. Special terms....................[Spt]
A5. Faqs about cards.................[Fac]
B. How to use this guide?.............[Htu]
C. Card lists (by names)..............[Cln]
D. Detailed card guide................[Cld]
E. Credits............................[Cre]
-------------------------------------------------------------------------------
++A. Introduction++ [Int]
Welcome to the battlefield! This guide would list out all the 200 battle cards
in the game Battles of Prince of Persia (BoPoP) and give a detailed account on
each and every one of them.
I have searched high and low for hours on the Internet for a list of all the
cards in BoPoP. There is none. So I decided to list them out on my own, and
here it is. I have also added some comments on each card, hopefully this would
be of use to all of you.
Enough with the boring chatter! Now on to the faq!
================================
+++A1. Basic facts+++ [Bas]
Cards make up a major part in BoPoP. We need cards to give orders to units, and
a well-played card can turn the tide of the battle.
Generally, a battle card consists of 2 major parts: the Order Value (OV) and
its Special Effect.
OV is pretty straight forward. It is the number on the card, ranging from 2 to
5. This gives the number of orders that can be given to your units if the card
is used to "Give Orders". To do so, you drag the card to the bottom of the
touch screen, to the "Give Orders" button. Simple as that.
If you want to use the card's special effects, you don't really need to worry
about the card's OV though.
For the Special effects of a card, several things should be noted:
1) Target
This is the unit(s) which would be mainly addressed by the card's effects. Note
that this does not necessarily mean only these targets are going to be affected
by the effect. More on this later.
2) Effect
This gives the effects after using the card (duh). These effects are adressing
the target unit(s) unless otherwise stated.
3) Duration
The time frame for the card's effects to last. This may range from a couple of
hours, or until the loss of the unit.
4) Cost
A cost must be paid in order for some cards to play their effects. You cannot
play the card if you cannot meet these prequisites.
All the information listed above would be shown on the screen when you select
a card. So don't worry.
When using the cards on the battlefield, there are of course more factors that
you have to consider. These may include the interactions between different
cards in your hand, the pace of the battle, and even the opponent's deck.
There are endless combinations of cards and scenarios, so how to use a card to
its full potential is all up to you.
================================
+++A2. Card rarity+++ [Car]
You should have noticed this if you have at least inspected your cards. This is
the word under the card when you select it. This can be "Common", "Uncommon",
"Rare" or "Ultra-Rare".
When you complete a campaign mission in your first play-through, you would
receive a total of 10 cards. Normally it would be 5 Common cards, 3 Uncommon
cards and 2 Rare cards. But if you are lucky, you may receive 1 Ultra-Rare card
and 1 Rare card instead of the 2 Rares. I have received around 4 and 5 Ultra-
Rares in one complete campaign (24 mission in total), so I suppose the chance
of getting one Ultra-Rare would be about 1 in 5.
Now let's see more statistics on the cards' rarity. (Skip this part if you hate
mathematics) There are 75 Commons, 58 Uncommons, 49 Rares and 18 Ultra-Rares in
a complete 200-card collection.
Assuming each card have an equal chance to be picked at the end of mission...
Chance of getting a specific Common card = 5/75 = 0.0667
Chance of getting a specific Uncommon card = 3/58 = 0.0517
Chance of getting a specific Rare card = 1.8/49 = 0.0367
Chance of getting a specific Ultra-Rare card = 0.2/18 = 0.0111
You see, the rarity of the card shows how difficult it is to get the card. And
it is indeed much harder to get those Ultra-Rares.
In fact, Ultra-Rares are all specified to a General and have great powers.
Combined with their rarity, they are usually the most sought after cards. So
remember to equip them in your deck if you come across one. And of course don't
forget to show off in front of your friends.
================================
+++A3. Card types+++ [Cat]
Cards can also be catagorized by their Factions and Types.
Some cards are only available to a certain army in the game. This can be
checked by the background color of the box when you are browsing your cards, or
you can find it at the topmost line with the card selected. For the color code,
yellow is for Persia, green is for India, red is for Deava, and grey means the
card is available for all 3 armies.
The game also gives each card a classification type. Types include "Base",
"Combat", "Hand", "Tactic", "Terrain" and "Unit". Personally, I think the
differences between each type are not very clear, so I won't suggest you to
remember the type of the cards.
Well, if you are indeed interested in knowing more about these types. Here are
the details as observed by myself.
Base: The most basic cards. Usually involve only simple movement or attack
orders. Some don't even have special effects. Nothing very interesting here.
Combat: Gives some bonuses in attacking and defending for friendly units, or
lower these aspects in enemy units.
Hand: Affect the number of cards you receive each hour. Nothing more, nothing
less.
Tactic: Have pretty specific targets, and the effect usually involves a trade-
off. Most are useful in specific scenarios only.
Terrain: Have absolutely nothing to do with the ground features of the battle
field. It contains a high variety of cards though.
Unit: Deal with units (Man, which card isn't???). What else? Beats me...
That's about everything I could say about the types of the cards. If you have
better ideas, feel free to contact me by email.
================================
+++A4. Special terms+++ [Cat]
There are many terms that are specific to card usage. Here are some definitions
of these confusing words.
-Aura-
Some cards give effects to more than just the target units. Instead, they have
a value called Aura, showing the radius of the affected area.
For example, a card gives a 20% boost to Defense to friendly units in an aura
of 3. This means all friendly units within 3 squares of the target would be
given the boost. If a friendly unit moves into the aura, it would be instantly
affected as well. The opposite happens if a unit moves out of the aura. The
aura would move along with the target unit, so you better remember the unit
which emits the aura.
It should be noted that the target unit itself is NOT considered to be in the
aura emitted by itself. So it would not be affected by the card's effects.
Another similar idea is Command Range(CR). Consider this as an aura constantly
emitted by the general, and it gives a combat bonus to your units. Unlike aura,
CR includes the general itself. So any card effects regarding CR would affect
your general too.
-Charge Attack-
It took me a while before I figured out how this works after first seeing this
term. The game didn't give any clear explanation on this.
From the explanation on related cards, we all know that the units would be
given bonuses like Move+4 and Attack+10%. The defending enemy would become used
as well. Sounds a great move to you? Think again after reading the following
part.
Despite the bonuses given to the attacking units, the attack can only be
executed when a friendly unit is directly facing an enemy unit. That is, the
attacking route can only be a straight line and the unit must be facing the
enemy before using the card.
There are more limitations to this move. Your unit must not be in the Zone of
Control of any enemy units. So you cannot charge towards the enemy right next
to you. Also, the path your unit is to charge through must not contain any
other friendly units or unfavorable terrains. These unfavorable terrains
include forests, quicksand, swamp and river. Check the terrain details for the
exact information.
It is pretty obvious that this charge attack can hardly be executed to its full
potential. You have to plan throughoutly beforehand, taking the units' strength
and weakness, pushing back of units, and the terrain of the battlefield into
consideration. Even a well-planned scheme may not necessarily succeed, as the
enemy may move before you play the charge attack card.
So, would you bother with these charge attacks? I wouldn't, especially when
playing with my friends.
-Resist-
There are many cards with the intended target as the enemy units. There is
always a chance for such cards to fail. When the targeted enemy unit resists,
the effect is not applied to that unit.
Cards that act on enemy units usually have a bracketed Resist value. This value
may be modified by cards, such as -10% or +20%. A negative values means the
enemy unit is less likely to resist, and the opposite happens for positive
values.
This modifiers act on a base resist value. The base value is supposed to be
affected by a number of factors, as observed by myself. These factors include
the status of the unit and whether it is within the Command Range. So it is
more likely for an intact unit next to the enemy general to resist than a
broken unit not in enemy command range.
The exact probability of resisting is unknown, so please enlighten me if you
know about it.
Also, note that this is different from the "Resist or Break" test a unit takes
after taking heavy damage.
================================
+++A5. Faqs about cards+++ [Fac]
Q: How can I get all the cards?
A: The legitimate way is by playing multiplayer battles with your friends, and
trading cards with someone else. It is near impossible to get all cards just
by finishing campaign mode.
Q: Wait... do you imply there are other ways?
A: Yes of course you can cheat... I for one don't have a friend who plays this
game.
Q: How long would it take to get every card?
A: It took me more than 200 tries, that is I got a total of 2000 cards before
having a complete collection. This takes about 6 hours by cheating, and god
knows how long that would take without cheating.
Q: Which card is the hardest to get?
A: All those Ultra-Rare cards. For me, the most elusive card has to be
"Sindra's Unerring Shot" as this is the final card I collected.
Q: Can you recommend a good deck for me?
A: Deck management is something that has to suit with one's playing style, so
no, just experiment and do it yourself.
Q: Why are you still playing this game?
A: This proves this game is still interesting to play even after years.
Q: Are there better ways to manage my deck?
A: Yes. I have an Excel file that includes pretty much everything, such as
cards, units, and generals. Contact me by email if you want it.
Q: Can I email you for anything other than comments on this faq?
A: Hell no. Don't spam, don't flame, and don't send anything you don't want to
see in your own email inbox.
-------------------------------------------------------------------------------
++B. How to use this guide?++ [Htu]
The following parts would be the card list itself. For consistency, the cards
listed would follow the order in ascending OV. You can compare it with your
owned cards by sorting your cards accordingly in BoPoP. I have also prepared a
card list according to alphabetic order.
The first would be the list with just the names of cards. It is a checklist for
collecting all the cards, and you can access its detailed information by
searching the bracketed code behind each card in this file. This would lead
you to the next part...
The next would be a detailed description of each card, along with a rating and
some comments by myself. The format would be like this:
===
(Card's name here)-----------------[@@@] <=== Bracketed code
OV: (The Order Value of card, ranging from 2 to 5)
Faction: (Armies that can use this card)
Type: (One of the 6 types. Doesn't mean much IMO)
Rarity: (Either Common, Uncommon, Rare or Ultra-Rare)
Cost: (Requirements you have to meet to use the effect)
Target: (Units mainly adressed by Effect, means friendly units unless otherwise
stated)
Effect: (What the card does)
Duration: (How long the effect lasts)
Series: (Similar cards are listed here. "<" means a stronger version, ">" means
the opposite, and "#" means comparable cards)
Rating: (0-10. 0 is the worst, 10 is the best. Measures the usefulness of card.
See the rating guide below for more information)
Comments: (My comments on this card)
===
Here are some terms that I would use:
Att: Attacking power
Def: Defending power
CR: Command Range
ZoC: Zone of Control
Free Order: Unit would not become used after this order
Move-Shoot Order: Move Order first, followed by a Shoot Order
The other terms I use are pretty self-explanatory, so you should not have any
problem understanding the rest.
And here is a guide for my ratings for each card.
0-1: Totally useless, or you cannot find a use for these cards in 99% of all
times. Very few cards get such a poor score.
2-3: Generally considered as having bad effects. What you would get is usually
less than what you have forgone.
4: Can't say these cards are useless, but could definitely be better.
5: Just about what you should be expecting. You may consider using these if you
don't have better cards.
6: Pretty nice effects. Some may be really useful in some situations.
7-8: Very useful cards. Seriously consider including these cards in your decks,
as they can suit most purposes.
9-10: These cards are really, really powerful if used to their full potential.
Some may be game-breaking if abused.
-------------------------------------------------------------------------------
++C. Card lists (by names)++ [Cln]
The cards are sorted in ascending OV in the following list:
Airavata's Glorious Horn---------[@@1]
Frontal Assault------------------[@@2]
Deeds of Garuda------------------[@@3]
Fetid Banner---------------------[@@4]
Riders of Pale Horses------------[@@5]
Shahraman's Vengeance------------[@@6]
Staunch Defender-----------------[@@7]
Order 2 Units--------------------[@@8]
Overwhelming Attack--------------[@@9]
Fog of War-----------------------[@10]
Bone Bow-------------------------[@11]
Armor of Fate--------------------[@12]
Sindra's Fatecrusher-------------[@13]
Enhanced Attack------------------[@14]
Superior Bows--------------------[@15]
Spirit Burn----------------------[@16]
Order 2 Units--------------------[@17]
Skin of the Great Wolf-----------[@18]
Palpable Fear--------------------[@19]
Power Magic----------------------[@20]
Warrior's Spirit-----------------[@21]
Rampage--------------------------[@22]
Garuda's Scimitar----------------[@23]
Desert Conditioning--------------[@24]
Way of the Resting Turtle--------[@25]
Dust to Dust---------------------[@26]
Ahriman's Bane-------------------[@27]
Move Fast------------------------[@28]
Charge Order---------------------[@29]
Unwavering Faith-----------------[@30]
Robbing One's Will---------------[@31]
Stand Firm-----------------------[@32]
Spirit Puppet--------------------[@33]
Lost in the Woods----------------[@34]
I Know a Shortcut...-------------[@35]
Saurva's Battle Armor------------[@36]
Staff of Hanuman-----------------[@37]
Airavata's Golden Armor----------[@38]
Passive Strength-----------------[@39]
Persecuting the Damned-----------[@40]
Prophet's Banner-----------------[@41]
Stupor---------------------------[@42]
Pyrrhic Offering-----------------[@43]
Quicken Pace---------------------[@44]
Fast Draw------------------------[@45]
Caregiver's Sacrifice------------[@46]
Garuda's Wondrous Gift-----------[@47]
Rusted Weapons-------------------[@48]
Knowing One's Purpose------------[@49]
Chains of Regret-----------------[@50]
Grounded Strength----------------[@51]
Sapping Your Strength------------[@52]
Turning the Wind on Itself-------[@53]
Final Surge----------------------[@54]
Oaths of the Prince--------------[@55]
Flight of Spirits----------------[@56]
Twice-Blessed Sword--------------[@57]
Beating of the Drums-------------[@58]
Wall of Spears-------------------[@59]
Armor Decay----------------------[@60]
Way of the Careful Tiger---------[@61]
Armor Breaker--------------------[@62]
Demoralize-----------------------[@63]
Soften Enemy---------------------[@64]
Soothing Balm--------------------[@65]
Defensive Adjustment-------------[@66]
Troubled Leadership--------------[@67]
Of Slings and Arrows...----------[@68]
Combined Arms--------------------[@69]
Horn of the Messenger------------[@70]
Hanuman's True Armor-------------[@71]
Hanuman's Vigilance--------------[@72]
Concentrate Fire-----------------[@73]
Nature's Will--------------------[@74]
Wizard's Bane--------------------[@75]
Minor Miscalculation-------------[@76]
Horn of the Wailing Doom---------[@77]
Dispel---------------------------[@78]
Aesma's Dark Banner--------------[@79]
Draw Your Swords!----------------[@80]
Pinned by Archers----------------[@81]
Inspired Attack------------------[@82]
Prophet's Divine Justice---------[@83]
Strengtherned by Spirits---------[@84]
Arun's Peace---------------------[@85]
Eagle Eyes-----------------------[@86]
Forceful Strike------------------[@87]
Mustering the Cavalry------------[@88]
Airavata's Noble Banner----------[@89]
Entropy--------------------------[@90]
Freezing Blast-------------------[@91]
Deeds of Hanuman-----------------[@92]
Rising Anger---------------------[@93]
Gathering of Crows---------------[@94]
Giant Slayers--------------------[@95]
Safety in Numbers----------------[@96]
Sand Demons----------------------[@97]
Sand Sacrifice-------------------[@98]
Sandstorm------------------------[@99]
Slow Rot-------------------------[100]
Desert Sacrifice-----------------[101]
Soft Bones-----------------------[102]
Heeding the Call-----------------[103]
Misleading Distance--------------[104]
Hold the Line--------------------[105]
Desert Strength------------------[106]
Steadfast Front------------------[107]
Independent Maneuvers------------[108]
Withering Ways-------------------[109]
Sweeping Attack------------------[110]
Wild Swing-----------------------[111]
Swirling Winds-------------------[112]
Laments of the Weak--------------[113]
Way of the Sloth-----------------[114]
Total Attack---------------------[115]
Turtle Formation-----------------[116]
Martial Strength-----------------[117]
Melting into the Sand------------[118]
Chain of Command-----------------[119]
Military Advisor-----------------[120]
Way of the Mother----------------[121]
Way of the Playful Tiger---------[122]
Faith Heals the Believer---------[123]
Way of the Snapping Turtle-------[124]
Chilling Touch-------------------[125]
Excessive Assault----------------[126]
Restoring Spring-----------------[127]
Reversal of Fortune--------------[128]
Moving Under Cover Fire----------[129]
Words of Garuda------------------[130]
Thoughts of Hanuman--------------[131]
Words of Hanuman-----------------[132]
Zephyr Company-------------------[133]
Cleanse--------------------------[134]
The Price to Pay-----------------[135]
Fear of Bones--------------------[136]
Negative Energy------------------[137]
Fervent Offensive----------------[138]
Order 3 Units--------------------[139]
Order 3 Units--------------------[140]
Fervor of the Faithful-----------[141]
Cursed Ritual--------------------[142]
Battle-Tested Veterans-----------[143]
Focused--------------------------[144]
Prophet's Swiftness--------------[145]
Forest Fire----------------------[146]
Ride the Wind--------------------[147]
Rising to the Occasion-----------[148]
Roar of the Mouse----------------[149]
Sacrifice of the Nuturer---------[150]
Brilliance of the Believer-------[151]
Sanctify-------------------------[152]
Glory of the Cursed--------------[153]
Desert Impasse-------------------[154]
Healing Fountain-----------------[155]
Soul Barrier---------------------[156]
Arrows of Discord----------------[157]
Strength of the Prophet----------[158]
Driven by Agony------------------[159]
Tactical Disaster----------------[160]
Languish-------------------------[161]
Unleashing the Beast-------------[162]
Way of the Earth-----------------[163]
Way of the Inward Turtle---------[164]
Way of the Raging Tiger----------[165]
False Maneuvers------------------[166]
Zeal-----------------------------[167]
Zephyr Regiment------------------[168]
Feast of Crows-------------------[169]
Onward to Glory------------------[170]
Battle Healers-------------------[171]
Order 4 Units--------------------[172]
Order 4 Units--------------------[173]
Perfect Assault------------------[174]
Death's Pale Shadow--------------[175]
Forced March---------------------[176]
Deeds of Airavata----------------[177]
Quick-Fire-----------------------[178]
Rapid Shot-----------------------[179]
Foul Winds-----------------------[180]
Reinforcements!------------------[181]
Blinding Punishment--------------[182]
Royal Pride----------------------[183]
Sindra's Unerring Shot-----------[184]
Stasis---------------------------[185]
Chain Lightning------------------[186]
Kalim's August Gaze--------------[187]
Sustained Assault----------------[188]
Kalim's Benevolence--------------[189]
True Faith-----------------------[190]
Marionette-----------------------[191]
Wall of Arrows-------------------[192]
Miasma of Unlife-----------------[193]
Arun's Pride---------------------[194]
Wrath of Saurva------------------[195]
On Bended Knee-------------------[196]
Finding the True Path------------[197]
Dedicated to the Cause-----------[198]
Purifying the Land---------------[199]
Reign of Fear--------------------[200]
The following list is sorted according to alphabetical order:
Aesma's Dark Banner--------------[@79]
Ahriman's Bane-------------------[@27]
Airavata's Glorious Horn---------[@@1]
Airavata's Golden Armor----------[@38]
Airavata's Noble Banner----------[@89]
Armor Breaker--------------------[@62]
Armor Decay----------------------[@60]
Armor of Fate--------------------[@12]
Arrows of Discord----------------[157]
Arun's Peace---------------------[@85]
Arun's Pride---------------------[194]
Battle Healers-------------------[171]
Battle-Tested Veterans-----------[143]
Beating of the Drums-------------[@58]
Blinding Punishment--------------[182]
Bone Bow-------------------------[@11]
Brilliance of the Believer-------[151]
Caregiver's Sacrifice------------[@46]
Chain Lightning------------------[186]
Chain of Command-----------------[119]
Chains of Regret-----------------[@50]
Charge Order---------------------[@29]
Chilling Touch-------------------[125]
Cleanse--------------------------[134]
Combined Arms--------------------[@69]
Concentrate Fire-----------------[@73]
Cursed Ritual--------------------[142]
Death's Pale Shadow--------------[175]
Dedicated to the Cause-----------[198]
Deeds of Airavata----------------[177]
Deeds of Garuda------------------[@@3]
Deeds of Hanuman-----------------[@92]
Defensive Adjustment-------------[@66]
Demoralize-----------------------[@63]
Desert Conditioning--------------[@24]
Desert Impasse-------------------[154]
Desert Sacrifice-----------------[101]
Desert Strength------------------[106]
Dispel---------------------------[@78]
Draw Your Swords!----------------[@80]
Driven by Agony------------------[159]
Dust to Dust---------------------[@26]
Eagle Eyes-----------------------[@86]
Enhanced Attack------------------[@14]
Entropy--------------------------[@90]
Excessive Assault----------------[126]
Faith Heals the Believer---------[123]
False Maneuvers------------------[166]
Fast Draw------------------------[@45]
Fear of Bones--------------------[136]
Feast of Crows-------------------[169]
Fervent Offensive----------------[138]
Fervor of the Faithful-----------[141]
Fetid Banner---------------------[@@4]
Final Surge----------------------[@54]
Finding the True Path------------[197]
Flight of Spirits----------------[@56]
Focused--------------------------[144]
Fog of War-----------------------[@10]
Forced March---------------------[176]
Forceful Strike------------------[@87]
Forest Fire----------------------[146]
Foul Winds-----------------------[180]
Freezing Blast-------------------[@91]
Frontal Assault------------------[@@2]
Garuda's Scimitar----------------[@23]
Garuda's Wondrous Gift-----------[@47]
Gathering of Crows---------------[@94]
Giant Slayers--------------------[@95]
Glory of the Cursed--------------[153]
Grounded Strength----------------[@51]
Hanuman's True Armor-------------[@71]
Hanuman's Vigilance--------------[@72]
Healing Fountain-----------------[155]
Heeding the Call-----------------[103]
Hold the Line--------------------[105]
Horn of the Messenger------------[@70]
Horn of the Wailing Doom---------[@77]
I Know a Shortcut...-------------[@35]
Independent Maneuvers------------[108]
Inspired Attack------------------[@82]
Kalim's August Gaze--------------[187]
Kalim's Benevolence--------------[189]
Knowing One's Purpose------------[@49]
Laments of the Weak--------------[113]
Languish-------------------------[161]
Lost in the Woods----------------[@34]
Marionette-----------------------[191]
Martial Strength-----------------[117]
Melting into the Sand------------[118]
Miasma of Unlife-----------------[193]
Military Advisor-----------------[120]
Minor Miscalculation-------------[@76]
Misleading Distance--------------[104]
Move Fast------------------------[@28]
Moving Under Cover Fire----------[129]
Mustering the Cavalry------------[@88]
Nature's Will--------------------[@74]
Negative Energy------------------[137]
Oaths of the Prince--------------[@55]
Of Slings and Arrows...----------[@68]
On Bended Knee-------------------[196]
Onward to Glory------------------[170]
Order 2 Units--------------------[@@8]
Order 2 Units--------------------[@17]
Order 3 Units--------------------[139]
Order 3 Units--------------------[140]
Order 4 Units--------------------[172]
Order 4 Units--------------------[173]
Overwhelming Attack--------------[@@9]
Palpable Fear--------------------[@19]
Passive Strength-----------------[@39]
Perfect Assault------------------[174]
Persecuting the Damned-----------[@40]
Pinned by Archers----------------[@81]
Power Magic----------------------[@20]
Prophet's Banner-----------------[@41]
Prophet's Divine Justice---------[@83]
Prophet's Swiftness--------------[145]
Purifying the Land---------------[199]
Pyrrhic Offering-----------------[@43]
Quicken Pace---------------------[@44]
Quick-Fire-----------------------[178]
Rampage--------------------------[@22]
Rapid Shot-----------------------[179]
Reign of Fear--------------------[200]
Reinforcements!------------------[181]
Restoring Spring-----------------[127]
Reversal of Fortune--------------[128]
Ride the Wind--------------------[147]
Riders of Pale Horses------------[@@5]
Rising Anger---------------------[@93]
Rising to the Occasion-----------[148]
Roar of the Mouse----------------[149]
Robbing One's Will---------------[@31]
Royal Pride----------------------[183]
Rusted Weapons-------------------[@48]
Sacrifice of the Nuturer---------[150]
Safety in Numbers----------------[@96]
Sanctify-------------------------[152]
Sand Demons----------------------[@97]
Sand Sacrifice-------------------[@98]
Sandstorm------------------------[@99]
Sapping Your Strength------------[@52]
Saurva's Battle Armor------------[@36]
Shahraman's Vengeance------------[@@6]
Sindra's Fatecrusher-------------[@13]
Sindra's Unerring Shot-----------[184]
Skin of the Great Wolf-----------[@18]
Slow Rot-------------------------[100]
Soft Bones-----------------------[102]
Soften Enemy---------------------[@64]
Soothing Balm--------------------[@65]
Soul Barrier---------------------[156]
Spirit Burn----------------------[@16]
Spirit Puppet--------------------[@33]
Staff of Hanuman-----------------[@37]
Stand Firm-----------------------[@32]
Stasis---------------------------[185]
Staunch Defender-----------------[@@7]
Steadfast Front------------------[107]
Strength of the Prophet----------[158]
Strengtherned by Spirits---------[@84]
Stupor---------------------------[@42]
Superior Bows--------------------[@15]
Sustained Assault----------------[188]
Sweeping Attack------------------[110]
Swirling Winds-------------------[112]
Tactical Disaster----------------[160]
The Price to Pay-----------------[135]
Thoughts of Hanuman--------------[131]
Total Attack---------------------[115]
Troubled Leadership--------------[@67]
True Faith-----------------------[190]
Turning the Wind on Itself-------[@53]
Turtle Formation-----------------[116]
Twice-Blessed Sword--------------[@57]
Unleashing the Beast-------------[162]
Unwavering Faith-----------------[@30]
Wall of Arrows-------------------[192]
Wall of Spears-------------------[@59]
Warrior's Spirit-----------------[@21]
Way of the Careful Tiger---------[@61]
Way of the Earth-----------------[163]
Way of the Inward Turtle---------[164]
Way of the Mother----------------[121]
Way of the Playful Tiger---------[122]
Way of the Raging Tiger----------[165]
Way of the Resting Turtle--------[@25]
Way of the Sloth-----------------[114]
Way of the Snapping Turtle-------[124]
Wild Swing-----------------------[111]
Withering Ways-------------------[109]
Wizard's Bane--------------------[@75]
Words of Garuda------------------[130]
Words of Hanuman-----------------[132]
Wrath of Saurva------------------[195]
Zeal-----------------------------[167]
Zephyr Company-------------------[133]
Zephyr Regiment------------------[168]
-------------------------------------------------------------------------------
++D. Detailed card guide++ [Cld]
===
Airavata's Glorious Horn---------[@@1]
OV: 2
Faction: India
Type: Unit
Rarity: Rare
Cost: /
Target: Ready General
Effect: Hand Size+2 / friendly units in CR Move+4 / Morale+20%
Duration: Until Stats Down
Series: Q (>Nature's Will)
Rating: 9
Comments: A larger hand size works miracles, giving you more options in battle.
The other bonuses are nice as well. Put this in your decks!
===
Frontal Assault------------------[@@2]
OV: 2
Faction: All
Type: Base
Rarity: Common
Cost: /
Target: 3 ready units not in enemy ZoC
Effect: Charge order (Move+4 / Att+10% / Defending unit becomes used)
Duration: Instant
Series: D (>Charge Order, <Total Attack, #Forceful Strike)
Rating: 3
Comments: Charge orders are not flexible, so you probably want to put other
cards in your deck instead of this.
===
Deeds of Garuda------------------[@@3]
OV: 2
Faction: India
Type: Terrain
Rarity: Common
Cost: /
Target: 2 non-broken units
Effect: Aura 3 / enemy units in aura Morale-20% / friendly units in aura
Melee+10
Duration: Until End of Hour
Series: /
Rating: 4
Comments: The effects are mediocre at best, and it does not last.
===
Fetid Banner---------------------[@@4]
OV: 2
Faction: Deava
Type: Unit
Rarity: Uncommon
Cost: /
Target: Ready General
Effect: Friendly units in Command Range Melee+20
Duration: Until Stats Down
Series: /
Rating: 7
Comments: Works well as long as you are not using blitzing tactics.
===
Riders of Pale Horses------------[@@5]
OV: 2
Faction: Persia
Type: Tactic
Rarity: Common
Cost: /
Target: 2 ready medium missile units
Effect: Move-Shoot-Move Order / become stunned
Duration: Instant
Series: /
Rating: 6
Comments: A hit-and-run card made especially for Ghulam Cavalry. Useful for
taking down long ranged enemy missile units. (e.g. Catapults)
===
Shahraman's Vengeance------------[@@6]
OV: 2
Faction: Persia (Shahraman only)
Type: Unit
Rarity: Rare
Cost: /
Target: Ready Shahraman
Effect: Missile+30 / Max Range+2 / Hand Size-1
Duration: Until Stats Down
Series: S (#Sindra's Fatecrusher)
Rating: 3
Comments: Shahraman has a low Hand Size already. This card is not very good for
a long battle.
===
Staunch Defender-----------------[@@7]
OV: 2
Faction: Persia
Type: Unit
Rarity: Common
Cost: /
Target: 2 ready small units
Effect: Aura 1 / friendly units in aura Armor+20
Duration: Until End of Hour
Series: /
Rating: 2
Comments: The aura is too small, so this card is only good for holding a choke
point, such as a bridge. And 1 aura means the units have to be packed
side to side, which is bad as units can't be pushed back.
===
Order 2 Units--------------------[@@8]
OV: 2
Faction: Persia
Type: Base
Rarity: Common
Cost: /
Target: /
Effect: /
Duration: /
Series: A (<Order 3 Units, <Order 4 Units)
Rating: 0
Comments: This is probably the least useful card in all 200 cards. You wouldn't
want to have it in your deck in any situation.
===
Overwhelming Attack--------------[@@9]
OV: 2
Faction: India
Type: Tactic
Rarity: Common
Cost: /
Target: 3 ready units in Command Range
Effect: Order at Melee+30 / then Def-20 afterwards
Duration: Until End of Hour
Series: /
Rating: 6
Comments: A nice boost in Melee. You would want to save this card till the end
of the hour for obvious reasons.
===
Fog of War-----------------------[@10]
OV: 2
Faction: All
Type: Unit
Rarity: Rare
Cost: /
Target: Any 1 unit (Resist-20%)
Effect: Aura 3 / all units in aura Melee=1 / Missile=0 / become used
Duration: 2 Hours
Series: /
Rating: 7
Comments: Perfect for delaying the battle when awaiting arrival of
reinforcements. I always use this card on a friendly unit.
===
Bone Bow-------------------------[@11]
OV: 2
Faction: Deava
Type: Combat
Rarity: Common
Cost: /
Target: 2 ready missile units
Effect: HP-6 / Shoot Order at Missile+20
Duration: Instant
Series: /
Rating: 2
Comments: Use this only when you have HP replenishing cards in your hand, or
else the trade off is not favorable.
===
Armor of Fate--------------------[@12]
OV: 2
Faction: Persia (Darius only)
Type: Unit
Rarity: Rare
Cost: /
Target: Ready Darius
Effect: Move+4 / Att+20% / Def+20%
Duration: Until Stats Down
Series: /
Rating: 8
Comments: All-rounded bonuses, and this makes Darius the fastest unit in the
game. A must-have for Darius.
===
Sindra's Fatecrusher-------------[@13]
OV: 2
Faction: Deava (Sindra only)
Type: Unit
Rarity: Rare
Cost: /
Target: Ready Sindra
Effect: Missile+40 / Max Range+3 / Hand Size-2
Duration: Until Stats Down
Series: S (#Shahraman's Vengeance)
Rating: 2
Comments: Don't even consider this card if you have a large army. How on Earth
can you do with only 3 cards in hand?
===
Enhanced Attack------------------[@14]
OV: 2
Faction: All
Type: Tactic
Rarity: Common
Cost: 2 small units become used
Target: 3 non-broken units
Effect: Att+10%
Duration: Until End of Hour
Series: /
Rating: 3
Comments: Would have scored a higher rating if the effect can last longer.
===
Superior Bows--------------------[@15]
OV: 2
Faction: Persia
Type: Combat
Rarity: Common
Cost: /
Target: 2 non-broken missile units
Effect: Missile+10 / Max Range+1
Duration: Until Stats Down
Series: /
Rating: 6
Comments: Missile boost is pretty nice and can last. Extra range is great too.
===
Spirit Burn----------------------[@16]
OV: 2
Faction: Deava
Type: Terrain
Rarity: Common
Cost: 3 units become used
Target: 1 enemy non-general unit (No Resist)
Effect: Melee-30%
Duration: Until Loss of Unit
Series: /
Rating: 4
Comments: The cost is a bit high, and the enemy may turn the table easily.
===
Order 2 Units--------------------[@17]
OV: 2
Faction: All
Type: Base
Rarity: Common
Cost: /
Target: /
Effect: /
Duration: /
Series: A (<Order 3 Units, <Order 4 Units)
Rating: 0
Comments: The same as its Persian cousin. Completely useless.
===
Skin of the Great Wolf-----------[@18]
OV: 2
Faction: Deava
Type: Tactic
Rarity: Common
Cost: /
Target: Ready General
Effect: Move+4 / Armor-20
Duration: Until Stats Down
Series: /
Rating: 2
Comments: Usually not a worthwhile trade off as Generals are not really slow.
===
Palpable Fear--------------------[@19]
OV: 2
Faction: Deava
Type: Unit
Rarity: Common
Cost: /
Target: 2 non-broken units
Effect: Aura 1 / enemy units in aura Morale-10%
Duration: Until Stats Down
Series: /
Rating: 2
Comments: Really mild effects. I would use this card to give orders instead.
===
Power Magic----------------------[@20]
OV: 2
Faction: India
Type: Terrain
Rarity: Common
Cost: /
Target: Ready General
Effect: All enemy units Resist-20%
Duration: Until End of Hour
Series: /
Rating: 4
Comments: Can be used before playing cards that affect the enemy. You can
probably find some use for it.
===
Warrior's Spirit-----------------[@21]
OV: 2
Faction: Deava
Type: Combat
Rarity: Common
Cost: /
Target: 2 ready units in enemy ZoC
Effect: Melee Order at Att+30%
Duration: Instant
Series: /
Rating: 6
Comments: Can take a great chunk of HP from enemy unit when used right.
===
Rampage--------------------------[@22]
OV: 2
Faction: India
Type: Combat
Rarity: Common
Cost: /
Target: 1 ready large unit
Effect: 2 Orders at Melee+20 / become stunned
Duration: Instant
Series: /
Rating: 4
Comments: Can only be used on your Elephants, which limits this card's usage.
===
Garuda's Scimitar----------------[@23]
OV: 2
Faction: India
Type: Unit
Rarity: Common
Cost: /
Target: Ready General
Effect: Melee+30 / Command Range-2
Duration: Until Stats Down
Series: /
Rating: 5
Comments: Use this card on non-missile Generals for best effects.
===
Desert Conditioning--------------[@24]
OV: 2
Faction: Persia
Type: Unit
Rarity: Common
Cost: /
Target: 2 ready units
Effect: Order / then 2nd Order at half movement
Duration: Instant
Series: /
Rating: 7
Comments: A versatile card. The halved movement is not a drawback if you plan
to melee attack an enemy twice.
===
Way of the Resting Turtle--------[@25]
OV: 2
Faction: India
Type: Combat
Rarity: Common
Cost: /
Target: 2 non-broken units
Effect: Def+20%
Duration: Until Stats Down
Series: /
Rating: 5
Comments: Good for defending choke points.
===
Dust to Dust---------------------[@26]
OV: 2
Faction: Deava
Type: Combat
Rarity: Common
Cost: /
Target: 2 enemy non-missile units (Resist-10%)
Effect: Att-10% / Def-20%
Duration: Until Loss of Unit
Series: /
Rating: 6
Comments: All-purpose card for undermining the enemy. Can find a use in almost
every battle.
===
Ahriman's Bane-------------------[@27]
OV: 2
Faction: Persia
Type: Unit
Rarity: Common
Cost: /
Target: Ready General
Effect: Armor-10 / Melee+20
Duration: Until Stats Down
Series: /
Rating: 5
Comments: Works well for a melee General when spearheading an assault. Armor
would return to normal when under heavy attack, so no worries there.
===
Move Fast------------------------[@28]
OV: 2
Faction: All
Type: Base
Rarity: Common
Cost: /
Target: 2 ready units
Effect: 2 move Orders / become used
Duration: Instant
Series: B (<Quicken Pace, <Forced March)
Rating: 5
Comments: Good for either blitzing or letting slower units catch up. There are
better cards with the same effect, though.
===
Charge Order---------------------[@29]
OV: 2
Faction: All
Type: Base
Rarity: Common
Cost: /
Target: 2 ready units not in enemy ZoC
Effect: Charge order (Move+4 / Att+10% / Defending unit becomes used)
Duration: Instant
Series: D (<Frontal Assault, <Total Attack, #Forceful Strike)
Rating: 2
Comments: The weakest card in the series. Don't use it even if you like charge
attacks.
===
Unwavering Faith-----------------[@30]
OV: 2
Faction: Persia
Type: Hand
Rarity: Common
Cost: Ready General becomes used
Target: 3 units in Command Range
Effect: Become ready / Morale+40%
Duration: Until End of Hour
Series: N (>Heeding the Call, #Rising to the Occasion)
Rating: 7
Comments: Reviving used units are cool and can surprise your opponent. The
Morale bonus is relatively minor though.
===
Robbing One's Will---------------[@31]
OV: 2
Faction: Deava
Type: Combat
Rarity: Uncommon
Cost: Ready General becomes used
Target: 1 enemy unit in Command Range (Resist-30%)
Effect: Become stunned
Duration: Instant
Series: /
Rating: 5
Comments: Pretty high chance of success. Kill off the stunned unit should be a
simple matter.
===
Stand Firm-----------------------[@32]
OV: 2
Faction: All
Type: Base
Rarity: Common
Cost: /
Target: 2 non-broken units
Effect: Move=2 / Armor+20 / Def+10% / Morale=90%
Duration: Until unit moves or is attacked
Series: J (<Hold the Line, <Steadfast Front)
Rating: 5
Comments: A card that aims for static defense. Make sure enemy units have to
pass through the strengthed units for the best effect.
===
Spirit Puppet--------------------[@33]
OV: 2
Faction: Deava
Type: Terrain
Rarity: Uncommon
Cost: Ready General becomes used
Target: 2 non-broken units
Effect: Become ready / Order / then become stunned
Duration: Instant
Series: /
Rating: 6
Comments: Be sure to back up the stunned units afterwards.
===
Lost in the Woods----------------[@34]
OV: 2
Faction: Persia
Type: Tactic
Rarity: Common
Cost: /
Target: 2 enemy units in forest (Resist-10%)
Effect: Become stunned
Duration: Instant
Series: /
Rating: 3
Comments: Very occasional uses. And there is resist as well.
===
I Know a Shortcut...-------------[@35]
OV: 2
Faction: Persia
Type: Unit
Rarity: Common
Cost: /
Target: 2 enemy units (No Resist)
Effect: Move-4
Duration: 3 Hours
Series: /
Rating: 5
Comments: Especially good when you are defending against an aggressive enemy.
===
Saurva's Battle Armor------------[@36]
OV: 2
Faction: Deava (Saurva only)
Type: Unit
Rarity: Rare
Cost: /
Target: Ready Saurva
Effect: Command Range-2 / enemy units in CR Melee-20 / Armor-20 / Morale-20%
Duration: Until Stats Down
Series: /
Rating: 7
Comments: A great bonus and stacks the odds in your favor significantly in CR.
===
Staff of Hanuman-----------------[@37]
OV: 2
Faction: India
Type: Unit
Rarity: Uncommon
Cost: /
Target: Ready General
Effect: Melee+10 / Att+10%
Duration: Until Stats Down
Series: /
Rating: 4
Comments: Another card for melee Generals only. Mild bonuses.
===
Airavata's Golden Armor----------[@38]
OV: 2
Faction: India
Type: Unit
Rarity: Rare
Cost: /
Target: Ready General
Effect: Armor+20 / Melee-10 / Def+20%
Duration: Until Stats Down
Series: /
Rating: 5
Comments: Gives nice defensive bonuses, but makes counter-attacks ineffective.
===
Passive Strength-----------------[@39]
OV: 2
Faction: India
Type: Terrain
Rarity: Common
Cost: /
Target: Any 3 units (Resist)
Effect: Melee-20 / Def+20%
Duration: Until Loss of Unit
Series: /
Rating: 6
Comments: For defensive purposes. Long-lasting effects are welcomed.
===
Persecuting the Damned-----------[@40]
OV: 2
Faction: Persia
Type: Combat
Rarity: Uncommon
Cost: /
Target: 3 enemy units (Resist -20%)
Effect: Move-2 / Morale-20%
Duration: Until Stats Down
Series: /
Rating: 3
Comments: Not really an effective card in any way. The effects don't complement
each other well.
===
Prophet's Banner-----------------[@41]
OV: 2
Faction: Persia
Type: Unit
Rarity: Uncommon
Cost: /
Target: Ready General
Effect: Command Range+1 / friendly units in CR Att+20%
Duration: Until Stats Down
Series: /
Rating: 8
Comments: Wonderful for offensive players. Works fine in almost every
situation.
===
Stupor---------------------------[@42]
OV: 2
Faction: India
Type: Combat
Rarity: Uncommon
Cost: /
Target: 1 ready or used unit
Effect: Aura 2 / enemy units in aura Melee-50% / Armor-10
Duration: Until Stats Down
Series: /
Rating: 7
Comments: Good effects. Push a unit with high armor forward and use this card
on it. Then pound the enemies in aura with appropriate units. Rinse
and repeat.
===
Pyrrhic Offering-----------------[@43]
OV: 2
Faction: Deava
Type: Unit
Rarity: Common
Cost: Ready General becomes used
Target: 1 non-broken unit
Effect: Sacrifice target / all units in its ZoC HP-6
Duration: Instant
Series: I (<Cursed Ritual, <Glory of the Cursed)
Rating: 5
Comments: Best used near end of hour. Shove a weakened cannon fodder forward,
then BOOM! There are similar cards with better effects though.
===
Quicken Pace---------------------[@44]
OV: 2
Faction: All
Type: Base
Rarity: Uncommon
Cost: /
Target: 3 ready units
Effect: 2 move Orders / become used
Duration: Instant
Series: B (>Move Fast, <Forced March)
Rating: 6
Comments: A beefed up version of Move Fast. Mostly you would want to use its
effects rather than its OV.
===
Fast Draw------------------------[@45]
OV: 2
Faction: All
Type: Tactic
Rarity: Common
Cost: /
Target: 2 ready missile units
Effect: Move-Shoot Order
Duration: Instant
Series: E (<Soften Enemy, <Quick Fire, <Rapid Shot)
Rating: 5
Comments: A great card, but usually overshadowed by its bigger brothers.
===
Caregiver's Sacrifice------------[@46]
OV: 2
Faction: India
Type: Unit
Rarity: Common
Cost: /
Target: 1 non-broken unit
Effect: Aura 3 / HP-6 and friendly units in aura HP+3 at beginning of every
hour
Duration: Until Loss of Unit
Series: G (<Sacrifice of the Nuturer, <Way of the Mother)
Rating: 5
Comments: Another nice card which is mostly unused due to better versions
being available.
===
Garuda's Wondrous Gift-----------[@47]
OV: 2
Faction: India
Type: Unit
Rarity: Common
Cost: /
Target: Ready General
Effect: Move+4
Duration: Until Stats Down
Series: /
Rating: 3
Comments: Generals usually don't have problem keeping up with their units,
especially for India.
===
Rusted Weapons-------------------[@48]
OV: 2
Faction: Deava
Type: Combat
Rarity: Common
Cost: Ready General becomes used
Target: 3 enemy units (Resist-20%)
Effect: Melee-10 / Missile-10 / Att-10%
Duration: Until End of Hour
Series: /
Rating: 3
Comments: Effects are mild to begin with, and the enemy can avoid the effect
by attacking with other units.
===
Knowing One's Purpose------------[@49]
OV: 2
Faction: India
Type: Tactic
Rarity: Common
Cost: /
Target: 3 ready small sword units
Effect: Aura 2 / HP-6 and become used / friendly units in aura Melee+20
Duration: Until End of Hour
Series: /
Rating: 4
Comments: The problem with this card lies in its short effect period.
===
Chains of Regret-----------------[@50]
OV: 2
Faction: Deava
Type: Unit
Rarity: Common
Cost: /
Target: 3 enemy units (Resist)
Effect: Move-50%
Duration: Until Stats Down
Series: /
Rating: 4
Comments: Failure rate is quite high. But no harm in trying, as you won't lose
anything.
===
Grounded Strength----------------[@51]
OV: 2
Faction: India
Type: Unit
Rarity: Common
Cost: /
Target: 3 ready small units
Effect: Order / defending medium units Armor-40
Duration: Instant
Series: /
Rating: 5
Comments: Especially good against Persia, which has lots of cavalry units.
===
Sapping Your Strength------------[@52]
OV: 2
Faction: All
Type: Combat
Rarity: Common
Cost: /
Target: 1 non-broken unit
Effect: Aura 1 / enemy units in aura Armor-10 / Def-10%
Duration: Until End of Hour
Series: /
Rating: 2
Comments: Small aura, and effects don't last long. Effects aren't great either.
===
Turning the Wind on Itself-------[@53]
OV: 2
Faction: India
Type: Combat
Rarity: Common
Cost: /
Target: Battlefield
Effect: All non-large units Move-4
Duration: Until End of Hour
Series: /
Rating: 4
Comments: Only good if you are relying heavily on long-ranged missile units and
the enemy had not closed in yet.
===
Final Surge----------------------[@54]
OV: 2
Faction: Persia
Type: Unit
Rarity: Common
Cost: /
Target: 1 non-broken unit
Effect: Order at Move+4 / Melee+40 / Att+20% / then sacrifice unit afterwards
Duration: Instant
Series: /
Rating: 5
Comments: Remember to use this on a used and much weakened unit for best
results.
===
Oaths of the Prince--------------[@55]
OV: 2
Faction: Persia (Prince of Persia only)
Type: Unit
Rarity: Rare
Cost: /
Target: Ready Prince of Persia
Effect: Command Range+2 / Hand Size+2
Duration: Until Stats Down
Series: /
Rating: 8
Comments: 2 more cards per hour! Cool! Equip this whenever you use the Prince,
okay?
===
Flight of Spirits----------------[@56]
OV: 2
Faction: Deava
Type: Terrain
Rarity: Commmon</pre><pre id="faqspan-2">
Cost: Ready General becomes used
Target: 3 ready units
Effect: HP-6 / Move Order at Move+4
Duration: Instant
Series: /
Rating: 1
Comments: A hefty price to pay for a tiny bonus. The image on the card is much
cooler than its effects.
===
Twice-Blessed Sword--------------[@57]
OV: 2
Faction: Persia
Type: Unit
Rarity: Common
Cost: /
Target: Ready General
Effect: HP-12 / Melee+20
Duration: Until Stats Down
Series: /
Rating: 3
Comments: Use this only if you have healing cards.
===
Beating of the Drums-------------[@58]
OV: 2
Faction: Deava
Type: Combat
Rarity: Common
Cost: /
Target: 2 ready units
Effect: Aura 3 / enemy units in aura Def-10% / Morale-10%
Duration: Until End of Hour
Series: /
Rating: 4
Comments: Well, at least the aura is of acceptable size...
===
Wall of Spears-------------------[@59]
OV: 2
Faction: All
Type: Combat
Rarity: Common
Cost: /
Target: 3 ready pike units
Effect: Aura 1 / friendly units in aura Armor+20 / Melee+20
Duration: Until End of Hour
Series: /
Rating: 3
Comments: There is no way for me to pack units right next to each other in a
defensive battle. Yea, even with the armor bonus.
===
Armor Decay----------------------[@60]
OV: 2
Faction: India
Type: Unit
Rarity: Common
Cost: /
Target: 3 enemy units (Resist-10%)
Effect: Armor-20
Duration: Until End of Hour
Series: /
Rating: 4
Comments: Okaaaay. Just pray for good luck when you use this card.
===
Way of the Careful Tiger---------[@61]
OV: 2
Faction: India
Type: Combat
Rarity: Common
Cost: /
Target: 2 non-broken units
Effect: Move-4 / Armor+20 / Def+20%
Duration: Until End of Hour
Series: /
Rating: 5
Comments: The units affected can still move, allowing tactical maneuvers.
===
Armor Breaker--------------------[@62]
OV: 2
Faction: Deava
Type: Unit
Rarity: Common
Cost: /
Target: Ready General
Effect: Enemy units in General's ZoC Armor-10
Duration: Until Stats Down
Series: /
Rating: 5
Comments: Makes your melee general better offensively. Doesn't work for missile
generals, though.
===
Demoralize-----------------------[@63]
OV: 2
Faction: All
Type: Combat
Rarity: Common
Cost: /
Target: 2 non-broken units
Effect: Aura 1 / Order / enemy units in aura Morale-20%
Duration: Until End of Hour
Series: /
Rating: 6
Comments: Better use this on your used aggressive units, then give them a melee
attack order.
===
Soften Enemy---------------------[@64]
OV: 2
Faction: All
Type: Tactic
Rarity: Uncommon
Cost: /
Target: 2 ready missile units
Effect: Move-Shoot-Shoot Order
Duration: Instant
Series: E (>Fast Draw, #Quick Fire, #Rapid Shot)
Rating: 8
Comments: This card gives you a shocking 6 turns in total! Now go wrack havoc
with your archers!
===
Soothing Balm--------------------[@65]
OV: 2
Faction: Persia
Type: Unit
Rarity: Common
Cost: /
Target: 1 non-broken unit
Effect: HP+6
Duration: Instant
Series: R (<Restoring Spring)
Rating: 4
Comments: A healing card. A better version is available though.
===
Defensive Adjustment-------------[@66]
OV: 2
Faction: All
Type: Tactic
Rarity: Common
Cost: 2 small units become used
Target: 3 non-broken units
Effect: Def+10%
Duration: Until End of Hour
Series: /
Rating: 2
Comments: Bah. There are lots of better cards for defensive purposes.
===
Troubled Leadership--------------[@67]
OV: 2
Faction: Persia
Type: Terrain
Rarity: Uncommon
Cost: Ready General becomes used
Target: Enemy General (No Resist)
Effect: Aura 5 / enemy units in aura Morale-30%
Duration: Until End of Hour
Series: /
Rating: 5
Comments: Large aura. Effects are acceptable.
===
Of Slings and Arrows...----------[@68]
OV: 2
Faction: Persia
Type: Combat
Rarity: Common
Cost: /
Target: 1 ready missile unit
Effect: Shoot Order at Missile+20 / defending large units Def-20%
Duration: Instant
Series: /
Rating: 4
Comments: Needless to say, this is good against large enemy units. But how
often would you see a large unit?
===
Combined Arms--------------------[@69]
OV: 2
Faction: Persia
Type: Tactic
Rarity: Common
Cost: /
Target: 1 ready missile unit and 1 ready sword unit
Effect: 1 enemy unit Armor-20 / then Order to missile unit / then Order to
sword unit
Duration: Instant
Series: /
Rating: 5
Comments: Not bad actually, but really need some good planning to get the most
out of this card.
===
Horn of the Messenger------------[@70]
OV: 2
Faction: Persia
Type: Unit
Rarity: Common
Cost: /
Target: 1 ready medium unit
Effect: Aura 2 / friendly General in aura Hand Size+1
Duration: Until Stats Down
Series: H (<Military Advisor)
Rating: 7
Comments: A larger hand size is always beneficial. Stick with a Ghulam Cavalry
if General is missile typed, or else stick with a Tribal Cavalry.
===
Hanuman's True Armor-------------[@71]
OV: 2
Faction: India
Type: Unit
Rarity: Uncommon
Cost: /
Target: Ready General
Effect: HP+12 / Command Range-1
Duration: Until Stats Down
Series: /
Rating: 6
Comments: Healing card for General. Comes with a slight price though.
===
Hanuman's Vigilance--------------[@72]
OV: 2
Faction: India
Type: Unit
Rarity: Uncommon
Cost: /
Target: Ready General
Effect: Hand Size-1 / Def+20% / friendly units in Command Range Morale+20%
Duration: Until Stats Down
Series: /
Rating: 4
Comments: Only consider this if you are playing as The Vizier, who has the
largest hand size among all.
===
Concentrate Fire-----------------[@73]
OV: 2
Faction: All
Type: Tactic
Rarity: Common
Cost: 2 small units become used
Target: 3 missile units
Effect: Missile+10
Duration: Until End of Hour
Series: /
Rating: 5
Comments: This card may be useful when you plan to volley the incoming enemies.
Works well if followed by cards like Soften Enemy.
===
Nature's Will--------------------[@74]
OV: 2
Faction: Deava
Type: Hand
Rarity: Rare
Cost: Ready General becomes used
Target: General
Effect: Hand Size+2
Duration: Until Stats Down
Series: Q (<Airavata's Glorious Horn)
Rating: 8
Comments: Do I have to repeat the importance of a larger hand? Keep this in the
decks.
===
Wizard's Bane--------------------[@75]
OV: 2
Faction: Deava
Type: Terrain
Rarity: Common
Cost: Require ready General
Target: All friendly units
Effect: Resist+20%
Duration: Until End of Hour
Series: /
Rating: 6
Comments: Makes your units more resistant to enemy card effects. Use this at
the beginning of the hour.
===
Minor Miscalculation-------------[@76]
OV: 2
Faction: All
Type: Tactic
Rarity: Common
Cost: /
Target: 3 enemy units (Resist-10%)
Effect: Move-50%
Duration: Until End of Hour
Series: /
Rating: 5
Comments: Of course this would not be useful if you are battling enemy units
at close quarters.
===
Horn of the Wailing Doom---------[@77]
OV: 2
Faction: Deava
Type: Unit
Rarity: Common
Cost: /
Target: Ready General
Effect: Enemy small units in Command Range Melee-10 / Morale-10%
Duration: Until Stats Down
Series: /
Rating: 5
Comments: This gives you slight advantages both offensively and defensively.
===
Dispel---------------------------[@78]
OV: 2
Faction: All
Type: Terrain
Rarity: Common
Cost: Require ready General
Target: Any 1 unit (No Resist)
Effect: Remove all spell effects
Duration: Instant
Series: F (#Cleanse)
Rating: 7
Comments: The effect is essential to counter enemy spells. You absolutely need
a card with such effects in your decks. There are a couple of cards
which give similar effects though.
===
Aesma's Dark Banner--------------[@79]
OV: 2
Faction: Deava (Aesma only)
Type: Unit
Rarity: Rare
Cost: /
Target: Ready Aesma
Effect: Command Range+2 / Hand Size+1 / Att bonus to units in CR+20%
Duration: Until Stats Down
Series: /
Rating: 9
Comments: Awesome effects! Don't hesitate in putting this in your Aesma decks.
===
Draw Your Swords!----------------[@80]
OV: 2
Faction: All
Type: Unit
Rarity: Common
Cost: /
Target: 3 missile units
Effect: Melee+30 / Missile-30
Duration: Until unit moves
Series: /
Rating: 3
Comments: If you think this card works nice, you suck at protecting your
archers from enemy melee units.
===
Pinned by Archers----------------[@81]
OV: 2
Faction: Persia
Type: Combat
Rarity: Common
Cost: 3 missile units become used
Target: 3 enemy units (No Resist)
Effect: HP-3 / become used
Duration: Instant
Series: /
Rating: 5
Comments: Use this to disrupt enemy attack plans.
===
Inspired Attack------------------[@82]
OV: 2
Faction: All
Type: Combat
Rarity: Common
Cost: /
Target: 2 ready non-missile units
Effect: Order at Att+20%
Duration: Instant
Series: /
Rating: 7
Comments: Helps a lot when taking down tough enemies.
===
Prophet's Divine Justice---------[@83]
OV: 2
Faction: Persia (Shahraman only)
Type: Unit
Rarity: Uncommon
Cost: /
Target: Ready Shahraman
Effect: Missile+20 / Max Range+1
Duration: Until Stats Down
Series: /
Rating: 7
Comments: Good effects with no stings attached.
===
Strengtherned by Spirits---------[@84]
OV: 2
Faction: Deava
Type: Unit
Rarity: Uncommon
Cost: 1 small unit sacrificed
Target: 1 non-broken unit
Effect: Move+2 / Melee+10 / Att+20%
Duration: Until Loss of Unit
Series: /
Rating: 6
Comments: A good deal if you sacrifice a much weakened unit.
===
Arun's Peace---------------------[@85]
OV: 2
Faction: India (Arun only)
Type: Unit
Rarity: Rare
Cost: /
Target: Ready Arun
Effect: Armor+20 / Hand Size+1 / Def bonus to units in CR+20%
Duration: Until Stats Down
Series: /
Rating: 8
Comments: Put this into your decks. No doubt about it.
===
Eagle Eyes-----------------------[@86]
OV: 2
Faction: All
Type: Unit
Rarity: Rare
Cost: Ready General becomes used
Target: All missile units in Command Range
Effect: Free Shoot Order at MaxRange+2
Duration: Instant
Series: /
Rating: 7
Comments: Enemies hiding just out of your archers' reach? This is your answer.
===
Forceful Strike------------------[@87]
OV: 2
Faction: Deava
Type: Combat
Rarity: Common
Cost: /
Target: 2 ready units not in enemy ZoC
Effect: Charge order (Move+4 / Att+10% / Def unit becomes used) / defending
units Armor-30
Duration: Instant
Series: D (>Charge Order, #Frontal Assault, #Total Attack)
Rating: 5
Comments: Probably the best card with the Charge order. Although only 2 units
are involved, the Armor drain in the enemies makes the attack much
more effective.
===
Mustering the Cavalry------------[@88]
OV: 2
Faction: Persia
Type: Tactic
Rarity: Uncommon
Cost: Ready General becomes used
Target: Battlefield
Effect: All friendly used medium units become ready
Duration: Instant
Series: /
Rating: 6
Comments: Works especially well if you have lots of cavalry units.
===
Airavata's Noble Banner----------[@89]
OV: 2
Faction: India
Type: Unit
Rarity: Rare
Cost: /
Target: Ready General
Effect: Command Range+1 / friendly units in CR Armor+20 / Melee+20
Duration: Until Stats Down
Series: /
Rating: 9
Comments: All-rounded bonuses good for both offensive and defensive plans. And
you don't have to pay for it.
===
Entropy--------------------------[@90]
OV: 2
Faction: India
Type: Combat
Rarity: Common
Cost: /
Target: 2 ready or used units
Effect: Aura 2 / enemy units in aura Melee-50%
Duration: Until End of Hour
Series: /
Rating: 6
Comments: Good for defending purposes.
===
Freezing Blast-------------------[@91]
OV: 3
Faction: All
Type: Unit
Rarity: Rare
Cost: Ready General becomes used
Target: 3 enemy units in CR (Resist-10%)
Effect: Become used
Duration: 3 Hours
Series: O (#Chilling Touch)
Rating: 5
Comments: Resistance is quite high. So mind the risk.
===
Deeds of Hanuman-----------------[@92]
OV: 3
Faction: India
Type: Terrain
Rarity: Uncommon
Cost: 2 units become used
Target: 3 used units
Effect: Become ready / Att+10% / Def+10%
Duration: Until End of Hour
Series: /
Rating: 6
Comments: Reviving used units is good, as always.
===
Rising Anger---------------------[@93]
OV: 3
Faction: Deava
Type: Combat
Rarity: Uncommon
Cost: /
Target: Any 2 units not in enemy ZoC (Resist-10%)
Effect: Charge order at Melee+20 / Def-10%
Duration: Until End of Hour
Series: /
Rating: 4
Comments: You won't want to give your enemy units a charge order on your own
units in most cases.
===
Gathering of Crows---------------[@94]
OV: 3
Faction: Deava
Type: Unit
Rarity: Uncommon
Cost: Ready General becomes used
Target: Any 1 unit in CR (Resist-20%)
Effect: HP-9 / becomes used
Duration: Instant
Series: /
Rating: 4
Comments: Mostly you won't need this, as you should have many units in your CR.
===
Giant Slayers--------------------[@95]
OV: 3
Faction: All
Type: Unit
Rarity: Uncommon
Cost: /
Target: 3 ready medium units
Effect: Order at Morale+20% / defending large units Def-20%
Duration: Instant
Series: /
Rating: 3
Comments: Medium units are natually bad against large units, and you won't want
to use them against the big guys.
===
Safety in Numbers----------------[@96]
OV: 3
Faction: All
Type: Tactic
Rarity: Uncommon
Cost: /
Target: 1 non-broken small unit
Effect: Aura 3 / friendly units in aura Armor+20 / Def+10%
Duration: Until End of Hour
Series: /
Rating: 6
Comments: Solid card that gives solid defense boost.
===
Sand Demons----------------------[@97]
OV: 3
Faction: Persia
Type: Terrain
Rarity: Uncommon
Cost: /
Target: All enemy units in desert (No Resist)
Effect: HP-12
Duration: Instant
Series: /
Rating: 4
Comments: Occasional uses, but works really well in suitable scenarios.
===
Sand Sacrifice-------------------[@98]
OV: 3
Faction: Deava
Type: Unit
Rarity: Uncommon
Cost: Ready General becomes used and HP-9
Target: 1 enemy unit in Command Range (Resist-40%)
Effect: HP-15 / become used
Duration: Instant
Series: T (#Desert Sacrifice)
Rating: 4
Comments: Would be better if you have healing cards.
===
Sandstorm------------------------[@99]
OV: 3
Faction: Deava
Type: Hand
Rarity: Rare
Cost: Ready General becomes used
Target: Enemy General (No Resist)
Effect: Hand Size-1
Duration: Until Stats Down
Series: /
Rating: 7
Comments: Decreasing enemy hand size works equally well as increasing your own
hand size.
===
Slow Rot-------------------------[100]
OV: 3
Faction: Deava
Type: Combat
Rarity: Common
Cost: /
Target: 1 non-broken unit
Effect: Target and units in its ZoC HP-3 at beginning of each turn
Duration: Until Loss of Unit
Series: /
Rating: 5
Comments: Remember that HP would decrease every turn, not every hour.
===
Desert Sacrifice-----------------[101]
OV: 3
Faction: Deava
Type: Unit
Rarity: Rare
Cost: Ready General becomes used and HP-18
Target: 1 enemy unit in Command Range (No Resist)
Effect: HP-24 / become stunned
Duration: Instant
Series: T (#Sand Sacrifice)
Rating: 5
Comments: No chance for enemy resistance, so your General's HP decrease would
not be futile. A lower HP damage ratio than its counterpart, though.
===
Soft Bones-----------------------[102]
OV: 3
Faction: Deava
Type: Unit
Rarity: Uncommon
Cost: /
Target: 1 enemy unit (Resist-10%)
Effect: Move=4
Duration: Until Stats Down
Series: /
Rating: 6
Comments: Use this on quick and powerful enemies, such as Persian cavalry.
===
Heeding the Call-----------------[103]
OV: 3
Faction: India
Type: Unit
Rarity: Common
Cost: Ready General becomes used
Target: 2 used units in Command Range
Effect: Become ready
Duration: Instant
Series: N (<Unwavering Faith, <Rising to the Occasion)
Rating: 5
Comments: Only 2 units become ready. Better cards are available.
===
Misleading Distance--------------[104]
OV: 3
Faction: Persia
Type: Combat
Rarity: Common
Cost: /
Target: 1 non-broken unit
Effect: Aura 3 / enemy units in aura MinRange+3
Duration: 3 Hours
Series: /
Rating: 5
Comments: Interesting effect. Too bad it would not be useful against skilled
opponents.
===
Hold the Line--------------------[105]
OV: 3
Faction: All
Type: Base
Rarity: Uncommon
Cost: /
Target: 3 non-broken units
Effect: Move=2 / Armor+30 / Def+10% / Morale=90%
Duration: Until unit moves or is attacked
Series: J (>Stand Firm, #Steadfast Front)
Rating: 6
Comments: Gives the highest Armor boost in its series.
===
Desert Strength------------------[106]
OV: 3
Faction: Persia
Type: Unit
Rarity: Uncommon
Cost: /
Target: 3 ready units
Effect: Order at Melee+20
Duration: Instant
Series: /
Rating: 7
Comments: Useful in many scenarios as any of your units can be chosen.
===
Steadfast Front------------------[107]
OV: 3
Faction: All
Type: Base
Rarity: Rare
Cost: /
Target: 4 non-broken units
Effect: Move=2 / Armor+20 / Def+10% / Morale=90%
Duration: Until unit moves or is attacked
Series: J (>Stand Firm, #Hold the Line)
Rating: 6
Comments: 1 more unit can be targeted than Hold the Line, but at the cost of
less Armor boost.
===
Independent Maneuvers------------[108]
OV: 3
Faction: Persia
Type: Tactic
Rarity: Uncommon
Cost: /
Target: 1 non-broken unit
Effect: Att+10% / Def+10% / Morale-10%
Duration: Until Stats Down
Series: /
Rating: 4
Comments: The effects are minor and only 1 unit can be targeted, therefore the
low rating.
===
Withering Ways-------------------[109]
OV: 3
Faction: Deava
Type: Combat
Rarity: Rare
Cost: Ready General becomes used
Target: 3 enemy units (Resist-10%)
Effect: HP-6 at beginning of every hour
Duration: Until Loss of Unit
Series: /
Rating: 6
Comments: Nice effect if enemies don't resist.
===
Sweeping Attack------------------[110]
OV: 3
Faction: Deava
Type: Combat
Rarity: Uncommon
Cost: /
Target: 1 ready large unit
Effect: Free Order at Att+40% towards small units
Duration: Instant
Series: /
Rating: 6
Comments: The major drawback of this card is the limited availability of large
units. Else the effects are great.
===
Wild Swing-----------------------[111]
OV: 3
Faction: All
Type: Unit
Rarity: Uncommon
Cost: /
Target: 1 ready large unit in forest
Effect: Att+40%
Duration: Until unit moves
Series: /
Rating: 1
Comments: Most of the time you cannot use this card. So why bother?
===
Swirling Winds-------------------[112]
OV: 3
Faction: Persia
Type: Terrain
Rarity: Uncommon
Cost: /
Target: 1 non-broken unit
Effect: Aura 3 / enemy units in aura Missile=0
Duration: 3 Hours
Series: /
Rating: 3
Comments: It seems to have nice effects, but mostly you would want to crush the
enemy missile units directly if in range.
===
Laments of the Weak--------------[113]
OV: 3
Faction: Persia
Type: Combat
Rarity: Uncommon
Cost: /
Target: 1 enemy unit (Resist-20%)
Effect: Armor-10 / Melee-10 / Missile-10 at beginning of evey hour
Duration: Until Loss of Unit
Series: /
Rating: 6
Comments: Would be great if the enemy doesn't resist.
===
Way of the Sloth-----------------[114]
OV: 3
Faction: India
Type: Unit
Rarity: Common
Cost: /
Target: Any 1 unit (Resist-10%)
Effect: Aura 3 / all units in aura Move-2 / Melee-10 / Missile-10
Duration: Until End of Hour
Series: /
Rating: 5
Comments: Good for delaying a battle front which you are outnumbered.
===
Total Attack---------------------[115]
OV: 3
Faction: All
Type: Base
Rarity: Rare
Cost: /
Target: 4 ready units not in enemy ZoC
Effect: Charge order (Move+4 / Att+10% / Defending unit becomes used)
Duration: Instant
Series: D (>Charge Order, >Frontal Assault, #Forceful Strike)
Rating: 4
Comments: Well, mostly you won't have 4 units which are available for an
effective charge attack.
===
Turtle Formation-----------------[116]
OV: 3
Faction: All
Type: Tactic
Rarity: Uncommon
Cost: /
Target: 3 non-broken sword units
Effect: Def+20%
Duration: Until End of Hour
Series: /
Rating: 3
Comments: Could be better if the effect can be applied to any unit.
===
Martial Strength-----------------[117]
OV: 3
Faction: India
Type: Unit
Rarity: Uncommon
Cost: /
Target: Ready General
Effect: Friendly units in Command Range Att+30%
Duration: 3 Hours
Series: /
Rating: 7
Comments: A great card for offensive players.
===
Melting into the Sand------------[118]
OV: 3
Faction: All
Type: Combat
Rarity: Uncommon
Cost: /
Target: Battlefield
Effect: All units in desert Melee=1
Duration: Until End of Hour
Series: /
Rating: 2
Comments: You can only benefit from this card if the enemies are right on the
edge of the desert. Not a useful card at all.
===
Chain of Command-----------------[119]
OV: 3
Faction: All
Type: Tactic
Rarity: Uncommon
Cost: /
Target: 1 non-broken unit
Effect: Aura 4 / friendly units in aura Att+10% / Def+10%
Duration: Until Loss of Unit
Series: /
Rating: 7
Comments: This is good for all purposes. You would want this in your decks.
===
Military Advisor-----------------[120]
OV: 3
Faction: All
Type: Tactic
Rarity: Uncommon
Cost: /
Target: 1 non-broken unit
Effect: Aura 2 / friendly General in aura Hand Size+1
Duration: Until Stats Down
Series: H (>Horn of the Messenger)
Rating: 8
Comments: Great. This doesn't have the medium-sized unit limitation of Horn of
the Messenger.
===
Way of the Mother----------------[121]
OV: 3
Faction: India
Type: Unit
Rarity: Rare
Cost: /
Target: 1 non-broken unit
Effect: Aura 3 / HP-6 and friendly units in aura HP+9 at beginning of every
hour
Duration: Until Loss of Unit
Series: G (>Caregiver's Sacrifice, >Sacrifice of the Nuturer)
Rating: 7
Comments: Strongest card in the series. Try to have 2 of these cards in your
deck and use them so that the targets heal each other. This gives
you the best healing station ever.
===
Way of the Playful Tiger---------[122]
OV: 3
Faction: India
Type: Combat
Rarity: Uncommon
Cost: /
Target: 3 non-broken units
Effect: Move+4 / Att-20%
Duration: Until End of Hour
Series: /
Rating: 4
Comments: Extra movement at the expense of attacking ability. Can't say it is
very good if you have cards that give Free Orders.
===
Faith Heals the Believer---------[123]
OV: 3
Faction: Persia
Type: Unit
Rarity: Rare
Cost: /
Target: 1 non-broken unit
Effect: Aura 3 / friendly units in aura HP+12 at beginning of every hour
Duration: 3 hours
Series: /
Rating: 8
Comments: Makes one of your units as medic for 3 hours. Superb effects, too.
It is among the best of all healing cards.
===
Way of the Snapping Turtle-------[124]
OV: 3
Faction: India
Type: Combat
Rarity: Uncommon
Cost: /
Target: 3 non-broken units
Effect: Move-4 / Att+20% / Def+20%
Duration: Until Stats Down
Series: /
Rating: 6
Comments: Works well once you are in close combat with the enemy.
===
Chilling Touch-------------------[125]
OV: 3
Faction: All
Type: Unit
Rarity: Uncommon
Cost: Ready General becomes used
Target: 2 enemy units in CR (Resist-30%)
Effect: Become used
Duration: Instant
Series: O (#Freezing Blast)
Rating: 5
Comments: Lower enemy resistance than Freezing Blast, but at the cost of 1 less
target unit.
===
Excessive Assault----------------[126]
OV: 3
Faction: Deava
Type: Combat
Rarity: Uncommon
Cost: /
Target: 4 ready units
Effect: 2 Orders / become stunned
Duration: Instant
Series: /
Rating: 6
Comments: Works really well if you have cards that can revive stunned units,
such as Demoralize.
===
Restoring Spring-----------------[127]
OV: 3
Faction: Persia
Type: Unit
Rarity: Uncommon
Cost: /
Target: 3 non-broken units
Effect: HP+6
Duration: Instant
Series: R (>Soothing Balm)
Rating: 7
Comments: Has triple the effect of Soothing Balm. A versatile healing card.
===
Reversal of Fortune--------------[128]
OV: 3
Faction: India
Type: Combat
Rarity: Uncommon
Cost: /
Target: 2 enemy ready units (Resist-10%)
Effect: Become used / 2 friendly non-broken units become ready
Duration: Instant
Series: /
Rating: 8
Comments: Nice! Even if the part of screwing up the enemy fails, you can still
revive 2 used units.
===
Moving Under Cover Fire----------[129]
OV: 3
Faction: Persia (Shahraman only)
Type: Tactic
Rarity: Uncommon
Cost: /
Target: Ready Shahraman
Effect: Shoot Order for General / then Order to all ready small units in CR
Duration: Instant
Series: /
Rating: 8
Comments: Yes. Order all ready small units in CR. This card is super if you
have loads of such units and your army is not split up.
===
Words of Garuda------------------[130]
OV: 3
Faction: India
Type: Terrain
Rarity: Common
Cost: /
Target: 1 non-broken unit
Effect: Aura 3 / friendly units in aura Def+10%
Duration: Until End of Hour
Series: L (<Words of Hanuman, <Soul Barrier)
Rating: 4
Comments: Not exactly bad, but the bonus can be better.
===
Thoughts of Hanuman--------------[131]
OV: 3
Faction: India
Type: Terrain
Rarity: Uncommon
Cost: /
Target: 1 non-broken unit
Effect: Aura 3 / friendly units in aura Morale+20%
Duration: Until Stats Down
Series: /
Rating: 4
Comments: Just a morale bonus? I had higer hopes...
===
Words of Hanuman-----------------[132]
OV: 3
Faction: India
Type: Terrain
Rarity: Uncommon
Cost: /
Target: 1 non-broken unit
Effect: Aura 3 / friendly units in aura Def+20%
Duration: Until Stats Down
Series: L (>Words of Garuda, <Soul Barrier)
Rating: 6
Comments: A bit better than Words of Garuda, and the effect lasts longer too.
===
Zephyr Company-------------------[133]
OV: 3
Faction: All
Type: Unit
Rarity: Uncommon
Cost: /
Target: 3 ready units
Effect: Free Move Order
Duration: Instant
Series: C (<Zephyr Regiment)
Rating: 8
Comments: Great card that gives high unit mobility. Still there is a better
version.
===
Cleanse--------------------------[134]
OV: 3
Faction: All
Type: Terrain
Rarity: Uncommon
Cost: Ready General becomes used
Target: Any 3 units (No Resist)
Effect: Remove all spell effects
Duration: Instant
Series: F (#Dispel)
Rating: 8
Comments: A good spell eraser. More units can be targetted, but your General is
used.
===
The Price to Pay-----------------[135]
OV: 3
Faction: Persia
Type: Terrain
Rarity: Uncommon
Cost: Require ready or used General
Target: Enemy used General in CR (No Resist)
Effect: HP-18
Duration: Instant
Series: /
Rating: 6
Comments: Helps take out a big chunk of HP from enemy General.
===
Fear of Bones--------------------[136]
OV: 3
Faction: Deava
Type: Terrain
Rarity: Rare
Cost: Ready General becomes used
Target: All enemy units in CR (Resist-10%)
Effect: Become broken
Duration: Instant
Series: M (>Reign of Fear)
Rating: 7
Comments: Ironically, this card is better than its Ultra-Rare counterpart.
Good effects, still.
===
Negative Energy------------------[137]
OV: 3
Faction: Deava
Type: Unit
Rarity: Common
Cost: 2 units become used
Target: 2 enemy units (Resist-20%)
Effect: Become used
Duration: Instant
Series: P (#False Maneuvers)
Rating: 3
Comments: Bad effects for the cost paid.
===
Fervent Offensive----------------[138]
OV: 3
Faction: Persia
Type: Combat
Rarity: Rare
Cost: /
Target: 3 ready non-missile units
Effect: 2 Orders at Melee+20
Duration: Instant
Series: /
Rating: 8
Comments: One-time melee bonus for units. Bad idea to leave it out of the deck.
===
Order 3 Units--------------------[139]
OV: 3
Faction: Persia
Type: Base
Rarity: Common
Cost: /
Target: /
Effect: /
Duration: /
Series: A (>Order 2 Units, <Order 4 Units)
Rating: 0
Comments: Still useless even if you can order 1 more unit.
===
Order 3 Units--------------------[140]
OV: 3
Faction: All
Type: Base
Rarity: Common
Cost: /
Target: /
Effect: /
Duration: /
Series: A (>Order 2 Units, <Order 4 Units)
Rating: 0
Comments: Another worthless card. Boring.
===
Fervor of the Faithful-----------[141]
OV: 3
Faction: Persia
Type: Combat
Rarity: Common
Cost: Require ready General
Target: All ready medium units in CR and not in enemy ZoC
Effect: Charge order at Att+20% / Morale+30%
Duration: Instant
Series: /
Rating: 4
Comments: Usually your cavalry units cannot spread out into good positions for
charge attacks if limited in CR.
===
Cursed Ritual--------------------[142]
OV: 3
Faction: Deava
Type: Unit
Rarity: Uncommon
Cost: Ready General becomes used
Target: 1 non-broken unit
Effect: Sacrifice target / all units in its ZoC HP-12
Duration: Instant
Series: I (>Pyrrhic Offering, <Glory of the Cursed)
Rating: 6
Comments: Suicide card with better effects than Pyrrhic Offering.
===
Battle-Tested Veterans-----------[143]
OV: 3
Faction: Deava
Type: Combat
Rarity: Uncommon
Cost: Require ready General
Target: 2 ready units
Effect: Remove all spell effects / Def+10% / Morale+10%
Duration: Until End of Hour
Series: /
Rating: 6
Comments: Mostly you would want to use this to remove bad spell effects on your
own units, as the other bonuses are not very impressive.
===
Focused--------------------------[144]
OV: 3
Faction: India
Type: Unit
Rarity: Uncommon
Cost: Ready General becomes used
Target: Battlefield
Effect: Friendly units in Command Range Def+20%
Duration: Until End of Hour
Series: /
Rating: 5
Comments: Not a proactive card as you cannot move your General afterwards.
===
Prophet's Swiftness--------------[145]
OV: 3
Faction: Persia
Type: Unit
Rarity: Uncommon
Cost: /
Target: 3 non-broken units
Effect: Move+2
Duration: Until Stats Down
Series: /
Rating: 4
Comments: Can't say it is a great boost, really.
===
Forest Fire----------------------[146]
OV: 3
Faction: All
Type: Tactic
Rarity: Rare
Cost: /
Target: All units in forest (No Resist)
Effect: HP-12
Duration: Instant
Series: /
Rating: 3
Comments: Limited uses, and it affects your own units as well.
===
Ride the Wind--------------------[147]
OV: 4
Faction: Persia
Type: Unit
Rarity: Uncommon
Cost: Ready General becomes used
Target: All ready medium units
Effect: Free Order at Move+4
Duration: Instant
Series: /
Rating: 7
Comments: Strike like the wind with your cavalry units! You can probably hit
enemies on their rear end, giving you a nice advantage. And the order
is free, as well.
===
Rising to the Occasion-----------[148]
OV: 4
Faction: India
Type: Unit
Rarity: Uncommon
Cost: Ready General becomes used
Target: 4 used units in Command Range
Effect: Become ready
Duration: Instant
Series: N (>Heeding the Call, #Unwavering Faith)
Rating: 7
Comments: Here is a little secret for similar cards... you can revive your just
used General as well! Nice if you are also planning to use other
cards that require a ready General.
===
Roar of the Mouse----------------[149]
OV: 4
Faction: India
Type: Unit
Rarity: Rare
Cost: Ready General becomes used
Target: All ready small units
Effect: Order
Duration: Instant
Series: /
Rating: 9
Comments: Perfect for an all-out assault. Just watch your enemies fall one by
one as you attack.
===
Sacrifice of the Nuturer---------[150]
OV: 4
Faction: India
Type: Unit
Rarity: Uncommon
Cost: /
Target: 1 non-broken unit
Effect: Aura 3 / HP-6 and friendly units in aura HP+6 at beginning of every
hour
Duration: Until Loss of Unit
Series: G (>Caregiver's Sacrifice, <Way of the Mother)
Rating: 6
Comments: The healing duo strategy also works with this card.
===
Brilliance of the Believer-------[151]
OV: 4
Faction: Persia
Type: Unit
Rarity: Rare
Cost: /
Target: 1 ready unit
Effect: Aura 4 / enemy units in aura Melee=1 / Range=0 / Def-20%
Duration: Until unit moves
Series: /
Rating: 7
Comments: Another great card for defending a key position.
===
Sanctify-------------------------[152]
OV: 4
Faction: All
Type: Terrain
Rarity: Rare
Cost: Ready General becomes used
Target: Any 1 unit (No Resist)
Effect: Aura 3 / remove all spell effects for units in aura
Duration: Instant
Series: /
Rating: 7
Comments: Works similarly as Dispel and Cleanse, good for clearing out an area
before pushing into it with your units.
===
Glory of the Cursed--------------[153]
OV: 4
Faction: Deava
Type: Unit
Rarity: Rare
Cost: Require ready General
Target: 1 non-broken unit
Effect: Sacrifice target / all units in its ZoC HP-18
Duration: Instant
Series: I (>Pyrrhic Offering, >Cursed Ritual)
Rating: 8
Comments: Best card for the purpose of suicidal attacks.
===
Desert Impasse-------------------[154]
OV: 4
Faction: Persia
Type: Unit
Rarity: Rare
Cost: /
Target: 3 enemy units (Resist-10%)
Effect: Move-4
Duration: Until Loss of Unit
Series: /
Rating: 5
Comments: Serves defensive purposes only.
===
Healing Fountain-----------------[155]
OV: 4
Faction: Persia
Type: Unit
Rarity: Rare
Cost: /
Target: 5 units in Command Range
Effect: HP+12
Duration: Instant
Series: /
Rating: 9
Comments: Agruably the best healing card available in this game.
===
Soul Barrier---------------------[156]
OV: 4
Faction: Deava
Type: Terrain
Rarity: Rare
Cost: /
Target: 1 non-broken unit
Effect: Aura 3 / friendly units in aura Def+20%
Duration: Until Loss of Unit
Series: L (>Words of Garuda, >Words of Hanuman)
Rating: 7
Comments: Slightly better effect than Words of Hanuman. They are used with
different armies, though.
===
Arrows of Discord----------------[157]
OV: 4
Faction: Deava
Type: Combat
Rarity: Common
Cost: /
Target: 2 ready missile units
Effect: Shoot Order at MaxRange+2 / defending units Morale-20%
Duration: Instant
Series: /
Rating: 4
Comments: Cards that give Move-Shoot Orders are generally considered as better.
===
Strength of the Prophet----------[158]
OV: 4
Faction: Persia
Type: Unit
Rarity: Rare
Cost: Ready General becomes used
Target: 1 non-broken missile unit
Effect: Missile+50 / MinRange=7 / MaxRange=15
Duration: Until unit moves
Series: /
Rating: 6
Comments: Interesting effects, indeed. Good for defending in an open position.
===
Driven by Agony------------------[159]
OV: 4
Faction: Deava
Type: Combat
Rarity: Rare
Cost: /
Target: 3 units
Effect: HP-6 / become ready / Free Order
Duration: Instant
Series: /
Rating: 8
Comments: Note that the Order is free, so the units would not be used
afterwards.
===
Tactical Disaster----------------[160]
OV: 4
Faction: Persia
Type: Combat
Rarity: Rare
Cost: /
Target: 3 enemy units (Resist-30%)
Effect: Att-20%
Duration: Until Loss of Unit
Series: /
Rating: 6
Comments: Low chance of Resist makes this card nice for defenses.
===
Languish-------------------------[161]
OV: 4
Faction: India
Type: Combat
Rarity: Uncommon
Cost: /
Target: 1 ready or used unit
Effect: Aura 4 / all units in aura Melee-50% / Att-10% / Def-10%
Duration: Until Stats Down
Series: /
Rating: 3
Comments: The negative effects also apply to your own units. Not good at all.
===
Unleashing the Beast-------------[162]
OV: 4
Faction: India
Type: Terrain
Rarity: Rare
Cost: Ready General becomes used
Target: All ready units in CR
Effect: HP-6 / Order at Melee+30 / Att+30%
Duration: Instant
Series: /
Rating: 7
Comments: Gives a significant boost to attacking power. But make sure that you
can afford the cost of HP-6 for all those units before using this.
===
Way of the Earth-----------------[163]
OV: 4
Faction: India
Type: Unit
Rarity: Rare
Cost: /
Target: Ready General
Effect: Command Range+3
Duration: Until End of Hour
Series: /
Rating: 6
Comments: Units in CR have attacking and defending bonuses. This card has lots
of potential to be used prior to a card that involve CR.
===
Way of the Inward Turtle---------[164]
OV: 4
Faction: India
Type: Combat
Rarity: Rare
Cost: /
Target: 3 non-broken units
Effect: Move=0 / Armor+30 / Def+20%
Duration: Until unit moves
Series: /
Rating: 7
Comments: Good card for static defense.
===
Way of the Raging Tiger----------[165]
OV: 4
Faction: India
Type: Combat
Rarity: Rare
Cost: /
Target: 4 non-broken units
Effect: Move+2 / Melee+20 / Att+20%
Duration: Until End of Hour
Series: /
Rating: 6
Comments: Use this card before you launch an assault. Its bonuses should help
a lot.
===
False Maneuvers------------------[166]
OV: 4
Faction: India
Type: Unit
Rarity: Common
Cost: 3 units become used
Target: 3 enemy units (Resist-20%)
Effect: Become used
Duration: Instant
Series: P (#Negative Energy)
Rating: 3
Comments: As with Negative Energy, this card is not really great.
===
Zeal-----------------------------[167]
OV: 4
Faction: India
Type: Terrain
Rarity: Rare
Cost: /
Target: 1 non-broken unit
Effect: Aura 3 / friendly units in aura Melee+30 / Armor+30 / Morale+30%
Duration: Until Loss of Unit
Series: /
Rating: 10
Comments: Superb bonuses that can suit all purposes, long-lasting effect, nice
aura range, no cost required... What else can you ask for??
===
Zephyr Regiment------------------[168]
OV: 4
Faction: All
Type: Unit
Rarity: Rare
Cost: /
Target: 5 ready units
Effect: Free Move Order
Duration: Instant
Series: C (>Zephyr Company)
Rating: 9
Comments: Allow high mobility of units. Also the best card available for such
purpose.
===
Feast of Crows-------------------[169]
OV: 4
Faction: Deava
Type: Unit
Rarity: Uncommon
Cost: Ready General becomes used
Target: Any 1 unit in CR (Resist-30%)
Effect: HP-12 / become used
Duration: Instant
Series: /
Rating: 2
Comments: All is in vain if the enemy unit resists.
===
Onward to Glory------------------[170]
OV: 4
Faction: India
Type: Hand
Rarity: Rare
Cost: Ready General becomes used
Target: All ready units in CR
Effect: Order at Melee+20 / Att+20% / Morale+20%
Duration: Instant
Series: /
Rating: 10
Comments: Trust me, this card is a game-winner. You can order all your units
in the same turn, which means the enemy can only watch as you crush
his units and disrupt his plans.
===
Battle Healers-------------------[171]
OV: 4
Faction: All
Type: Unit
Rarity: Rare
Cost: /
Target: 1 ready unit
Effect: Aura 1 / friendly units in aura HP+3 at beginning of each turn
Duration: Until Stats Down
Series: /
Rating: 5
Comments: Small aura limits its usefulness.
===
Order 4 Units--------------------[172]
OV: 4
Faction: Persia
Type: Base
Rarity: Common
Cost: /
Target: /
Effect: /
Duration: /
Series: A (>Order 2 Units, >Order 3 Units)
Rating: 1
Comments: You probably won't want this after the first few campaign missions.
===
Order 4 Units--------------------[173]
OV: 4
Faction: All
Type: Base
Rarity: Common
Cost: /
Target: /
Effect: /
Duration: /
Series: A (>Order 2 Units, >Order 3 Units)
Rating: 1
Comments: Same card as above, so it's worthless as well.
===
Perfect Assault------------------[174]
OV: 4
Faction: Persia
Type: Combat
Rarity: Rare
Cost: /
Target: 3 ready units
Effect: Order at maximum effect
Duration: Instant
Series: /
Rating: 7
Comments: Your units deal the highest possible damage to enemies with this
card. In other words, this nullifies any effect due to probability.
===
Death's Pale Shadow--------------[175]
OV: 4
Faction: Deava
Type: Unit
Rarity: Rare
Cost: /
Target: Any 1 unit (Resist-10%)
Effect: Aura 4 / all units in aura Morale-30%
Duration: Until Stats Down
Series: /
Rating: 4
Comments: Effects affect your own units as well. Not very useful.
===
Forced March---------------------[176]
OV: 4
Faction: All
Type: Base
Rarity: Rare
Cost: /
Target: 4 ready units
Effect: 2 move Orders / become used
Duration: Instant
Series: B (>Move Fast, >Quicken Pace)
Rating: 7
Comments: Best card in the series. Put this card in your decks if you are
planning to move your units a lot.
===
Deeds of Airavata----------------[177]
OV: 4
Faction: India
Type: Terrain
Rarity: Rare
Cost: 2 units become used
Target: 4 units
Effect: Become ready / Order
Duration: Instant
Series: /
Rating: 8
Comments: A versatile card. Nice way to surprise your opponent, too.
===
Quick-Fire-----------------------[178]
OV: 4
Faction: All
Type: Unit
Rarity: Uncommon
Cost: /
Target: 3 ready missile units
Effect: Move-Shoot Order
Duration: Instant
Series: E (>Fast Draw, #Soften Enemy, <Rapid Shot)
Rating: 6
Comments: Increases the effectiveness of your missile units. Again, better
cards are available.
===
Rapid Shot-----------------------[179]
OV: 4
Faction: All
Type: Unit
Rarity: Rare
Cost: /
Target: 4 ready missile units
Effect: Move-Shoot Order at Missile+10
Duration: Instant
Series: E (>Fast Draw, #Soften Enemy, >Quick Fire)
Rating: 8
Comments: Great card giving nice missile bonus.
===
Foul Winds-----------------------[180]
OV: 4
Faction: Deava
Type: Terrain
Rarity: Rare
Cost: /
Target: 1 non-broken unit in Command Range
Effect: Aura 3 / HP-3 and all units in aura HP-3 / Melee-5 at beginning of each
turn
Duration: Until Loss of Unit
Series: /
Rating: 6
Comments: Be ready to sacrifice the target unless you have good healing cards.
===
Reinforcements!------------------[181]
OV: 4
Faction: India
Type: Tactic
Rarity: Common
Cost: /
Target: 4 ready small units
Effect: Aura 1 / Move Order / then friendly units in aura HP+6
Duration: Instant
Series: /
Rating: 7
Comments: Healing effects given out in an interesting way. Although being
indirect, it gives very nice healing effects if used well.
===
Blinding Punishment--------------[182]
OV: 4
Faction: Persia
Type: Combat
Rarity: Rare
Cost: /
Target: 1 enemy unit (Resist-10%)
Effect: HP-12 / Armor-20 / at beginning of each hour Move-2 / Morale-10%
Duration: Until Loss of Unit
Series: /
Rating: 6
Comments: Nice effects, but rather high chance of failing.
===
Royal Pride----------------------[183]
OV: 5
Faction: Persia (Shahraman only)
Type: Unit
Rarity: Ultra-Rare
Cost: Ready Shahraman becomes used
Target: Shahraman
Effect: All friendly units in CR would Resist instead of Break when taking
heavy damage
Duration: Until Stats Down
Series: K (#On Bended Knee)
Rating: 7
Comments: Good for defensive purposes. An opposite card would be On Bended
Knee.
===
Sindra's Unerring Shot-----------[184]
OV: 5
Faction: Deava (Sindra only)
Type: Terrain
Rarity: Ultra-Rare
Cost: /
Target: Ready Sindra
Effect: Move-Shoot Order at Missile+20 and maximum effect
Duration: Instant
Series: /
Rating: 7
Comments: Gives good battle effectiveness to Sindra.
===
Stasis---------------------------[185]
OV: 5
Faction: Persia (Darius only)
Type: Terrain
Rarity: Ultra-Rare
Cost: Ready Darius becomes used
Target: 2 enemy units in CR (No Resist)
Effect: Move=0 / Armor=0 / Melee=0 / Missile=0
Duration: 3 Hours
Series: /
Rating: 10
Comments: Zero bomb. Effectively rander the enemy units useless and ready to be
finished off.
===
Chain Lightning------------------[186]
OV: 5
Faction: India (Vizier only)
Type: Terrain
Rarity: Ultra-Rare
Cost: Ready Vizier becomes used
Target: 1 enemy unit (No Resist)
Effect: Aura 3 / HP-12 / enemy units in aura HP-6
Duration: Instant
Series: /
Rating: 9
Comments: Enemy putting up a staunch defense in a choke point? Screw them up
with this card!
===
Kalim's August Gaze--------------[187]
OV: 5
Faction: India (Kalim only)
Type: Combat
Rarity: Ultra-Rare
Cost: Ready Kalim becomes used
Target: All enemy ready units in CR (Resist)
Effect: Become used
Duration: Instant
Series: /
Rating: 6
Comments: Too bad the enemy resistance is pretty high, or else this would have
scored better.
===
Sustained Assault----------------[188]
OV: 5
Faction: India (Arun only)
Type: Tactic
Rarity: Ultra-Rare
Cost: Ready Arun becomes used
Target: 3 ready units in Command Range
Effect: 3 melee Orders
Duration: Instant
Series: /
Rating: 9
Comments: This gives you a total of 9 orders! Let's finish off the enemies,
alright?
===
Kalim's Benevolence--------------[189]
OV: 5
Faction: India (Kalim only)
Type: Terrain
Rarity: Ultra-Rare
Cost: Ready Kalim becomes used
Target: All non-broken units in CR
Effect: HP+6
Duration: Instant
Series: /
Rating: 8
Comments: Great healing card all in all.
===
True Faith-----------------------[190]
OV: 5
Faction: Persia (Darius only)
Type: Unit
Rarity: Ultra-Rare
Cost: Ready Darius becomes used
Target: 4 ready units
Effect: Free Order
Duration: Instant
Series: /
Rating: 8
Comments: Great for staging an offensive. Make sure you have enough cards to
order the units again.
===
Marionette-----------------------[191]
OV: 5
Faction: India (Vizier only)
Type: Terrain
Rarity: Ultra-Rare
Cost: Ready Vizier and 1 ready unit used
Target: 3 enemy units (Resist-30%)
Effect: Order
Duration: Instant
Series: /
Rating: 7
Comments: Wow, order enemy units! Too bad you cannot pit 2 enemies into a
fight, or else this card would be even better.
===
Wall of Arrows-------------------[192]
OV: 5
Faction: Deava (Sindra only)
Type: Tactic
Rarity: Ultra-Rare
Cost: Ready Sindra becomes used
Target: All ready missile units
Effect: Free Move-Shoot Order
Duration: Instant
Series: /
Rating: 7
Comments: Enable effective attacks by enhancing mobility. It's also versatile
as the order is free.
===
Miasma of Unlife-----------------[193]
OV: 5
Faction: Deava (Aesma only)
Type: Terrain
Rarity: Ultra-Rare
Cost: Require ready Aesma
Target: 1 non-broken unit
Effect: Aura 3 / enemy units in aura HP-6 at beginning of every hour
Duration: 3 Hours
Series: /
Rating: 9
Comments: Damages the enemies well. Just move the unit into the dense of the
battle, and you should be able to gain a significant advantage.
===
Arun's Pride---------------------[194]
OV: 5
Faction: India (Arun only)
Type: Tactic
Rarity: Ultra-Rare
Cost: Ready Arun becomes used
Target: All ready units in CR and not in enemy ZoC
Effect: Charge order at Melee+40
Duration: Instant
Series: /
Rating: 6
Comments: Too bad it has to be Charge orders. The Melee bonus is super, though.
===
Wrath of Saurva------------------[195]
OV: 5
Faction: Deava (Saurva only)
Type: Combat
Rarity: Ultra-Rare
Cost: Require ready Saurva
Target: 1 enemy non-general unit (No Resist)
Effect: Removed
Duration: Instant
Series: /
Rating: 10
Comments: Cool. No one can win against you if you can manage to collect lots of
this card. Still, one card is already a great help.
===
On Bended Knee-------------------[196]
OV: 5
Faction: Deava (Saurva only)
Type: Combat
Rarity: Ultra-Rare
Cost: Ready Saurva becomes used
Target: Saurva
Effect: All enemy units in CR would Break instead of Resist when taking heavy
damage
Duration: Until Stats Down
Series: K (#Royal Pride)
Rating: 7
Comments: Works exactly opposite to that of Royal Pride. Good for offensive
purposes.
===
Finding the True Path------------[197]
OV: 5
Faction: Persia (Shahraman only)
Type: Terrain
Rarity: Ultra-Rare
Cost: 1 unit sacrificed
Target: 1 enemy unit (Resist-10%)
Effect: Removed
Duration: Instant
Series: /
Rating: 5
Comments: Well... what if the enemy resists?
===
Dedicated to the Cause-----------[198]
OV: 5
Faction: Persia (Prince of Persia only)
Type: Tactic
Rarity: Ultra-Rare
Cost: Ready Prince of Persia HP-12
Target: Battlefield
Effect: All friendly units become ready
Duration: Instant
Series: /
Rating: 10
Comments: Yes. All your units become ready. A large hand is needed for fully
utilizing the effect of this card.
===
Purifying the Land---------------[199]
OV: 5
Faction: Persia (Prince of Persia only)
Type: Terrain
Rarity: Ultra-Rare
Cost: Require ready Prince of Persia
Target: Battlefield
Effect: Remove all spell effects
Duration: Instant
Series: /
Rating: 6
Comments: Give you a chance to start from zero. Probably useful if the enemy
puts a higher priority in spells than you do.
===
Reign of Fear--------------------[200]
OV: 5
Faction: Deava (Aesma only)
Type: Terrain
Rarity: Ultra-Rare
Cost: Ready Aesma becomes used
Target: All enemy non-broken units in CR (Resist+10%)
Effect: Become broken
Duration: Instant
Series: M (<Fear of Bones)
Rating: 5
Comments: Somehow has a high enemy resistance value. Good effects if enemy does
not resist.
===
-------------------------------------------------------------------------------
++E. Credits++ [Htu]
First of all, thanks to Ubisoft for making this interesting game that got me
addicted for quite a long time.
Thanks to Gamefaqs in which this faq is hosted. I wouldn't have made this list
if I had never visited Gamefaqs.
And lastly a big thank you for all of you who spent time to read through this
faq! If you find any mistakes in this faq, feel free to contact me via email.
My email is
[email protected]
===============================================================================