"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""
________ ____ ________
\______ \ / _ \ \______ \
| | \ > _ </\ | | \
(O) | ` \/ <_\ \/ | ` \
<M DUNGEONS /_______ /\_____\ \/_______ /
o <M \/ \/ \/
/| ...... /:M\------------------------------------------------,,,,,,
(O)[]XXXXXX[]I:K+}=====<{&}>================================------------>
\| ^^^^^^ \:W/------------------------------------------------''''''
o <W
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FAQ/Walkthrough
PC 2005
Game Version: v1.1.4
Version: 1.0 released on the 4th of November 2016
Author: odino
http://www.gamefaqs.com/features/recognition/47976.html
This guide is EXCLUSIVELY available at GameFAQs.
============================================================================.
| .========================================================================. |
| | TABLE OF CONTENTS | |
| '========================================================================' |
|============================================================================|
| 01.) Introduction | G0100 |
| 02.) Basics | G0200 |
|----------------------------------------------------------------+-----------|
| 03.) Walkthrough | G0300 |
| Order of the Flame | G0310 |
| Chapter 1: Entering the Ring | G0311 |
| Chapter 2: The Forgotten City | G0312 |
| Chapter 3: Hostile Natives | G0313 |
| Chapter 4: Citadel of Scales | G0314 |
| Chapter 5: An Unexpected Threat | G0315 |
| Chapter 6: Redemption | G0316 |
| Chapter 7: Claiming the Heart of Siberys | G0317 |
| Lizardfolk | G0320 |
| Chapter 1: Invaders! | G0321 |
| Chapter 2: On the Offensive | G0322 |
| Chapter 3: Resurrection of Darroc | G0323 |
| Chapter 4: Harnessing the Beasts of War | G0324 |
| Chapter 5: Gift of the Dragon-Fathers | G0325 |
| Chapter 6: Under Siege | G0326 |
| Chapter 7: Defend the Heart of Siberys | G0327 |
|----------------------------------------------------------------+-----------|
| 04.) Units | G0400 |
| Order of the Flame | G0410 |
| Champions | G0411 |
| Captains | G0412 |
| Juggernaut | G0413 |
| Lizardfolk | G0420 |
| Champions | G0421 |
| Captains | G0422 |
| Juggernaut | G0423 |
| Umbragen | G0430 |
| Champions | G0431 |
| Captains | G0432 |
| Juggernaut | G0433 |
| 05.) Abilities | G0500 |
| 06.) Equipment | G0600 |
| Weapons | G0610 |
| Armor | G0620 |
| Champion Items | G0630 |
| Necklaces | G0640 |
| Rings | G0650 |
| Scrolls | G0660 |
| Potions | G0670 |
| Misc | G0680 |
| Quest Items | G0690 |
| 07.) Buildings | G0700 |
| Order of the Flame | G0710 |
| Lizardfolk | G0720 |
| 08.) Cheats | G0800 |
|----------------------------------------------------------------+-----------|
| XX.) FAQ | GXX00 |
| YY.) Version History | GYY00 |
| ZZ.) Credits & Thanks | GZZ00 |
'=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-'
===============================================================================
01.) INTRODUCTION G0100
===============================================================================
Welcome to 'Dragonshard' for the PC, released by Atari in 2005.
"Developed by Liquid Entertainment, Dragonshard clearly builds upon the
formulae used in others RTS games developed by the company (Battle Realms and
War of the Ring) while applying lessons learned from other similar products
such as Age of Mythology, Warhammer 40K: Dawn of War and Warcraft III."
Dragonshard includes two single-player campaigns, single-player skirmish maps,
and multiplayer support. The single-player campaign follows the struggles of
three competing factions to gain control of a magical artifact known as the
Heart of Siberys.
NOTE that this guide is based on the 1.1.4 version. This version contains
several annoying bugs that break the mission goals. You can finish the missions
but bonus objectives just might not work. Details are listed in the mission
debriefings. This also means that Meticulous Bonuses are not possible in those
missions. I realize there was a later patch released which supposedly fixed
some issues but I never got it working (maybe for the European version) and all
the wait to try and replay it on another PC did not bear any fruit. If you did
update then some mission goals might actually be working again but from what I
hear that did not occur.
Suggestions, comments or errors - tell me about it. Enjoy!
===============================================================================
02.) BASICS G0200
===============================================================================
If you are not familar with RTS games, play the tutorial missions. They are
long and boring but you might want to get used to the game mechanics. If you
are familiar with these games, be careful not to play ahead to far in some of
the tutorials as it may become buggy, i.e. always follow your current mission
order. I also recommend you have the latest patch installed even though some
mission objectives get screwed up. The game was extremely buggy and still can
be such as quick saves getting corrupted.
Campaign:
`````````
Select Campaign from the Main Menu to begin a new mission-based adventure. You
can choose from the following two factions in campaign mode.
The Order: An alliance of humans, warforged, halflings, deathless and dwarves
focused on one goal: obtaining the Heart of Siberys and its magical energies.
Lizarfolk: These native inhabitants of the Ring of Storms have only one
purpose: to defend their realm from outsiders.
You can choose from one of three difficulty levels: Easy, Normal and Hard.
Available missions are indicated by icons on the map; click on a mission icon
to select it and then click on Start to begin the adventure.
Skirmish:
`````````
Select Skirmish from the Main Menu to begin a single skirmish game against one
or more computer opponents on the same maps that are available in multiplayer
mode. You can use the default game settings or configure custom settings by
clicking on the following options:
Player Settings
At the top of the Skirmish Menu, you can determine the number of players (you
plus computer opponents), up to the player limit allowed for the chosen map.
You can set each player’s faction and skill level. You can also create teams,
select team colours and assign individual player handicaps.
Map Settings
Map Settings appear in the bottom-left of the Skirmish Menu. The map window
displays an overview of the map, its size and whether the battle takes place in
mountains, swamp, wasteland or jungle. Each map supports a specific number of
players.
Game Settings
Game Settings which appear on the bottom right of the Skirmish Menu, allow you
to customize gameplay.
Win Conditions: Set the criteria that must be met to win the current skirmish
game. Your options are:
Raze: Eliminate all enemy buildings.
Expansion: Control over 50% of the expansion bases for a set period of time.
Artifacts: Collect over 50% of the artifacts and hold them for set period of
time.
Control: Control over 50% of the Places of Power for a set period of time.
Factions:
`````````
* Order of the Flame
The Order of the Flame is the military wing of the Church of the Silver
Flame, an organization dedicated to banishing evil. The Order of the Flame is
an alliance of cultures and traditions including humans, dwarves, halflings,
and celestials. Led by the cleric Lady Marryn and guided by the dwarven
shaman Amathor, the Order travels to the Ring of Storms to capture the Heart
of Siberys and claim its magic power. The Order of the Flame can recruit
Archons of the heaven, from mighty Warforged Titans to fierce Sorcerers and
Deathless Guardians.
* Lizardfolk
The lizardfolk are the native inhabitants of the Ring of Storms. They are
rumored to have been placed in the region by dragons to protect the Heart of
Siberys. Over time, exposure to the energies of the Heart altered them and
granted them sentience. They were united by the hero Darroc, who sacrificed
his life to defend the Heart from Order of the Flame invaders. The lizardfolk
have lived in peace for centuries since Darroc's death, but the Order and
Umbragen incursions have forced them to take up arms again. Lizardfolk focus
on brute force, with units such as giant turtles and dragons.
* Umbragen
The Umbragen are rumored to be the remnants of a race of elves that inhabited
the ancient city Qalatesh. Qalatesh was destroyed and sank into Khyber after
an apocalyptic shard storm, some survivors of the storm fled into Khyber. To
survive against the horrors of Khyber, these elves harnessed Khyber's dark
energies and integrated them into their culture, becoming the Umbragen. Led
by the evil Satros, their goal is to drain the Heart of its power and use it
to unlock the secrets of the ruins of Qalatesh. The Umbragen has dark shadow
creatures, including flying demons and knights of darkness.
Tips:
`````
* Start with the Order of the Flame campaign as it is easier and introduces
you to more of the game rather than Lizardfolk.
* Replay a mission for extra reward points by selling the superflucious items
gained. You can also get the missed bonus objective this way as they stack to
your previous result.
* Having more buildings allows you for more commanders. As the population limit
is small you only want few powerful units rather than lots of weak ones.
* Always try to bring a rogue underground to spot and disarm traps and open
chests
* After you have depleted the dragonshards they will come back flying down
after a while. You usually do not deplete them so quickly in a mission.
* Rogue units do not attack until you tell them to if they are cloaked.
* Try to control places of power on the map - it is usually useful
* Add the monuments in your nexus if you find they help it depends on your
unit preference.
===============================================================================
03.) WALKTHROUGH G0300
===============================================================================
o====================o
| Order of the Flame | G0310
o====================o
Chapter 1: Entering the Ring G0311
````````````````````````````
"In their quest to claim a legendary Dragonshard known as the Heart of Siberys,
the Order of the Flame arrives at the edge of the Ring of Storms, a mountain
range with tempests raging across its towering peaks. The champions of the
Order must now meet with the scouting party they sent ahead and find a passage
into the Ring of Storms."
I suggest using Lady Marryn for this campaign.
Start out by going north to find the outpost being attacked. Kill all the
enemies with the help of the local troops and then talk to the Knight. He will
give you a new mission objective. Head east with all your units, on the way you
can visit the guards at the gate leading north for a short scene. Continue to
the mine on the eastern edge of the map for another scene. If you skip the
scene you have a slight advantage of first strike rather than being attacked
by the Bugbears. When the first wave is dead, another one will arrive including
the Boss. Take all the money from the chest before returning to the Knight
about the good news.
You receive a couple of reinforcements and can also build more units. Right
now you can only fit one more in so you may as well do so. If you expand the
base a bit you risk missing out on a bonus objective.
Move west and talk to the guard so he moves away. Before entering the
underground passage, go slightly south to defeat the last remaining Bugbears on
the map. They will most likely be attacking you anyway, but for the bonus
objective you want to cleanse them all from the map.
If you also go of the entrance you will meet with a pixie. It will ask you to
defeat the ravenous plant but as you cannot do it from here and the pixie will
meet you at the plant anyway, you do not have to go here.
Underground you will meet up with wizard. As you advance, a cut-scene will
take over. To keep your units alive against gelatinous cube, lead with your
Champion and once the gel swallows the Champion, quickly defeat it with some
raged Barbarians. Any other unit will most likely die quickly, thus you lose
out on bonus points. Grab the Ring of Fireball it dropped and continue to the
end of the cave. Use the Ring of Fireball on the growth to burn a passage out
of here.
Outside, defeat the Frost Giant and take the healing potions. Walk west and
defeat the Ettin you may have seen near the gate earlier. It is possible to
avoid him, but why not slay it?! Up ahead is the ravenous plant I mentioned
recently. If you have not met the Pixie then it will give you the side-quest
now. Slay the ravenous plant to open up a warp between here and the other
side of the mountain. Should you have lost units and want to return then this
is very convenient, but most likely not.
Continue along the linear path while slaying more Ettin. When the path splits,
follow it northwest to a Ranger. Use a cleric's Healing ability or give him a
healing potion and he will join your army. Very nice.
Soon you will come to a village with more Ettin. If you skip the cutscene like
with the mine you will have a slight advantage again by taking on one quickly
and then concentrating on the other.
Slightly ahead is your final destination. The Frost Beast is weak against fire
but you will lose some points for not being an "honorable" fighter. You can
still make it without though. Just ignore all the wolves as they will respawn.
After a while a third will show up but by then the Forst Giant should be dead
and they will leave too. As for the Giant, he will freeze your units but with
plenty of them left (you should have maxed your unit count and gotten the
Ranger as well) his HP will drain quickly. If you want to make sure nobody dies
then you better keep an eye on everyone's health and make them run around in
circles. This will most likely keep the wolves buys without hurting anyone
else. Do not forget about Lady Marryn's healing ability if you chose her.
/--------------------\ ________ ____ ________
| | \______ \ / _ \ \______ \
| | | | \ > _ </\ | | \
| Mission Debriefing | | ` \/ <_\ \/ | ` \
| | /_______ /\_____\ \/_______ /
| | \/ \/ \
|-----------------------------------------------------------------------------\
| Mission/Bonus Points Value Description |
|-----------------------------------------------------------------------------|
| Save the Outpost 500 Helped the Order of the Flame |
| outpost defeat the bugbears. |
| Traverse the Underground Cavern 100 Traveled through the underground |
| cavern. |
| Cleanse the teleport circles 100 Defeated the ravenous plant that |
| was choking the teleport circles. |
| Injured Ranger 250 Healed the injured ranger. |
| Enter the Ring of Storms 1000 Found the pass leading to the |
| Ring of Storms. |
| Bonus: Honorable Combatant 500 Defeated the frost beast without |
| using the Ring of Fireball. |
| Bonus: Bugbear Slayer 250 Slaughtered all of the bugbears |
| in the area. |
| Bonus: Cube Survivor 250 Did not allow a unit to be killed |
| by the gelatinous cube. |
|-----------------------------------------------------------------------------|
| Great Commander Bonus 500 Allowed fewer than 25% of your |
| units to die. |
| Against All Odds Bonus 500 Created less than three captains. |
| Miser Bonus 1000 Used less than 400 gold and 400 |
| shards. |
| Meticulous Bonus 2000 Completed every possible quest. |
| Time Bonus - Beat the mission in under 10 |
| minutes. Up to 1500 points. |
| Difficulty - Easy = 0, Normal = 500 and Hard = |
| 2000 points. |
'-----------------------------------------------------------------------------'
Bonus Points:
`````````````
Honorable Combatant:
Most of this is described in the walkthrough, simply do not use the Ring of
Fireball on the Frost Giant. It would kill it much quicker but you can easily
defeat it without.
Bugbear Slayer:
Slay all the Bugbears in the area, which includes the outpost you have to slay
anyway, the small mine quest the Knight gives you is also a must, therefore
the only Bugbears that are missable are south of the cave entrance as
described during the walkthrough.
Cube Survivor:
It is very easy to lose a unit in the gelatinous cube, as it quickly drains
the captured units HP. The cube also appears from the right side of the screen
in such a way that any unit at the front is surely going to get sucked up. Run
ahead with your champion who has enough HP to last for a while, then use your
Barbarian's rage ability to slaughter it. Be careful that the rest of your
units are not too far behind from the Champion when he or she runs ahead as
s/he will run out of HP eventually. It slightly helps having Bastion here.
Chapter 2: The Forgotten City G0312
`````````````````````````````
"Traveling through the frost beast's cave, the champions of the Order have
found a passage that appears to lead under the mountain range. It is through
this passage that they hope to enter the Ring of Storms, bringing them one step
closer to the Heart of Siberys."
You can use any champion for this campaign. Use your expansion well to build
clerics (not if you chose Bastion of course). Most of this map consists of
small quests, and your main goal is to reach the south-east corner of the map
to continue on your main quest.
You start at the middle of the west part. You can go many ways from here and
most places are not blocked. You can skip many questions or try to do them all,
but it is naturally important that you do as many as you can and also you will
need to at least help one of the people on the map anyway.s
Going north from the starting point reaches a potion laboratory. This is part
of a bonus objective as well. When you find unidentified liquids you can use in
this lab. The result will be a random potion but finding and using all four
gives you bonus points. The locations for the liquids are:
* in the lab
* east of the lab
* near the tomb guardian or near the grave guardian
* near the elder wizard in the southwest
Just east of the potion lab leads you to a tranquil fountain that boosts your
energy regeneration. Make use of it throughout the chapter.
If you continue east from the tranquil fountain you will trigger a quest to
awake the golem. Simply place a units on each of the four pressure plates (they
have eyes on them) and your quest is done. The golem will join your party and
he does not even count against your population limit! If you are doing the
potion quest then pick up an unidentified liquid here.
Just east of the northern central path will spawn a few elven vampires. Whether
or not they show up you can grab a warforged parts. Pick up the other two at
the same path leading south and slightly east. This allows you to build the
Titan Forge at your expansion well above ground.
Near the center of the map you can find a couple of rogues leading east. They
are useful to disarm the nearby traps.
The central south has a mural room. A scene will trigger and a couple of
guardians start attacking you soon. They also summon warriors if you do not
kill them quickly (check the bonus objectives for more on this).
Before going on I suggest returning to the east side of the map, southeast
in particular. At the graveyard you will meet a tortured spirit. Agree and
three elven vampires will appear. They will also attack the spirit and it
must not die if you want the quest to succeed and gain some items. You cannot
heal it with clerics but using potions works just as well.
Continue east from the graveyard to meet an eldery wizard. Pull the lever north
of his position and defeat the marilith to find the wizard's staff. You can
find an unidentified liquid here too. Give the staff to the wizard and he will
open up the library to the northwest. I suggest you visit it for some item
bonus.
When you finally reach the area in the northeast you will meet with the grave
keeper. He will give you a quest. Go south and you will talk to the guardian.
He will also give you a quest. Decide who to side with. Also keep in mind that
both locations have unidentified liquid after the fights.
Grave Keeper:
Enter the tomb guardian's room and right-click on the drum of war. Defeat the
guardians and pick up the staff of command. Talk to the grave keeper to
complete the quest.
Tomb Guardian:
Use the scroll of banishment on the grave keeper, then kill the keeper. Next
you will need to defeat the horned devil. This method is a little harder than
siding with the grave keeper but the tomb guardian will assist you in the
battle. Talk to the tomb guardian to complete the quest.
Near the south east is a locked gate. It will open after either helping the
tomb guardian or the grave keeper. Once through the gate you have to battle a
couple of caryatid columns. Defeating them will end the chapter.
/--------------------\ ________ ____ ________
| | \______ \ / _ \ \______ \
| | | | \ > _ </\ | | \
| Mission Debriefing | | ` \/ <_\ \/ | ` \
| | /_______ /\_____\ \/_______ /
| | \/ \/ \
|-----------------------------------------------------------------------------\
| Mission/Bonus Points Value Description |
|-----------------------------------------------------------------------------|
| Traverse the City of Qalatesh 1000 Reached the exit from the city. |
| Defeat the Grave Keeper 1000 Defeated the grave keeper. |
| -or- -or- |
| Return the Staff of Command Defeated the tomb guardian. |
| Collect 1000 Gold 500 Collected 1000 gold. |
| Awaken the Golem 500 Awakened the golem. |
| Return the Key to the Tortured 250 Freed the tortured spirit. |
| Spirit |
| Help the Elderly Wizard 500 Freed the elderly wizard. |
| Bonus: Golem Lover 100 Did not allow the iron golem to |
| die. |
| Bonus: Alchemist Apprentice 250 Used all four unidentified |
| liquids on the potion laboratory. |
| Bonus: Ghost Buster 500 Killed all of the tomb warriors |
| in the mural room. |
|-----------------------------------------------------------------------------|
| Great Commander Bonus 500 Allowed fewer than 25% of your |
| units to die. |
| Against All Odds Bonus 500 Created less than five captains. |
| Miser Bonus 1000 Used less than 600 gold and 600 |
| shards. |
| Meticulous Bonus 2000 Completed every possible quest. |
| Time Bonus - Beat the mission in under 10 |
| minutes. Up to 1500 points. |
| Difficulty - Easy = 0, Normal = 500 and Hard = |
| 2000 points. |
'-----------------------------------------------------------------------------'
Bonus Points:
`````````````
Golem Lover:
Once you awaken the golem you need to keep him alive until the end of the
chapter. This could be easy if you simply let him stay back but most people
like to use him for this chapter, especially if they try not to create any
units themselves.
Alchemist Apprentice:
Simply find and use all four unidentified liquis in the lab to create a
random potion. It is rather easy to find the potions and they are described
above, yet sometimes I tend to forget to actually get the potions in the lab
later since it requires some backtracking and the last one is found near the
end of the chapter.
Ghost Buster:
In the mural room you will be attacked by guardians who will summon warriors.
If you let the all summoned and kill them before the guardians you should
receive this bonus objective. Kill the guardian before it stops summoning all
its warriors and you fail (the bonus).
Chapter 3: Hostile Natives G0313
``````````````````````````
"Emerging from the depths of the ancient city, the Order now searches the
jungle for the first of three Seals of Light that protect the Heart of Siberys
from those who would seek to claim it."
I suggest using Bastion for this campaign.
Starting in the northwest, with an explanation of the nexus. I suggest you
build some artificers, titans, clerics, barbarians or paladins, depending on
your hero choice, then upgrade all of them. Only go with a few powerful units
rather than many crappy ones. A rogue does not hurt since the underworld has
plenty of chests to plunder. Resources are kind of low for now so try not to
get your low-level units killed. Also build some walls here for protection
later.
Once you have some kind of small troops together, make your way south. Soon you
will come across an archeologist. He wants you to go and kill the madusa.
Explore the southern area before checking out the east past leading away from
the nexus. There is another quest regarding the draw bridge but it requires you
come from the south side. Train more units (total 10 would be nice) and upgrade
them before heading into the underworld tunnel further east. Before you go in
you should check out the temple nearby, reading the tome gains a couple of
units.
Down here you will find a beholder all the way to the southeast. Kill him,
and do not try and kill Lord Ratak'h since he is charmed by the beholder. If
any of your units get charmed try making sure that your units do not fight back
the charmed unit automatically as you only want to slay the beholder. Once the
beholder is dead, and you kept Lord Ratak'h alive, he will tell you about his
treasure. Keep him around for now, we will get there soon.
From the center of the underworld, take the upper path leading west and find a
Cloak of Invisibility at the end of the north path. There is also a spirit
nearby who will give you an item if you can open the treasury to the northwest.
This can be done if brought Lord Ratak'h along. Of course taking any of his
treasure makes him mad, but killing him is easy as well.
From the center of the underworld, take the lower path leading west and find
the assistant in stone form. Use the potion of stone to flesh nearby and he
can be freed. He will run through the underworld and back to the archeologist
but you can usually let him go by himself. For your troops you want to head
north from this position and enter the medusa's layer. Kill the medusa and
cobras, pick up the head and exit out of the underworld nearby.
Quickly walk east, there is a small place of interest call the oratory. Using a
cleric for heal the humand here, or an artificer to heal the soldier, and a
paladin to smite the devil will gain control over it. There does not seem to be
much use for it though. You can also find dragonshards here. Quickly move north
and open the drawbridge. This will trigger an assault from the lizardfolk. Run
back to your nexus which I hope has some towers, then keep your units around
the nexus for best defence. Keep your army up, or replace units if required.
The rest of the attacks in this level are a lot easier to handle, so you can
move your army out and across the bridge again. First finish of the architect
quests by giving him the medusa head, and talking the assistant if he survived.
Your next goal is the lizardfolk east of the oratory. Make your top priorty
defeaing the fighters nearby the cage containing Lady Marryn. Once you have
freed her she will fight on your side and the rest of the chapter is a piece of
cake. You can skip the nexus in the southeast corner but it is worth destroying
the lizardfolk entirely, but nevertheless you want to take the path at the
south side leading west and eventually reach the Seal of Light.
/--------------------\ ________ ____ ________
| | \______ \ / _ \ \______ \
| | | | \ > _ </\ | | \
| Mission Debriefing | | ` \/ <_\ \/ | ` \
| | /_______ /\_____\ \/_______ /
| | \/ \/ \
|-----------------------------------------------------------------------------\
| Mission/Bonus Points Value Description |
|-----------------------------------------------------------------------------|
| The Search for Lady Marryn 500 Found Lady Marryn. |
| Silver Flame Temple 250 Read the book at the silver flame |
| temple. |
| Slay the Medusa 1000 Killed the medusa. |
| The Archeologist 250 Delivered the medusa's head to |
| the archeologist. |
| Escort the Archeologist Assistant 100 Helped the assistant make it back |
| to his master. |
| Idol of Binding 100 Acquired the idol of binding. |
| Claim the Seal of Light 1500 Claimed the Seal of Light. |
| Destroy Lizardfolk Outpost 250 Destroyed the Lizardfolk outpost. |
| Destroy Main Lizardfolk Village 500 Destroyed the Lizardfolk nexus. |
| Bonus: Honorable Combatant 250 Did not use the idol of blinding |
| on the medusa, or the medusa's |
| head on Blackclaw. |
| Bonus: Field Rescue 100 Freed Lady Marryn from her cage |
| while battling the Lizardfolk. |
| Bonus: Holy Crusader 750 Defeated all of the Lizardfolk |
| units and structures in the area. |
| Lower the Drawbridge 100 Lowered the drawbridge. |
| Solve the Mystery of Lord Ratak'h Rescued Lord Ratak'h and led him |
| to his treasury. |
| Silver Flame Oratory 500 Activated the silver flame |
| oratory. |
|-----------------------------------------------------------------------------|
| Great Commander Bonus 500 Allowed fewer than 25% of your |
| units to die. |
| Against All Odds Bonus 500 Created less than nine captains. |
| Miser Bonus 1000 Used less than 1500 gold and 1500 |
| shards. |
| Meticulous Bonus 2000 Completed every possible quest. |
| Time Bonus - Beat the mission in under 10 |
| minutes. Up to 1500 points. |
| Difficulty - Easy = 0, Normal = 500 and Hard = |
| 2000 points. |
'-----------------------------------------------------------------------------'
Bonus Points:
`````````````
Field Rescue:
Basically just free her first and do not attack and kill the Lizardfolk and
THEN free her. You should be doing that anyway...
Holy Crusader:
Slaughter the entire map, not hard.
Chapter 4: Citadel of Scales G0314
````````````````````````````
"Having claimed the first Seal of Light, the Order of the Flame pushes onward
towards the location of the second Seal. Upon entering the swamplands, they
discover a ruined outpost, all that remains from the Order's previous attempt
to claim the Heart. Now, Lady Marryn's forces must succeed where their
predecessors have failed."
I like Lady Marryn :)
You start in the southeast and you will notice the nexus is in desperate need
for some fixing up. You want to start that now and also defend against the
attacks from the west and north side. The troops you have at the moment are
good enough but yours wall defends are better so fix it up to the required
level of the objective and note that there is a bonus objective of not fully
fixing it.
When your walls are decent you can attack the lizardfolk camp in the west. This
is a little easier than trying to destroy the skinks to the north. When the two
camps are destroyed there is only a champion Redfang patrolling to worry about.
Use your champion to finish the side-missions or just go directly to the enemy
nexus.
* Just southwest of your nexus are dwarven mages. They want to know why their
deathless guardians are so quiet. They will give you a rune that is used in
the underworld later which you access just west of here. When you get there
you have to destroy some Umbragen and get control of the shrine to produce
deathless guardians. Nice! With the deathless guardians you can spot the
enemies at the nearby fountain and finally gain access to it. Same goes for
having an upgraded tower.
When you return to the dwarven mages you get a
potion of clarity III as well as those weaklings joining your party (just
make them harvest dragonshards). There is also a follow-up quest...
* After you have access to the deathless guardians go to the tower of the
tribal defender which sits just above the shrine. Back at the top then
destroy it but wait a minute there is a river with piranhas blocking your way
which is not the path you want to take! Instead go west underground and come
up from the western side. As you are out from the west side you can destroy
the root blocking the teleporter which will make traveling back to your nexus
faster!
* North of the dwarven shrine are two treasure rooms with boots of haste, a
masterwork breastplate and some gold. Easy.
* East of the fountain near the dwarven shrine is the shrine of the Blood
Queen. Note there are traps and not getting harmed is a bonus objective.
Aside from gold you can find a lectern containing a book about the Blood
Queen. Reading it yields 5000 experience. Sweet!
* As you arrive at the southwest corner from the overworld you will find some
duergens surrounded by magical brambles. Use fire to destroy it and they will
join your cause when you talk to them in the underworld which is just nearby
with this new passage. Yay! But wait... there is an option to have them get
killed so you can suicide them later and collect the 4 duergar bracers for
use with the wizards later.
* North of your nexus you will find an ancient graveyard. The quest to kill
night skinks/demolish their burial grounds will pop up soon enough. As you do
that you will find 3 special drops: a scroll, two bonecrafted pauldrons. They
will be used at the wizards' tower later. You can also go to the waterfall
just to the south and find 2 potions of cure light wounds now.
* Right in the center of the overworld is a place where fire toads spawn. Kill
them until they have dropped five fire toad tongues for trading with the
wizards later.
* So what is with the wizards you keep hearing about? Their tower is in the far
northwest of the overworld. Bring some ranged units and use the scroll of
stone to flesh -- mass you found at the graveyard to soften the nearby
sorcerers. A fight will break out between the sorcerers and the pteranodon
riders. Help the sorcerers to kill the riders. The sorcerers love you so much
they want to join your cause which means you can train more sorcerers too.
The elder wizard shows up and you can finally do some trading as hinted
earlier:
- 5 fire toad tongues exchanges to a sword of cinders
- 2 bonecrafted pauldrons exchanges to a scroll of create undead
a scroll of monster summoning
- 4 duergar bracers exchange to a girdle of dwarven might
Remember that you have to collect this in their own miniquests before you
can do the trade.
Now that the sidequests are out of the way (or ignored) you should tackle the
Lizardfolk nexus in the northwest. It is not very difficult and there is no
special strategy required. After it is gone you can pass through the passage in
the northwest.
And thus start the trials:
First a fight against a few skeleton archers. Ther are traps here so a rogue
is useful to disable them. If you go back a bit and take the northern route
you can find a lever that drops columns down onto the archers. Neat huh.
Second you just battle some vampires and zombies. Undead mayhem ensues!
Finally you need to battle Cryohydra, a big, massive, beast. The worst it can
do though, is freeze your units. If you have even a decent attack squad you
will easily defeat it. Lady Marryn is almost able to do it by herself but don't
try ;)
After the fight you get a champion's artifact which you can infuse with the
champion's weapon and gain a frost attack. This will lead to the gate opening
and the passage to the Seal of Light is clear. Approach the seal to end the
chapter.
/--------------------\ ________ ____ ________
| | \______ \ / _ \ \______ \
| | | | \ > _ </\ | | \
| Mission Debriefing | | ` \/ <_\ \/ | ` \
| | /_______ /\_____\ \/_______ /
| | \/ \/ \
|-----------------------------------------------------------------------------\
| Mission/Bonus Points Value Description |
|-----------------------------------------------------------------------------|
| Repair the City Walls 250 Repaired the walls of your nexus |
| to at least 75%. Cleanse the |
| Ancient Graveyard 500 Destroyed |
| the night skinks and the burial |
| grounds. |
| The Fortified River Ford 500 Defeated the Lizardfolk at the |
| ford. |
| Plight of the Ancients 1000 Helped the dwarven mages. |
| Free the Duergar 250 Freed the duergar. |
| Free the Petrified Sorcerers 250 Turned the petrified sorcerer |
| from stone to flesh. |
| Build a New Sorcerer's Tower 250 Built a Sorcerer's Tower. |
| Collect Reagents for the Elderly 750 Collected fire tongues, |
| Wizard . bonecrafted pauldrons, and |
| duergar bracers for the elderly |
| wizard. |
| Destroy the Lizard Citadel 1000 Destroyed the enemy nexus. |
| Acquire the Seal of Light 2500 Reached the Seal of Light. |
| Bonus: Duergar Backstabber 100 Freed the duergar but then |
| allowed them to die. |
| Bonus: Adament Defender 500 Defeated all of the Lizardfolk |
| assaults before repairing the |
| walls of your nexus. |
| Bonus: Bane of the Blood Queen 250 Collected all of the gold at the |
| Blood Queen's shrine but didn't |
| get hurt by any of the traps. |
|-----------------------------------------------------------------------------|
| Great Commander Bonus 500 Allowed fewer than 25% of your |
| units to die. |
| Against All Odds Bonus 500 Created less than nine captains. |
| Miser Bonus 1000 Used less than 2500 gold and 2500 |
| shards. |
| Meticulous Bonus 2000 Completed every possible quest. |
| Time Bonus - Beat the mission in under 10 |
| minutes. Up to 1500 points. |
| Difficulty - Easy = 0, Normal = 500 and Hard = |
| 2000 points. |
'-----------------------------------------------------------------------------'
Bonus Points:
`````````````
Duergar Backstabber:
After freeing the Duergars and they join your side you can just let them die
as any other unit. However, they will drop duergar bracers which you can give
to the wizards and they give you a girdle of dwarven might which is pretty
good.
Adament Defender:
You do not have to fix the walls further than 75% so you can just stop and
spend the rest of your time on defending with units and building more.
Bane of the Blood Queen:
As it says, collect all the gold but ensure your rogue spots all the traps and
the units do not release any.
Chapter 5: An Unexpected Threat G0315
```````````````````````````````
"In search of the third and final Seal of Light, the Order of the Flame
ventures into the arid wastelands, where a new ruthless enemy awaits."
Your nexus is in the southwester corner of the map. Claim is and start
harvesting dragonshards and build up the nexus. Do not venture north as the
scorpions are a good shield against the Umbragens which are at the very
northwest corner of the overworld. Send a unit north anyway just to uncover the
map of the scorpion camp so you can track if the Umbragens have destroyed the
camp. This would mean you need to pay closer attention to your defense at the
nexus. You do not actually HAVE to destroy the Umbragen nexus and I should tell
you that is not easy. The best would be to finish the mission without getting
attacked too much at your nexus and have the rest of your troops approach the</pre><pre id="faqspan-2">
Seal of Light which still involves some fighting of course. Nevertheless there
are missions that involve the Umbragen nexus so you might want to do that.
For now we focus on the other missions.
Instead go east to find the elder wizard and a mission to resurrect the phoenix
"sleeping" next to him. Doing so will enable you to recruit a new phoenixes if
the first should croak. Resurrecting the phoenix requires three torches from
the underworld. While down there you can do many other things so if you are
not interested skip ahead a bit.
The only way below is north of your nexus. As you arrive you will spot a spirit
just to the east who requires the jailer to be slain. We do that kind of
slaying all the time so kill the jailer further west. The spirit will then
give you the password for the storeroom slightly east of where you came down
from above. Inside is gold, a ring of the elements and a masterwork
breastplate.
South of the spirit is a scorpion folk. Defeating it drops a scorpion stinger
and you can find the right half of warden's key. More on that soon.
At the south side is the alchemy lab which involves a bonus objective. If you
have updated the game beyond v1.1.4 there is unfortunately a bug that only
spews out a fizzled potion. For those with vanilla and below v1.1.4 there are
three formulae written on the lab plaque. Pull the levers 112, 132 and 223 to
create the different potions and later get the bonus points.
Redbloods vs Greenbloods Thri-kreen. The red guys are near the alchemy lab. The
green guys are in the center of the overworld (where I told you not to go). You
can only side with one of them and they will become hostile if you have sided
with the opposite gang. The red "only" want you to defeat the beholder lord
whereas the green want you to destroy the Umbragen nexus as well as Satros
their champion. Going with the green gives you a better reward: an artifact.
The reds only give you 500 gold after you return the Thri-kreen gold the
beholder lord dropped. The beholder lord is near the center of the underground.
Honestly you can ignore both if you are not interested in fighting more than
necessary but the reds are obviously much easier to please.
Killing the beholder lord is beneficiary also for finding the left half of
warden's key (or run to the key and retreat). With both of the key halves in
possession you can gain access to the treasury soon. Nearby you should also
find the first torch. Continue east but do not go up the tunnel and instead go
north. You will soon find the treasury which can be opened with your new key.
Find a masterwork breastplate, a masterwork sword, a qabalrin priest robe and
as usually some gold. There is also a torch outside the treasury.
Before you can reach the third torch you reach a graveyard. It is the resting
place of Taen'cradus the Ruthless. Hit the gong on the south side and
Taen'cradus will attack you. After he is dead...again...you can pick up the
helm of willpower and Taen'cradus's breastplate. This is a pretty good piece of
armor. Continue northwest from the graveyard to find the third torch to
complete your honorable, justified and righteous collection.
Now that you have all the torches: bring them back to the elder wizard for your
pet phoenix. This guy will help a lot in defeating your enemies.
So if you are still into taking on the Umbragen, by now they probably killed
the scorpion folk shielding your nexus. There is an expansion well at the
northeast corner of the map if you want to move there. West of it is a big
battle between Umbragen and Lizardfolk. As they are busy bashing each other you
can join in the fray and probably take out all. Regroup before you take on the
nexus though. Lure the Umbragen to your nexus and have the towers lower their
health easier than your ground troops could ever do. With the phoenix in your
attack force it will be easier to take out the nexus.
Anyhow, the chapter is more about the underworld so take your attack force to
there and leave from the western tunnel. Up on this plateau you have to fight
Lizardfolk including Woven. As they do not have a nexus you can try to take
them on one at a time and come back later if you lost units or are low on
health. They will eventually perish all. Destroy the root blocking the teleport
to your nexus if you desire and then take the nearby tunnel back into the
underworld.
Optionally go west to defeat an elder brain for it's elder brain fragment.
The rest of the path has a mindflayer guarding a door. Defeat it and you can
reach the Seal of Light.
/--------------------\ ________ ____ ________
| | \______ \ / _ \ \______ \
| | | | \ > _ </\ | | \
| Mission Debriefing | | ` \/ <_\ \/ | ` \
| | /_______ /\_____\ \/_______ /
| | \/ \/ \
|-----------------------------------------------------------------------------\
| Mission/Bonus Points Value Description |
|-----------------------------------------------------------------------------|
| Gain Access to the Warden's 1000 Opened the warden's treasury. |
| Treasury |
| Resurrect the Fallen Phoenix 1000 Located the torches of honor, |
| justice and righteousness, and |
| used them to resurrect the |
| phoenix. |
| Bonus: Perceptive Assassin 500 Killed the mindflayer illusionist |
| without killing any of his |
| illusory forms. |
| Destroy the Elder Brain 500 Destroyed the elder brain. |
| Claim the Third Seal of Light 2000 Reached the third Seal of Light. |
| Defeat Taen'cradus 500 Defeated Taen'cradus. |
| Save the Tortured Spirit 500 Rescued the tortured spirit from |
| the jailmaster. |
| Bonus: Horde Robber 500 Acquired both halves of the |
| warden's key without defeating |
| their guardians. |
| Bonus: Meticulous Alchemist 250 Created as many potions as |
| possible from the alchemy lab. |
| Aid the Redbloods 500 Defeated Satros and the Umbragen |
| nexus for the red thri-kreen. |
| -or- -or- |
| Aid the Greenbloods Defeated the beholder lord for |
| the green thri-kreen. |
|-----------------------------------------------------------------------------|
| Great Commander Bonus 500 Allowed fewer than 25% of your |
| units to die. |
| Against All Odds Bonus 500 Created less than nine captains. |
| Miser Bonus 1000 Used less than 2000 gold and 2000 |
| shards. |
| Meticulous Bonus 2000 Completed every possible quest. |
| Time Bonus - Beat the mission in under 10 |
| minutes. Up to 1500 points. |
| Difficulty - Easy = 0, Normal = 500 and Hard = |
| 2000 points. |
'-----------------------------------------------------------------------------'
Bonus Points:
`````````````
Perceptive Assassin:
Simply only target the mindlayer and do not use area attacks.
Hord Robber:
You can just run to the beholder lord and scorpion folk and just grab the key
halves. Not very hard but also kind of cowardly.
Meticulous Alchemist:
As noted in the guide there are three potions you can produce but if you have
patched the game to v1.1.4 and beyond there is a glitch and thus no bonus
points for you.
Chapter 6: Redemption G0316
`````````````````````
"With their final prize just out of reach, the Order of the Flame must now
retrieve a Seal of Light stolen by the Umbragen, and fight their way past a
massive compound that blocks the mountain pass to the Heart of Siberys."
Your nexus starts in the bottom left corner of the map. This chapter again
gives you the choice to destroy the Umbragen nexus or leave it alone. The
Umbragen will constantly attack you so you either have a proper defense set up
or you just build up an army, go to their nexus, lure the enemies back to your
base to slay them easily, then take out their nexus in the northeast.
Before you do that I suggest at least a few side-quest to buid up your units.
Take a good amount of units east and defeat the 3 ettins and frost giant.
Continue east and defeat a bunch of Lizardfolk. Go into the underground and
north to find a Wretched Chamber. Control this place for faster attacks.
Now that is done you are in a better position. You can also kill the frost
beast at the western edge of the map further north. It drops an amulet of
energy. Either destroy the nexus or continue ignoring it.
Enter the tunnel at the mid-west side and talk to the guys here. They want you
to kill the devil...okay. Before we head north go to the lab in the south and
fight the golem that makes an artificer show up. He also wants the devil killed
so maybe we want to go do that! On the way north you come across a mausoleum.
You need to kill the grave keeper for a horn of devil calling. This is really
useful in the fight against the devil coming up further northwest. Use the horn
to paralyze the devil and have an easier fight. The devil drops a sword of
vampirism and that aforementioned simitar. After slaying the devil, take the
scimitar back to the guys at the tunnel entrance and they will give you a devil
fang necklace (champion's artifact). Controlling the mausoleum by the way
creates skeleton fighter when one of your units dies (not the soldiers). Also
bring back the horn of devil calling to the artificer.
Go west from the lab to find and attack the champion Orobus. He will flee via
the teleporter. Follow him (or get more units if necessary) and you have to
fight Umbragen and a marilith. Continue north and go west when you can to find
the generator blocking the forcefield at the surface. Destroy it. Go back to
the main path and find Orobus along with an umbrascarred beholder. Defeating
Orobus for a second time will give you the third seal of light.
Once you have this you can finish the chapter. There is a sidequest here by
taking the eastern path (trapped!) to kill a couple of medusas and fire giant
cobras. I do not really recommend this unless you want to do. There are no
bonus points and the loot is random.
Return to the surface and go to the compound in the north. Attack the cannon
and the chapter ends.
/--------------------\ ________ ____ ________
| | \______ \ / _ \ \______ \
| | | | \ > _ </\ | | \
| Mission Debriefing | | ` \/ <_\ \/ | ` \
| | /_______ /\_____\ \/_______ /
| | \/ \/ \
|-----------------------------------------------------------------------------\
| Mission/Bonus Points Value Description |
|-----------------------------------------------------------------------------|
| Claim the Final Seal of Light 2000 Killed the champion Orobus and |
| picked up the final Seal of Light.|
| Return the Cursed Scimitar 500 Returned the cursed scimitar to |
| the efreeti. |
| Slay the Horned Devil 1000 Killed the horned devil. |
| Destroy the Umbragen Generator 500 Destroyed the Umbragen generator. |
| Destroy the Umbragen Compound 1000 Destroyed the Umbragen gate |
| blocking the way to the Heart of |
| Siberys. |
| Return the Horn of Devil Calling 500 Returned the horn of devil |
| calling to the deathless |
| artificer. |
|-----------------------------------------------------------------------------|
| Great Commander Bonus 500 Allowed fewer than 25% of your |
| units to die. |
| Against All Odds Bonus 500 Created less than nine captains. |
| Miser Bonus 1000 Used less than 2000 gold and 2000 |
| shards. |
| Meticulous Bonus 2000 Completed every possible quest. |
| Time Bonus - Beat the mission in under 10 |
| minutes. Up to 1500 points. |
| Difficulty - Easy = 0, Normal = 500 and Hard = |
| 2000 points. |
'-----------------------------------------------------------------------------'
Bonus Points:
`````````````
n/a
Chapter 7: Claiming the Heart of Siberys G0317
````````````````````````````````````````
"With all three Seals of Light in hand, the Order of the Flame ascends a
towering peak to engage in the final battle to claim the Heart of Siberys once
and for all."
This mission is different ot the previous ones. You have to power up the Heart
of Siberys and the others will prevent you from doing so. The shrines to place
the seals that you found south of the nexus are near the southern part of the
heart below the ridge. That is unfortunately also close to the opponents'
nexus. Either way if you defend the shrines long enough you win; however, the
enemy has two other ways to defeat you:
*Lizardfolk steal your seals and destroy them at the altar at the east side of
the map. Should they succeed in destroying even one the game is over.
*Umbragen drain the heart at the places of power in the underworld. There are
three places they will go but they usually just go to the western one. To
drain the heart they first need to father 5 tainted priestesses together and
start a ceremony, and then even this will take a while to drain the heart so
I think you understand this takes a while andcan be thwarted. Should they
succeed in draining the heart the game is over.
Because the shrines are so close the their nexus we need to destroy them. At
the start when you build up an army you need to them run around and foil the
others' plan but just take three units like paladins and pick up the seals, go
back into the nexus and wait there until you are ready. They are safe in there
and keep building units as usual. This means you do not risk the Lizardfolk
stealing the seals and you can worry about them a bit less.
As for the Umbragen, the entrance to the underworld at the west side is
where you would usually find the collection of priestesses. It is just a bit
south of the entrance. If you continue further south you will come across a
small group of minotaurs who drop a scroll of experience II. As they respawn
slowly you might want to seek them out for easy experience. Further south is
a pyrohydra which drops a sword of cinders. Otherwise the western part of the
underground is only for the Umbragen Artifact.
When you have enough units collected you also want to explore the eastern
underworld. This is in case the Umbragen happen to use the artifacts in this
area. The entrance is at the east side near the Lizardfolk shrine. Careful as
you come across beholders and a marilith down here but otherwise there are just
the artifacts. When you are done here take your units back to the nexus.
Just out of curiousity the southern underworld has a mausoleum guarded by a
necromancer and skeletons. The necromancer drops 3 rings of necromancy and you
gain skeleton fighters when your non-soldiers die in battle. I persoally do not
recommend going down this area.
Build up your army, lure the Umbragen back to your base to slay them easier,
then destroy their nexus. Now that the Umbragen are defeated you can take over
their nexus location, build up your army again and then attack the Lizardfolk
further east. You can then take the seals to the shrines and charge up without
any interruption.
/--------------------\ ________ ____ ________
| | \______ \ / _ \ \______ \
| | | | \ > _ </\ | | \
| Mission Debriefing | | ` \/ <_\ \/ | ` \
| | /_______ /\_____\ \/_______ /
| | \/ \/ \
|-----------------------------------------------------------------------------\
| Mission/Bonus Points Value Description |
|-----------------------------------------------------------------------------|
| Defend the Order's City 1000 Defended your home nexus. |
| Place the Three Seals of Light 1000 Placed the Seals of Light into |
| the three surface shrines. |
| Protect the Seals of Light 1000 Prevented the Seals of Light from |
| being stolen and destroyed. |
| Prevent the Umbragen from Siphoning 1000 Prevented the Umbragen from |
| the Heart of Siberys draining the power of the Heart |
| of Siberys. |
| Slaughter the Umbragen and 1000 Destroyed the nexus and units of |
| Lizardfolk the Umbragen and Lizardfolk. |
|-----------------------------------------------------------------------------|
| Great Commander Bonus 500 Allowed fewer than 25% of your |
| units to die. |
| Against All Odds Bonus 500 Created less than 11 captains. |
| Miser Bonus 1000 Used less than 1500 gold and 1500 |
| shards. |
| Meticulous Bonus 2000 Completed every possible quest. |
| Time Bonus - Beat the mission in under 10 |
| minutes. Up to 1500 points. |
| Difficulty - Easy = 0, Normal = 500 and Hard = |
| 2000 points. |
'-----------------------------------------------------------------------------'
Bonus Points:
`````````````
n/a
o============o
| Lizardfolk | G0320
o============o
Chapter 1: Invaders! G0321
````````````````````
"After decades of peace and prosperity in solitude, the Lizardfolk must rally
together and once again defeat the forces that seek to invade their lands."
As with the Order of the Flame campaign you do not have a nexus in this mission
and only start with your champion. Don't worry and start going west and north
(the gate here is permanently locked). First you come across a couple of
fighters argueing. To defuse the situation you must break open a nearby
container to find a rogue. The fighters will then join your cause. West of this
location are some poison archers warning you about the rangers ahead before
also joining your group.
Defeat them and you get an expansion well. You should have enough units
throughout the mission not to need their. As you continue exploring to the
east you will find the drawbridge raised and you cannot progress. Of course the
way to continue is via the underworld. Down here the first thing you will see
are night skins fighting rogues. Survivors join your group.
If you have ea night skin alive or picked Blackclaw as your champion you can go
east from here and find an ancient text to read. This reveals zombies that
attack so this is obviously optional.
From where you found the night skins go south to a fork. Optionally take the
south route to a necromancer and it's undead entourage. This actually has no
real purpose to the mission but note that you can destroy the writing in the
room to reveal a potion of clarity III as well as cure severe wounds. That
might come in handy.
From the fork take the east path to find a couple of shamans. They join and you
have a small mission to find rogues that stole Darroc's eyes. One is north of
here by stepping on the pressure plate in front of the crypt. Kill the zombie
that killed the rogue to find the eye. The zombie will reappear if you step on
the pressure plate again and again if you want more items or experience.
The other rogue is south from the shamans following the path west a bit and the
south once again. Kill him to get the second eye. The shrine will become a
place of power and enables your units to stun enemies.
Another place of interest in the underworld is a treasure room at the southeast
side. It is trapped so you need Silverblade to travers unharmed but any other
champion will just take little damange and get benefits from the artifacts. If
you want some gold you can unlock the chest with a scroll of knock found
nearby.
Finally if you traverse all the way southwest you find a monument and some
minotaurs. The minotaur lord drops a minotaur horn and the monument helps units
fight better when low on health.
Time to head back to the overworld. Take the exit at the west of the shaman's
spot. Outside you can optionally go north and defeat three minotaurs. Head
south to find some undead skins if you still have a night skin in your team.
This should have a big enough group to wipe out the Order of the Flame units
further south.
/--------------------\ ________ ____ ________
| | \______ \ / _ \ \______ \
| | | | \ > _ </\ | | \
| Mission Debriefing | | ` \/ <_\ \/ | ` \
| | /_______ /\_____\ \/_______ /
| | \/ \/ \
|-----------------------------------------------------------------------------\
| Mission/Bonus Points Value Description |
|-----------------------------------------------------------------------------|
| Defeat the Invaders 1500 Killed all of the invaders at the |
| main gate. |
| Find the True Killer 100 Found the killer of the |
| Lizardfolk teacher. |
| Reclaim the Bridge 100 Defeated the rangers guarding the |
| bridge. |
| Save the Night Skinks 250 Protected the night skinks from |
| the rogues. |
| Solve the Mummy's Tomb 250 Read the ancient text and |
| defeated the zombies that it |
| created. |
| Restoring Darroc's Monument 500 Returned Darroc's eyes to his |
| monument. |
| Bonus: Minotaur Slayer 250 Killed all of the minotaurs in |
| the area. |
| Bonus: Undead Hunter 250 Killed all of the undead units in |
| the area. |
|-----------------------------------------------------------------------------|
| Great Commander Bonus 500 Allowed fewer than 25% of your |
| units to die. |
| Against All Odds Bonus 500 Created less than three captains. |
| Miser Bonus 1000 Used less than 400 gold and 400 |
| shards. |
| Meticulous Bonus 2000 Completed every possible quest. |
| Time Bonus - Beat the mission in under 10 |
| minutes. Up to 1500 points. |
| Difficulty - Easy = 0, Normal = 500 and Hard = |
| 2000 points. |
'-----------------------------------------------------------------------------'
Bonus Points:
`````````````
Minotaur Slayer:
There are minotaurs in the underworld's southwest corner. This is miles out of
the way of anything else so you won't stumble across them without knowing they
are down here. The second group are in the overworld if you go north from the
eastern exit coming out of the underworld.
Undead Hunter:
This includes all undead and zombies. The walkthrough above goes by all the
optional parts so you should have killed all by the end of the mission.
Chapter 2: On the Offensive G0322
```````````````````````````
"The Lizardfolk trek high atop a mountain pass and set out to destroy the
invaders' encampment. As open war ensues, Wowen and his scaled companions make
a startling discovery."
Now we have our first chapter with a nexus. This nexus is easy to defend so
build upgraded walls and leave a few units around to make sure it is safe.
Around your nexus you will find a total of four troglodyte surveyors. Those are
a good start to an army. In the very center of the map is a lizard war totem
which raises your units' attack by 25%. Excellent but then you need more units
to control it out there thus maybe you can leave it for later when you have
enough units to spare. Aside from destroying the enemy nexus in the overworld
there is a choice of ally: Duergar or Ettin.
Duergar: these guys are in a mine west of your nexus. The leader asks you to
find an exploring party in the underworld. If you go down into the underworld
you will find it just north of the entrance after defeating an arctic
minotaur. Bring it back to the leader and he proposes a fight against the
Ettin next to your nexus. Whatever units survive this battle join you.
Ettin: they have a small village in the north of the map. Before you arrive
there you come across a couple of Ettins who want help fighting the Order of
the Flame. If you win this fight they will ask for support against the Duergar
next to your nexus. Whatever units survive this battle join you.
Obviously you can only ally with one and after this is all done you should
finish in the underworld. It is mainly just defeating the umber hulk in the
northwest who drops an Umber Hulk Ichor. West of this is a Qabalrin Relic but
I do not recommend this place of power because it only reduces nearby unit's
physical damage and there is not real need to lurk around down here. At the
northeast you can find Val'nath the Necromancer. After defeating both big
enemies you can move all units back to your nexus and prepare for the big
battle against the Order of the Flame. Their nexus is the opposite side of the
map. You can use the Ettin base as a place to stopover if you sided with them
in this mission. Also do make sure you control the center lizard war totem to
give you a huge advantage in the battle ahead.
After you take down the enemy nexus you suddenly get attacked by Umbragen and
you get a new mission objective. Take your units northeast from the destroyed
nexus and destroy the bridge here. Make sure you destroy both parts of the
bridge to end the chapter.
/--------------------\ ________ ____ ________
| | \______ \ / _ \ \______ \
| | | | \ > _ </\ | | \
| Mission Debriefing | | ` \/ <_\ \/ | ` \
| | /_______ /\_____\ \/_______ /
| | \/ \/ \
|-----------------------------------------------------------------------------\
| Mission/Bonus Points Value Description |
|-----------------------------------------------------------------------------|
| Destroy the Invaders' War Camp 1500 Destroyed the enemy nexus. |
| Destroy the Bridge to Stop the Dark 750 Destroyed the bridge. |
| Beings |
| Find the Lost Duergar 500 Found the duergar journal and |
| returned it to the duergar. |
| Help the Ettins 750 Defended the ettin village |
| against the Order of the Flame. |
| Defeat the Necromancer 750 Killed Val'nath the necromancer. |
| Bonus: Pack Rat 250 Picked up all of the artifacts in |
| the underworld. |
| Bonus: Explorer 250 Explored all of the regions of |
| the map. |
|-----------------------------------------------------------------------------|
| Great Commander Bonus 500 Allowed fewer than 25% of your |
| units to die. |
| Against All Odds Bonus 500 Created less than five captains. |
| Miser Bonus 1000 Used less than 1500 gold and 1500 |
| shards. |
| Meticulous Bonus 2000 Completed every possible quest. |
| Time Bonus - Beat the mission in under 10 |
| minutes. Up to 1500 points. |
| Difficulty - Easy = 0, Normal = 500 and Hard = |
| 2000 points. |
'-----------------------------------------------------------------------------'
Bonus Points:
`````````````
Pack Rat:
This is a bug because you can pick up every artifacts you can find in the
underworld and you still cannot earn these points.
Explorer:
This is not very hard but note that there is a large section in the underworld
at the southwest you can explore. Because the only entrance of the underworld
is near your nexus it is very safe to explore in this chapter.
Also note that the Meticulous Bonus is impossible after updating the game
because you cannot help both the Ettins AND the Duergar. In the vanilla version
of the game you can help the duergar to find the explorers and then not side
with them and get this bonus.
Chapter 3: Resurrection of Darroc G0323
`````````````````````````````````
"In desperate need of council, the Lizardfolk must travel to a hidden vale and
delve into the Tomb of Darroc, the final resting place of their greatest
champion."
Again you have a nexus so you know what to do: build up an army. There is lots
to do on this map. The main goal is of course to destroy their nexus because it
will open up the last exit to the underworld. In fact you do not actually have
to destroy it but you must control all dragon statues on the map to unlock the
Tomb of Darroc and one is just next to the Umbragen nexus.
Note on the Draconic Spirit in the chapter. This event depends on your chosen
champion. As Silverblade you just receive an artifact east in the underworld as
part of a small subquest, all the other champions can encounter the spirit at
either the west area of the underworld, at the northeast Ubragen expansion
well or in the southeast corner of the map. You will get a small "random" quest
like killing a few foes and then receive a champion-exclusive artifact.
Your first goal would be to destroy the expansion well at the east side. On the
way east you meet a troglodyte hurler who asks you to rescue the spitting
turtles further north right in the center of the map. Note that the nearby
teleporter does not work yet. Before you go rescue the turtles you better
destroy the expansion well as it is part of the quest. Then go the turtles and
rescue them. They will of course join your cause and you can start to build
turtle dens at the nexus. Ignore the path into the underground next to where
the turtles were held captive for now.
Instead take your refreshed troops to the north of the nexus. On the way is
another path to the underworld. For objective's sake ignore it for a minute and
continue north. This will lead you to the first hive. The hive cannot fully be
destroyed from the overworld and note that there is a bonus objective for not
killing the hive up here so you can run past it instead. Continue north to find
the Pteranodon Riders. He will give you the mission to destroy the hives from
the roots, i.e. in the underworld. This means taking the path down we just
ignored. Inside you can find 4 hives. Destroy all and take control of the
dragon statue while you are here (or do it when you have destroyed the Umbragen
completely). Having destroyed all hives, return to the Pteranodon Riders and
get your reward: they join you and you can build pteranodon roosts at the
nexus. The riders are useful to destroy the Umbragen but most of the fighting
action will be underground so keep them at a minimum.
Take the few riders and destroy the bloodroot that blocks the teleport circle
at the Umbragen side. That means you can then teleport your main force into
their base and destroy it. If your riders get killed in the assault then you
are batter off replacing them with ground units and in fact you might just want
to suicide them for it because after the Umbragen base is gone you do not need
any air units.
With the enemies in the overworld gone you can control the 3 dragon statues.
One was where the hives got destoyed and the other where the Umbragen bases
stood. As you control all three the tomb in the underworld will open in the
center of the map.
There is one more sidequest and if you play as Silverblade you want to do this
for sure. Take the path down near the top Umbragen base (ex-base hehe) and kill
the gelatinous cube. Pick up the goo it drops along some other cool stuff.
Enter the final path down in the center and nearby is a room with a tortured
monk. Use the goo on the monk and get some monk blood instead. Use the blood on
the nearby locked chest (this is all described in the doctrines here).
Silverblade gets his artifact and the rest get a ring of fireball.
Either way you need to go through the rest of the tomb and battle the
beholders. The beholders come with shamans. Defeat only the beholder and the
shamans join your side instead. Nice. Prepare yourself for the toughest battle
ahead: 3 beholders and the beholder lord. You can try to battle them one by one
if you lure them away from the others. The AI is rather stupid. All done you
can reach Darroc at the end and the chapter comes to a close.
/--------------------\ ________ ____ ________
| | \______ \ / _ \ \______ \
| | | | \ > _ </\ | | \
| Mission Debriefing | | ` \/ <_\ \/ | ` \
| | /_______ /\_____\ \/_______ /
| | \/ \/ \
|-----------------------------------------------------------------------------\
| Mission/Bonus Points Value Description |
|-----------------------------------------------------------------------------|
| Unlock the Entrance to Darroc's 1500 Gained control of the three |
| Tomb dragon statues guarding the |
| entrance to Darroc's tomb. |
| Free the Spitting Turtles 0 Freed the spitting turtles. |
| The Obsidian Monk's Chest 1000 Opened the obsidian monk's chest. |
| Investigate the Keeper Hives 750 Found the source of the keeper |
| hives. |
| Sacrifice Your Kin 750 Sacrificed four members of your |
| army (draconic challenge). |
| Destroy the Lizardfolk Traitors 750 Chose to defeat the Lizardfolk |
| traitors who joined the rebellion |
| (draconic challenge). |
| Quell the Lizardfolk Uprising 750 Chose to defeat the Lizardfolk |
| traitors who started the |
| rebellion (draconic challenge). |
| Destroy the Giant Dire Wasps 750 Chose to destroy the giant dire |
| wasps in the area (draconic |
| challenge). |
| Gather the Giant Dire Wasps 750 Chose to bond with the giant |
| dire wasps in the area (draconic |
| challenge). |
| Bonus: Gentle Brother 500 Didn't kill any allies while they |
| were charmed by beholders. |
| Bonus: People Person 500 Defeated the hive keepers before |
| destroying any of the hives. |
| Eye Tyrant Invasion 750 Defeated the beholders in |
| Darroc's tomb. |
| Find Darroc's Final Resting Place 250 Entered Darroc's tomb. |
|-----------------------------------------------------------------------------|
| Great Commander Bonus 500 Allowed fewer than 25% of your |
| units to die. |
| Against All Odds Bonus 500 Created less than nine captains. |
| Miser Bonus 1000 Used less than 1500 gold and 1500 |
| shards. |
| Meticulous Bonus 2000 Completed every possible quest. |
| Time Bonus - Beat the mission in under 10 |
| minutes. Up to 1500 points. |
| Difficulty - Easy = 0, Normal = 500 and Hard = |
| 2000 points. |
'-----------------------------------------------------------------------------'
Bonus Points:
`````````````
Gentle Brother:
As pointed out the shamans will join your side if you kill only the beholder
"beholding" them. Can be done easily and is useful for the fights ahead as
well.
People Person:
Kill the keepers in the underground and do not harm the hives up in the
overworld. As pointed out in the guide you just want to run past them if you
find one but they are easy to
Also note that the Meticulous Bonus is impossible after updating the game
because you do not get ALL the draconic challenges. Rather silly.
Chapter 4: Harnessing the Beasts of War G0324
```````````````````````````````````````
"Now that the time for war has come again, the Lizardfolk must bring the War
Felldrakes back into the fold to defend their lands once more. To their horror,
they find that their new enemies are already threatening the sacred grove of
these great beasts."
Best champion choice here is Woven. Darroc is a fighter champion.
You are on a time limit here. Every five minutes a felldrake will die. You can
save all of them but I will leave that strategy to the bonus objective further
on. For the non-hectic approach to the chapter just ensure that you save at
least one drake or you fail. The more drakes you save the better as they help a
lot to defeat the enemies.
Build up your nexus a little and either take Woven or a shaman to the west of
your nexus. Read the plaque here and you will have spell resistance up. That
makes the next fights easier already.
Now for stopping the ceremony take your champions and strong units and make
your way to the western exit to the underworld. Below it is only a few steps
north to the ceremony. Defeat the blood queen that appears, kill the other
units and then bring back the drakes to your base. Usually you should try to
only lose 1 drake at the most. If you cannot do it in this time limit I have to
say you are wasting time building units and instead you want to have those
drakes.
Now what this is out of the way you can relax and build up your nexus. The
other two factions also fight each other so you do not have to defend on all
sides with masses of units. To end the chapter you want to destroy the Order of
the Flame nexus at the west side and the Umbragen at the north. In the meantime
you can do some sidequests which mainly take part in the underworld. The best
entrance is just nearby your nexus.
West of this entrance (in the underground) you will find a restless spirit. It
gives you the quest to release spirits, i.e. kill some golem. As soon as the
quest starts you will be attacked by one coming from the south so be ready.
The other two are just beside the entrance you came in as well as further
north. After you have defeated all three you get some scrolls. You can pick two
of the four it drops.
As you approached the third golem you also came across the spirit of greathawk.
Your quest is to kill the maralith further north (which also drops sword of
cinders) and give you a nature totem. This can be used at the nature shrine
just north of your nexus and in return get spirit of nature creature(s) and
have the ability to build the Verdant Cairn. Might come in handy.
There are two more spots of interest in the underworld and both very much
skipable. The treasure room at the east side of the southern entrance contains
a cloak of invisibility. You have to use Darroc's dragon leap to get it. As it
is super easy to do and you also get some gold you might as well go ahead,
right?
The last thing to do in the underworld would be to kill Drider at the northeast
but there is nothing to gain really. Perhaps there was supposed to be a quest
involved and later forgotten.
When all is done you can attack the enemy nexus. Use the drakes to utterly
annihilate those bases. You have enough ground units by now even if you did not
go for any sidequests below that you can do this with ease. If you do not have
enough drakes you want to have a close look and make sure they attack in
sequence.
/--------------------\ ________ ____ ________
| | \______ \ / _ \ \______ \
| | | | \ > _ </\ | | \
| Mission Debriefing | | ` \/ <_\ \/ | ` \
| | /_______ /\_____\ \/_______ /
| | \/ \/ \
|-----------------------------------------------------------------------------\
| Mission/Bonus Points Value Description |
|-----------------------------------------------------------------------------|
| Avenge Greathawk's Death 250 Killed the marilith. |
| Restore the Nature Shrine 250 Used the nature totem to restore |
| the nature shrine. |
| Destroy the Order of the Flame's 1000 Destroyed the Order of the Flame |
| Encampment nexus. |
| Destroy the Dark One's Encampment 1000 Destroyed the Umbragen nexus. |
| Save the War Felldrakes 1000 Saved at least one war felldrake. |
| Cleanse the Sacred Grove 1000 Defeated all enemies in the |
| region. |
| Restless Spirit 1000 Defeated the iron golems in the |
| underworld. |
| Bonus: Felldrake Keeper 1000 Saved all of the war felldrakes. |
| Bonus: Brief Revival 500 Killed the blood queen within one |
| minute of her resurrection. |
|-----------------------------------------------------------------------------|
| Great Commander Bonus 500 Allowed fewer than 25% of your |
| units to die. |
| Against All Odds Bonus 500 Created less than nine captains. |
| Miser Bonus 1000 Used less than 2000 gold and 2000 |
| shards. |
| Meticulous Bonus 2000 Completed every possible quest. |
| Time Bonus - Beat the mission in under 10 |
| minutes. Up to 1500 points. |
| Difficulty - Easy = 0, Normal = 500 and Hard = |
| 2000 points. |
'-----------------------------------------------------------------------------'
Bonus Points:
`````````````
Felldrake Keeper:
Saving all war felldrakes is really, really great! As soon as the mission
starts take Woven (if you did not select Woven then start again...) and Darroc
and move them west to get the spell resistance up (see walkthrough). Then
click the corrupt tree on the map and toggle to the underworld view. Tell your
champions to move to that location. They should run through everything and get
there almost unharmed, ready to take on all the enemies and even on the higher
diffiulty still succeed. The best strategy is using Darroc's dragon leap
attack to wipe out the blood queen. All this can be done within 5 minutes.
Brief Revival:
Using Darroc's dragon leap does quick work. Simply focus on here and she will
go down within a minute.
Chapter 5: Gift of the Dragon-Fathers G0325
`````````````````````````````````````
"The Lizardfolk must now go forth and awaken the mighty fire drakes in the hope
that their molten wrath will decimate their foes. Ancient trials of strength
and wits must be endured in order to awaken the drakes, for he who seeks to
command them must be both strong of arm and spirit."
As in the last mission you have Darroc as second champion so it is strongly
suggested you pick Woven as your primary one especially as there are plenty of
aerial units to defend against.
The first objective is to defeat the Umbragen nexus in the southwest. It is on
a plateau so you would need air units. Thus it would ideal if you complete
objective two first: wake up the fire drakes. Unfortunately this is not so
straightforward but nevertheless you should do this now rather than later.
Build up your nexus the usual way but this time ensure you have pteranodon
riders for an upcoming battle.
The entrance to the underworld nearby your nexus only leads to a small section
filled with minotaurs. This is a great place for getting gold and boosting your
economy quickly.
The entrance to the underworld further north leads to the "Test of Strength".
It means battling three fights in a row: a medusa, a frost beast, and a
beholder lord. This can be a little tough so ensure you have enough strong
units. On your way out you can half of the spirit of the drake token from the
guardian of strength.
From your nexus go northeast to find another sealed entrance next to the lizard
nomads. The first item they want is in the northeast of the map. Here you will</pre><pre id="faqspan-3">
find a few units at a totem. The hunter you kill nearby drops a navigation
tool. You will need this in a quest soon. Careful of the burrow nearby as it
might have a lot of units around that enter the fight too.
Going northwest from the lizard nomads has a dragon skull. Controlling this
place of power gives your aerial units more attacking power which will come in
handy soon too. Further northwest you can find minotaurs and a minotaur lord
with some treasure boxes. This is the second part of the lizard nomads' request
done. FYI on the east side you can find a pyramid with some mummies but aside
from a masterwork sword there is nothing to gain here.
Before you talk to the lizard nomads again prepare your pteranodon riders and
maybe control the dragon skull for extra damage. Place them nearby the Umbragen
nexus at the south end of the map. The rest of your units can stat with the
lizard nomads or go back to your nexus. Once you talk to the lizard nomads
they will unseal the path to the underworld and the Umbragen will start
attacking from here. You can battle the ground units as usual and while all
their units are out on the attack you can attack the nexus with the riders and
that should take care of the nexus!! If you somehow failed this approach then
just build up more units defend your nexus and keep until you get the fire
drakes.
When the Umbragen are either subdued or destroyed you can go into the new
section of the underworld with your troops at the new path and approach the
gate blocking your path north. To solve the riddle you need to pull the 'joy'
lever, then the 'sorrow' lever, then the 'joy' lever again, and finally the
'sorrow' lever again.
On the other side of the gate you will encounter yuan-ti fighting mindflayers.
After the fight the yuan-ti request your help to destroy the Illithid Portal at
the northe end of this path. You have to do this anyway so go ahead when your
army is ready as the mindflayers can be a little tricky. They come in waves as
you try to damage the gate so keep your units back to heal if necessary.
Afterwards head back to the yuan-ti and you get the key to open the gate at the
west side. Before you go there is on optional thing to do by heading up the
east past. If you skip this then it is perfectly fine and there is not even a
bonus objective attached to it. The mausoleum is a place of power to raise
skeleton warriors if your units die, and the genie bottle at the west side of
this hall has an efreeti inside. You cannot actually use the scrolls nearby so
instead take a Level 2 night skin and dispel the magic of the bottle. That in
turn will free the efreeti but it will attack and killing it will drop a
talisman of vitality. Overall I am not sure this is worth doing an extra
sidetrip.
When you are ready open the gate at the west side and reach the 'Test of Wit'
at the end. To complete it correctly place the emblem of the spear left, the
emblem of the club in the middle, and the emblem of the fang on the right. You
thus receive the other half of the spirit of the drake token.
You are now ready to awaken the drakes. The token halves automatically merge
into one and you can use the full token on the birthing altar in the northern
center of the map after a spiraling path. This will summon the fire drakes and
they are super powerful, starting out at Level 5 already. If you have already
defeated the Umbragen nexus then the chapter comples to an end but if you still
need to do that these guys will make is super easy to totally annihilate their
base.
/--------------------\ ________ ____ ________
| | \______ \ / _ \ \______ \
| | | | \ > _ </\ | | \
| Mission Debriefing | | ` \/ <_\ \/ | ` \
| | /_______ /\_____\ \/_______ /
| | \/ \/ \
|-----------------------------------------------------------------------------\
| Mission/Bonus Points Value Description |
|-----------------------------------------------------------------------------|
| The Illithid Invasion 1000 Helped the yuan-ti defeat the |
| illithids. |
| The Nomad's Safe Passage 750 Helped the nomads leave the area. |
| Claim the Minotaur's Hoard 1000 Killed the minotaur lords. |
| Destroy the Umbragen 2000 Defeated the Umbragen units and |
| nexus. |
| Awaken the Drakes 1500 Awakened the fire drakes. |
| Bonus: Puzzle Master 750 Solved the gate riddle and the |
| test of wits on your first try. |
| Bonus: Yuan-Ti Hero 500 Kept all of the yuan-ti units |
| alive. |
|-----------------------------------------------------------------------------|
| Great Commander Bonus 500 Allowed fewer than 25% of your |
| units to die. |
| Against All Odds Bonus 500 Created less than nine captains. |
| Miser Bonus 1000 Used less than 2000 gold and 2000 |
| shards. |
| Meticulous Bonus 2000 Completed every possible quest. |
| Time Bonus - Beat the mission in under 10 |
| minutes. Up to 1500 points. |
| Difficulty - Easy = 0, Normal = 500 and Hard = |
| 2000 points. |
'-----------------------------------------------------------------------------'
Bonus Points:
`````````````
Puzzle Master:
Simply do not mess up the puzzle and get the correct order on your first try.
The answers are given in the guide above.
Yuan-Ti Hero:
You are supposed to ensure they do not die during the fight with the
mindlayers but even if you keep all units alive the bonus will remain failed.
This was never patched in the game.
Chapter 6: Under Siege G0326
``````````````````````
"With all their reinforcements, the Lizardfolk return to their capital city to
find it under siege. The Umbragen have invaded, seeking to cripple their forces
and acquire powerful artifacts. The Lizardfolk must reclaim what is theirs, and
deliver a decisive blow to their dark assailants."
This chapter is HARD! If you play on hard difficulty you do not even get an
expansion well!! If you choose to go this way your strategy will have to be a
little different because you only rely on some buildings around the area and
cannot simply build and train units at your well. I am going to assume you are
not so crazy and play either Easy or Normal.
You only have one champion this time and I will leave the choice up to you. You
also have a useful war felldrake which you should try to keep alive. As the
chapter is very non-linear I try and break it up into some sections.
You are blocked by a big gate and you can open it right away if you chose Wowen
or Blackclaw as your champion. If not then you need to find the rod of sunburst
first. Go east to the lizard chieftain who tells you about a "secret" passage
in the northwest which we could have found anyway but thank you. It is just so
you know he is here. Go up to the entrance and destroy the bushes around to
gain access. Below you can find the rod of sunburst at the east side but be
aware of the undead crawling out afterwards. Taking a few steps south of the
entrance you can find a shaman doll. Bring this back to the lizard chieftain
for a small reward: a necklace of restoration. This is all pretty optional if
you can just go throug the main gate anyway; however, I would say do some more
underworld exploring before the main area. The main problem is that whereas
you get buildings in the center of the map as soon as you uncovered them they
can become targets for the Umbragen and thus you could easily lose them. So if
you cannot wait then go ahead and open the main gate or go in via the
destructable walls then be prepared to defend the buildings. The upside is that
the underworld section will be easier.
From the underworld entrance head straight south to the Qabalrin Relic of Life.
This gives your units 25% extra HP - the best the level has to offer. From here
go east to find some suits of armor. You can interact with them. Some attack
whereas some drop artifacts. Up to you. Further east is a drider. Killing it
will stop all those random spider attacks in the level.
Now you want to tackle the dark spires in the center of the underground. They
are surrounding an Umbrascarred Beholder which you want to avoid for now
anyway. Pick the nearby corner with a dark spire, attack the Umbragen units
and retreat if necessary. It is not easy as they are Level 5 and your units
started out at Level 1 and might not even have upgraded by now. You can
nevertheless do this slowly. Take the southwest corner next, then the northwest
and before the last one you can take out the Umbrascarred Beholder with more
attack-and-retreat tactics. You have to destroy the orbs around it first and
just taking out one of these will be tough without losing a unit. The reward is
a beholder's eye. Take out the final dark spire in the corner to finish this
objective.
The small room north of where you fought the beholder has some statues. If you
interact with the dirt piles in front of the soldier statues they will attack
you, and if you interact with the captain statue they all attack at once. This
is again optional but the captain drops the abyssal gauntlets.
Two more things left in the underworld: at the north is a Gelatinous Cube. Save
and take Darroc's remains near your starting point and bring them to the
northeast of the underworld. Do this with a champion as you might trigger a bug
when Darroc's spirit appears and you might not receive the soul gem. If this
did not work you can reload and try again because you are really supposed to
get this gem. This is mainly useful for a bonus objective so do not fret if it
does not work.
The first buildings you come across are a pteranodon roost and fighting arena.
They are great for making your army better as you approach the rest of the
buildings. Slowly go around (save if you want the bonus objective) and try to
keep all buildings alive. There are more buildings to the northern area. You
will also encounter a chamelon rogue and gain another three around the map.
After you get all buildings there will be a new objective to defeat the
Umbragen champion Orobus at the northeast corner. After all you have been
through this is an easy objective and afterwards the penultimate chapter comes
to a close.
/--------------------\ ________ ____ ________
| | \______ \ / _ \ \______ \
| | | | \ > _ </\ | | \
| Mission Debriefing | | ` \/ <_\ \/ | ` \
| | /_______ /\_____\ \/_______ /
| | \/ \/ \
|-----------------------------------------------------------------------------\
| Mission/Bonus Points Value Description |
|-----------------------------------------------------------------------------|
| Find the Secret Passage 250 Found the secret passage to the |
| underworld. |
| Enshrine Darroc's Remains 750 Brought Darroc's remains to his |
| tomb. |
| Return the Toy to the Lizard 250 Returned the shaman doll to the |
| Chieftain lizard chieftain. |
| Reclaim the City 3000 Reclaimed the city. |
| Defeat the Umbrascarred Beholder 1000 Defeated the umbrascarred |
| beholder. |
| Defeat the Drider 1000 Defeated the drider. |
| Bonus: Determined Remodeler 250 Destroyed the city gates and both |
| destructible walls. |
| Bonus: Homeland Security 1000 Protected all of the buildings |
| inside your city. |
| Bonus: Vengeful Spirit 500 Defeated Orobus with the spirit |
| of Darroc. |
|-----------------------------------------------------------------------------|
| Great Commander Bonus 500 Allowed fewer than 25% of your |
| units to die. |
| Against All Odds Bonus 500 Created less than nine captains. |
| Miser Bonus 1000 Used less than 1200 gold and 1200 |
| shards. |
| Meticulous Bonus 2000 Completed every possible quest. |
| Time Bonus - Beat the mission in under 10 |
| minutes. Up to 1500 points. |
| Difficulty - Easy = 0, Normal = 500 and Hard = |
| 2000 points. |
'-----------------------------------------------------------------------------'
Bonus Points:
`````````````
Determined Remodeler:
You can choose go enter the city via the underground so destroying any of
these is optional. However, they are easy to destroy for funsies later in the
game as well. The main gate is at your starting point, the walls are half-way
up the west side to the first underworld path and east behind the lizard
chieftain. You can destroy them with Redfang or the war felldrake.
Homeland Security:
If you reveal buildings on the map they automatically become targets for the
Umbragen. To avoid this you want to only uncover it when you are ready to
defend them too. Save often as you slowly go through the map. Also avoid the
rogue at the north area because it will reveal more rogues around the map
and they automatically uncover buildings which you are most likely not able to
defend.
Vengeful Spirit:
If you got the soul gem (buggy, see guide above) then you can get this after
defeating Orobus with Darroc's spirit. If you did not get the gem you do not
get the bonus.
Chapter 7: Defend the Heart of Siberys G0327
``````````````````````````````````````
"With their city restored, the Lizardfolk advance towards the Heart of Siberys.
There, they must defend the great dragonshard from both the Order and Umbragen.
The final battle is at hand."
This chapter is a reverse of the final chapter of The Order of the Flame. This
time you want to PREVENT the heart from being charged as shown on the bar at
the top of the screen. If it should move to the very left side then the
Order has managed to charge the heart and you lose. At the same time the
Umbragen send tainted priestesses to the underground artifacts. The two other
factions are not allied so this makes it a little easier to fight both while
they battle each other.
Your first aim is to get rid of the Umbragen. You see that their nexus is in
the north and the entrance to "their" part of the underworld is just west of
it. That is a far, far trek, not to mention all the enemies along the way and
once you make it there the Umbragen have an easy time to replenish their troops
whereas you are miles away.
First I will tell you what there is in the underworld. The southern section of
the underworld as approached from nearby the Order of the Flame entrance has
scorpion folk that drop scorpion stingers and a mausoleum that can turn your
dead units into skeletons.
"Your" section just north of your nexus has one of the artifacts the Umbragen
try to reach. The best would be to simply guard the entrance once you have
swept the enemies inside: the three beholders drop nothing special, a marilith
that drops a talisman of vitality.
The western section is only approached from nearby the Umbragen nexus. Instead
of going inside you are better off going for the Umbragen nexus instead. If you
notice that the Umbragen have a tainted priestess inside then you should send a
party to slay it. Inside the western section you can also find a pyrohydra at
the end. It drops a sword of cinders. That is all for side quests in the level.
Make sure you have high level units when you are attacking the nexus because
this is not as straightforward as the previous chapters. Use the razed nexus
area for your own base and max your units.
The Order of the Flame nexus will be a pushover after the Umbragen are gone.
After destroying the last of their buildings the chapter (and thus the game)
ends.
/--------------------\ ________ ____ ________
| | \______ \ / _ \ \______ \
| | | | \ > _ </\ | | \
| Mission Debriefing | | ` \/ <_\ \/ | ` \
| | /_______ /\_____\ \/_______ /
| | \/ \/ \
|-----------------------------------------------------------------------------\
| Mission/Bonus Points Value Description |
|-----------------------------------------------------------------------------|
| Stop the Order and Umbragen Armies 1000 Defeated the Order and Umbragen |
| nexuses. |
| Defend the Lizard City 500 Prevented your nexus from being |
| destroyed. |
| Prevent the Order from Charging 1000 Prevented the Order of the Flame |
| the Heart from charging the Heart of |
| Siberys. |
| Prevent the Dark Ones from 1000 Prevented the Umbragen from |
| Draining the Heart draining the Heart of Siberys. |
|-----------------------------------------------------------------------------|
| Great Commander Bonus 500 Allowed fewer than 25% of your |
| units to die. |
| Against All Odds Bonus 500 Created less than 11 captains. |
| Miser Bonus 1000 Used less than 1500 gold and 1500 |
| shards. |
| Meticulous Bonus 2000 Completed every possible quest. |
| Time Bonus - Beat the mission in under 10 |
| minutes. Up to 1500 points. |
| Difficulty - Easy = 0, Normal = 500 and Hard = |
| 2000 points. |
'-----------------------------------------------------------------------------'
Bonus Points:
`````````````
n/a
===============================================================================
04.) UNITS G0400
===============================================================================
o====================o
| Order of the Flame | G0410
o====================o
Champions: G0411
oooooooooo
Lady Marryn
"The leader of the Order of the Flame, Lady Marryn is a righteous flametouched
cleric who rapidly rose through the ranks repeatedly proving her prowess in
battle and defending the interests of the Church wherever they demand. She
seeks now to succeed where all before her have failed: acquiring the Heart of
Siberys deep in the heart of Xen'drik."
o-----------------------------------------------------------------------------o
| Cost | 180 Gold + 180 Shards |
| Hit Points | 720 |
| Mana | 250 |
| Damage | 30 (Fierce) |
| Armor | 75% Physical, 25% Poison, 75% Fire, 75% Spell |
| Abilities | Mass Heal, Hammer of Justice, Increased Hit Point Regeneration|
o-----------------------------------------------------------------------------o
Kael
"Kael was once the leader of a highly successful underground guild of thieves
who has since cast off his sordid past in an attempt to better the world as a
whole through the Order. Old habits die hard, however, and he has yet to fully
acquire the trust of his peers."
o-----------------------------------------------------------------------------o
| Cost | 155 gold + 150 shard. |
| Hit Points | 620 |
| Mana | 200 |
| Damage | 30 (Fierce) |
| Armor | 75% physical, 75% poison, 25% fire, 75% spell |
| Abilities | Cheat Death, Hail of Blades, Find/Disarm Traps, Cloaking, |
| | Attack Bonus |
o-----------------------------------------------------------------------------o
Amathor
"Amathor the Seer is a great wizard who acts as the guiding hand of the Order
of the Flame during their expedition to Xen'drik. Amathor possesses a state of
perpetual awareness, which he achieved during a retreat to the peaks of a
forgotten mountain range beset by fell beasts, howling winds, and incessant
blizzards. It was there, in solitude, that he explored his physical limits,
training his senses and acuity in order to ensure survival.
Amathor the Seer has abandoned the robes favored by his peers and instead bears
the artifacts and accoutrements he wore during his time amidst the northern
peaks."
o-----------------------------------------------------------------------------o
| Cost | 175 gold + 215 shard |
| Hit Points | 600 |
| Mana | 300 |
| Damage | 36 (Fierce) |
| Armor | 25% physical, 75% poison, 75% fire, 75% spell |
| Abilities | Spell Mastery, Freeze, Increased Energy Regeneration |
o-----------------------------------------------------------------------------o
Bastion
"Bastion is a mighty warforged. While most of its kind were created to fight in
the Last War that devastated Khorvaire, Bastion has been enlisted by the Order
of the Flame to protect Lady Marryn. Bastion possesses incredible strength and
excels in combat, instilling terror in all who face him on."
o-----------------------------------------------------------------------------o
| Cost | 290 gold + 75 shard |
| Hit Points | 900 |
| Mana | 100 |
| Damage | 39 (Fierce) |
| Armor | 75% physical, 75% poison, 75% fire, 25% spell |
| Abilities | Battle Plan, Wrecking Ball, Increased Resistances |
o-----------------------------------------------------------------------------o
Captains: G0412
ooooooooo
Artificer
"Artificers are arcane artisans who infuse items with magical properties. Due
to their intricate understanding of magic and how it is stored, these
artificers have been called upon by the Order to aid their troops in battle and
to repair any warforged combatants that may sustain damage."
o-----------------------------------------------------------------------------o
| Cost | 100 gold + 70 shards (Artificer), 75 gold + 100 shards |
| | (Artificer's Guild) |
| Armor | 65% physical, 0% poison, 65% fire, 65% spell |
| Abilities | Rapid Resource Gathering (1), Bull's Strength (1), Repair |
| | Light Damage (2), Empowered Bull's Strength (3), Repair |
| | Critical Damage (4), Heroic Might (5) |
o-----------------------------------------------------------------------------o
¤ ¤
o-----------------------------------------------------------------------------o
| Level | HP | Mana | Damage (Fire) |
|-------+-----+------+--------------------------------------------------------|
| 1 | 260 | 100 | 26 |
| 2 | 290 | 120 | 31 |
| 3 | 320 | 145 | 36 |
| 4 | 350 | 170 | 41 |
| 5 | 380 | 200 | 46 |
|5 + Mon| 460 | 265 | 56 |
o-----------------------------------------------------------------------------o
Barbarian
"These stout barbarians come from the Hammerfist Clan of dwarves, and are
renowned for their ferocity in battle. Much of their potency is fueled by their
ability to work themselves into a bloodthirsty rage, heightening their ability
to deal damage. These fearsome combatants were born to inflict wounds, but not
necessarily absorb them."
o-----------------------------------------------------------------------------o
| Cost | 125 gold + 50 shards (Barbarian), 75 gold + 100 shards |
| | (Dwarven Armory) |
| Armor | 20% physical, 70% poison, 70% fire, 70% spell |
| Abilities | Rage (Level 1), Mark of the Phoenix (Level 2), Greater Rage |
| | (Level 3), Greater Mark of the Phoenix (Level 4), Berserker |
| | Frenzy (Level 5) |
o-----------------------------------------------------------------------------o
¤ ¤
o-----------------------------------------------------------------------------o
| Level | HP | Mana | Damage (Physical) |
|-------+-----+------+--------------------------------------------------------|
| 1 | 420 | 50 | 35 |
| 2 | 450 | 60 | 40 |
| 3 | 480 | 70 | 50 |
| 4 | 510 | 80 | 60 |
| 5 | 540 | 90 | 75 |
|5 + Mon| 620 | 125 | 85 |
o-----------------------------------------------------------------------------o
Cleric
"The foundation of the Order, these Clerics travel the world seeking to aid and
protect the interests of the church in all its forms abroad. Clerics are
renowned for their healing prowess, and many a combatant lives today only
because they had a Cleric nearby in battle."
o-----------------------------------------------------------------------------o
| Cost | 90 gold + 50 shards (Cleric), 75 gold + 100 shards (Lorehold) |
| Armor | 65% physical, 65% poison, 65% fire, 0% spell |
| Abilities | Cure Light Wounds (Level 1), Hold (Level 2), Cure Critical |
| | Wounds (Level 3), Greater Hold (Level 4), Resurrect (Level 5) |
o-----------------------------------------------------------------------------o
¤ ¤
o-----------------------------------------------------------------------------o
| Level | HP | Mana | Damage (Spell) |
|-------+-----+------+--------------------------------------------------------|
| 1 | 300 | 80 | 19 |
| 2 | 330 | 100 | 24 |
| 3 | 360 | 125 | 29 |
| 4 | 390 | 150 | 34 |
| 5 | 420 | 180 | 39 |
|5 + Mon| 500 | 245 | 49 |
o-----------------------------------------------------------------------------o
Deathless Guardian
"When great dwarven mystics at long last succumb to the weight of time, many
are granted a continued spiritual presence on the Material Plane in the form of
the deathless. The Deathless Guardians that aid the Order are among their
number, and seek to aid their followers with their clairvoyance and ability to
manipulate the magical energies of others."
o-----------------------------------------------------------------------------o
| Cost | 95 gold + 65 shards (Deathless Guardian), 75 gold + 100 shards|
| | (Henge of Ancients) |
| Armor | 65% physical, 65% poison, 0% fire, 65% spell |
| Abilities | See Invisible (Level 1), Enervation (Level 1), Dispel Magic |
| | (Level 2), Locate Resources (Level 2), Maximized Enervation |
| | (Level 3), Greater Dispel Magic (Level 4), Locate Resources |
| | (Level 4), Ethereal Form (Level 5) |
o-----------------------------------------------------------------------------o
¤ ¤
o-----------------------------------------------------------------------------o
| Level | HP | Mana | Damage (Spell) |
|-------+-----+------+--------------------------------------------------------|
| 1 | 350 | 90 | 28 |
| 2 | 380 | 110 | 33 |
| 3 | 410 | 135 | 38 |
| 4 | 440 | 160 | 43 |
| 5 | 470 | 190 | 48 |
|5 + Mon| 550 | 255 | 58 |
o-----------------------------------------------------------------------------o
Flame Archon
"These divine angelic creatures have come to the aid the Order of the Flame in
their quest through Xen'drik. These Flame Archons from the plane of Syrania are
capable of hurling deadly javelins of holy fire from above, and blinding all
who stand against them with the brilliance of pure energy."
o-----------------------------------------------------------------------------o
| Cost | 100 gold + 55 shards (Flame Archon), 75 gold + 100 shards |
| | (Archon Temple) |
| Armor | 65% physical, 65% poison, 65% fire, 0% spell |
| Abilities | Javelin of Power (Level 1), Holy Wrath (Level 2), Greater |
| | Javelin of Power (Level 3), Greater Holy Wrath (Level 4), |
| | Blind (Level 5) |
o-----------------------------------------------------------------------------o
¤ ¤
o-----------------------------------------------------------------------------o
| Level | HP | Mana | Damage (Fire) |
|-------+-----+------+--------------------------------------------------------|
| 1 | 370 | 70 | 30 |
| 2 | 400 | 90 | 35 |
| 3 | 430 | 110 | 45 |
| 4 | 460 | 130 | 55 |
| 5 | 490 | 150 | 70 |
|5 + Mon| 570 | 215 | 80 |
o-----------------------------------------------------------------------------o
Paladin
"Paragons of virtue and devotion, the mounted and heavily armored Paladins dare
any adversary to brave to the cold steel of their swords and the iron hooves of
their fearless steeds."
o-----------------------------------------------------------------------------o
| Cost | 130 gold + 40 shards (Paladin), 75 gold + 100 shards (Order |
| | of the Flame) |
| Armor | 70% physical, 20% poison, 70% fire, 70% spell |
| Abilities | Trample (Level 1), Smite (Level 2), Improved Trample |
| | (Level 3), Greater Smite (Level 4), Lay on Hands (Level 5) |
o-----------------------------------------------------------------------------o
¤ ¤
o-----------------------------------------------------------------------------o
| Level | HP | Mana | Damage (Spell) |
|-------+-----+------+--------------------------------------------------------|
| 1 | 560 | 60 | 28 |
| 2 | 590 | 70 | 33 |
| 3 | 630 | 80 | 38 |
| 4 | 670 | 90 | 43 |
| 5 | 720 | 100 | 48 |
|5 + Mon| 800 | 165 | 58 |
o-----------------------------------------------------------------------------o
Ranger
"Rangers have been brought by the Order both for their potent ranged
marksmanship, and their ability to scout the harsh landscapes of Xen'drik, with
the aid of their faithful animal companions."
o-----------------------------------------------------------------------------o
| Cost | 100 gold + 50 shards (Ranger), 75 gold + 100 shards (Order of |
| | the Bow) |
| Armor | 0% physical, 65% poison, 65% fire, 65% spell |
| Abilities | Caltrops I (Level 1), Animal Companion (Level 2), Caltrops II |
| | (Level 3), Greater Animal Companion (Level 4), Snipe (Level 5)|
o-----------------------------------------------------------------------------o
¤ ¤
o-----------------------------------------------------------------------------o
| Level | HP | Mana | Damage (Poison) |
|-------+-----+------+--------------------------------------------------------|
| 1 | 350 | 50 | 29 |
| 2 | 380 | 60 | 34 |
| 3 | 410 | 70 | 44 |
| 4 | 440 | 80 | 54 |
| 5 | 470 | 90 | 69 |
|5 + Mon| 550 | 155 | 79 |
o-----------------------------------------------------------------------------o
Rogue
"Former ruthless thieves and assassins, these Rogues now seek redemption in the
service of the Order of the Flame. Swift and cunning, Rogues can quickly dart
in and out of the shadows to eliminate foes quickly and efficiently, in
addition to being adept at picking locks on chests, and bypassing deadly
traps."
o-----------------------------------------------------------------------------o
| Cost | 85 gold + 50 shards (Rogue), 75 gold + 100 shards (Tavern) |
| Armor | 70% physical, 70% poison, 20% fire, 70% spell |
| Abilities | Find/Disarm Traps (Level 1), Sneak Attack (Level 2), Cloaking |
| | (Level 3), Improved Sneak Attack (Level 4), Silent Strike |
| | (Level 5) |
o-----------------------------------------------------------------------------o
¤ ¤
o-----------------------------------------------------------------------------o
| Level | HP | Mana | Damage (Poison) |
|-------+-----+------+--------------------------------------------------------|
| 1 | 310 | 50 | 20 |
| 2 | 340 | 60 | 25 |
| 3 | 370 | 70 | 35 |
| 4 | 400 | 80 | 45 |
| 5 | 430 | 90 | 60 |
|5 + Mon| 510 | 155 | 70 |
o-----------------------------------------------------------------------------o
Sorcerer
"These wise and learned spellcasters have devoted their lives to the study and
pursuit of the arcane to compliment their natural magical gifts, channeling all
of their focus and concentration into mastering the maelstrom of energies that
lie at their fingertips so that they may support the Order's agenda abroad."
o-----------------------------------------------------------------------------o
| Cost | 80 gold + 70 shards (Sorcerer), 75 gold + 100 shards |
| | (Sorcerer's Tower) |
| Armor | 0% physical, 65% poison, 65% fire, 65% spell |
| Abilities | Fireball (Level 1), Feeblemind (Level 2), Maximized Fireball |
| | (Level 3), Greater Feeblemind (Level 4), Meteor Swarm |
| | (Level 5) |
o-----------------------------------------------------------------------------o
¤ ¤
o-----------------------------------------------------------------------------o
| Level | HP | Mana | Damage (Fire) |
|-------+-----+------+--------------------------------------------------------|
| 1 | 290 | 110 | 22 |
| 2 | 320 | 130 | 27 |
| 3 | 350 | 155 | 32 |
| 4 | 380 | 180 | 37 |
| 5 | 410 | 210 | 42 |
|5 + Mon| 490 | 275 | 52 |
o-----------------------------------------------------------------------------o
Warforged Titan
"Among the first warforged created during the Last War, titans are a small step
forward from massive, mindless war golems. Warforged Titans are not true living
constructs like other warforged; they are barely sentient, with just enough
intelligence to follow changing commands in the heat of battle. The Order uses
these warforged primarily on the front lines and for siege purposes."
o-----------------------------------------------------------------------------o
| Cost | 110 gold + 35 shards (Warforged Titan), 75 gold + 100 shards |
| | (Titan Forge) |
| Armor | 70% physical, 70% poison, 70% fire, 20% spell |
| Abilities | Warforged Traits I (Level 1), Deflective Armor (Level 2), |
| | Improved Deflective Armor (Level 4), Besiege (Level 5) |
o-----------------------------------------------------------------------------o
¤ ¤
o-----------------------------------------------------------------------------o
| Level | HP | Mana | Damage (Physical) |
|-------+-----+------+--------------------------------------------------------|
| 1 | 400 | 50 | 26 |
| 2 | 430 | 60 | 31 |
| 3 | 470 | 70 | 36 |
| 4 | 510 | 80 | 41 |
| 5 | 560 | 90 | 46 |
|5 + Mon| 640 | 155 | 56 |
o-----------------------------------------------------------------------------o
Juggernaut: G0413
ooooooooooo
Phoenix
"The Phoenix is a creature of tremendous power and potent omen. It is only in
the most dire times that the Order can call upon this terrifying embodiment of
pure flame to wreak havoc among their foes."
o-----------------------------------------------------------------------------o
| Cost | 1065 gold + 1065 shards |
| Hit Points | 3200 |
| Mana | 200 |
| Damage | 100 (Fierce) |
| Armor | 75% physical, 20% poison, 75% fire, 75% spell |
| Abilities | Immolation, War Shriek |
o-----------------------------------------------------------------------------o
o============o
| Lizardfolk | G0420
o============o
Champions: G0421
oooooooooo
Wowen
"In every generation of Lizardfolk, there is one who bears the mantle of High
Shaman. This revered figure acts as a conduit between the Lizardfolk of today,
and that of their ancestors. Wowen now serves this role for the Lizardfolk of
this generation; listening to the whispers of the earth, and uttering the words
of their ancestors anew to ensure that they are never forgotten."
o-----------------------------------------------------------------------------o
| Cost | 210 gold + 210 shards |
| Hit Points | 720 |
| Mana | 300 |
| Damage | 35 (Fierce) |
| Armor | 25% physical, 75% poison, 75% fire, 75% spell |
| Abilities | Mass Regeneration, Call Lightning, Increased Hit Point |
| | Regeneration |
o-----------------------------------------------------------------------------o
Redfang
"Redfang is the product of beneficial mutation among the Lizardfolk in the
presence of the Heart of Siberys, and is substantially larger than his kin, so
much so that he is rumored to be Half-Draconic. Redfang is quick to anger. and
those who dare oppose him are often later found scorched, battered, and broken
- if they are unfortunate enough to be left alive..
o-----------------------------------------------------------------------------o
| Cost | 305 gold + 80 shards |
| Hit Points | 920 |
| Mana | 100 |
| Damage | 40 (Fierce) |
| Armor | 75% physical, 25% poison, 75% fire, 75% spell |
| Abilities | Battle Rage, Fire Breath, Increased Resistances |
o-----------------------------------------------------------------------------o
Silver Blade
"Silverblade is a deft and cunning yuan-ti pureblood who has devoted his life
to the art of stealth and assassination. Already a fearsome hunter, he was sent
to Wowen to hone his skills and represent his people as a defender of the
entire Lizardfolk clan."
o-----------------------------------------------------------------------------o
| Cost | 175 gold + 165 shards |
| Hit Points | 635 |
| Mana | 250 |
| Damage | 33 (Fierce) |
| Armor | 75% physical, 75% poison, 25% fire, 75% spell |
| Abilities | Speed Boost, Coiled Death, Find/Disarm Traps, Cloaking, |
| | Attack Bonus |
o-----------------------------------------------------------------------------o
Blackclaw
"Blackclaw is an arcane devotee with a sordid passion for death and decay.
Fascinated by the ravaging effects of poison and toxins on other creatures, he
readily subjects his opponents to all sorts of horrific substances, eagerly
awaiting the invariably horrific results."
o-----------------------------------------------------------------------------o
| Cost | 200 gold + 145 shards |
| Hit Points | 660 |
| Mana | 200 |
| Damage | 36 (Fierce) |
| Armor | 75% physical, 75% poison, 75% fire, 25% spell |
| Abilities | Venomous Touch, Noxious Gas, Increased Energy Regeneration |
o-----------------------------------------------------------------------------o
Captains: G0422
ooooooooo
Chameleon Rogue
"These curious creatures, adept at remaining still and unnoticed while hunting
prey, have adapted these skills to serve the greater cause of the Lizardfolk
culture. Armed with the tooth of a fallen Felldrake along with a variety of
bizarre tools, this stealthy critter is adept at sneaking in to where he
doesn't belong, disarming traps, and picking locks."
o-----------------------------------------------------------------------------o
| Cost | 75 gold + 40 shards (Chameleon Rogue), 75 gold + 100 shards |
| | (Hidden Mound) |
| Armor | 20% physical, 70% poison, 70% fire, 70% spell |
| Abilities | Find/Disarm Traps (Level 1), Sneak Attack (Level 2), Cloaking |
| | (Level 3), Improved Sneak Attack (Level 4), Crippling Blow |
| | (Level 5) |
o-----------------------------------------------------------------------------o
¤ ¤
o-----------------------------------------------------------------------------o
| Level | HP | Mana | Damage (Physical) |
|-------+-----+------+--------------------------------------------------------|
| 1 | 290 | 80 | 20 |
| 2 | 320 | 85 | 25 |
| 3 | 350 | 90 | 35 |
| 4 | 380 | 95 | 45 |
| 5 | 410 | 100 | 60 |
|5 + Mon| 490 | 165 | 70 |
o-----------------------------------------------------------------------------o
Fire Drake
"These fearsome drakes have lay dormant since the departure of their ancestors
to Argonessen, but have been awoken by the Lizardfolk to aid them in the many
conflicts to come. Although more feral than the dragons they resemble, they are</pre><pre id="faqspan-4">
nonetheless cunning and deadly opponents, annihilating their foes with gouts of
flame from above."
o-----------------------------------------------------------------------------o
| Cost | 125 gold + 60 shards (Fire Drake), 75 gold + 100 shards |
| | (Draconic Monument) |
| Armor | 65% physical, 65% poison, 65% fire, 0% spell |
| Abilities | Deadly Spines (Level 1), Breathe Fire (Level 2), Greater |
| | Deadly Spines (Level 3), Breathe Inferno (Level 4), Molten |
| | Blast (Level 5) |
o-----------------------------------------------------------------------------o
¤ ¤
o-----------------------------------------------------------------------------o
| Level | HP | Mana | Damage (Fire) |
|-------+-----+------+--------------------------------------------------------|
| 1 | 560 | 80 | 28 |
| 2 | 590 | 90 | 33 |
| 3 | 620 | 100 | 43 |
| 4 | 650 | 110 | 53 |
| 5 | 680 | 120 | 68 |
|5 + Mon| 760 | 185 | 78 |
o-----------------------------------------------------------------------------o
Lizardfolk Fighter
"These dual-wielding, battle-hardened fighters grimly wade into battle with no
heed of their own safety. Bent on rapidly engaging and ruthlessly bringing down
those who would threaten their people, Lizardfolk Fighters are truly fearsome
representatives of their kin."
o-----------------------------------------------------------------------------o
| Cost | 105 gold + 45 shards (Lizardfolk Fighter), 75 gold + 100 |
| | shards (Fighting Arena) |
| Armor | 70% physical, 70% poison, 70% fire, 20% spell |
| Abilities | Spiny Scales (Level 1), Haste (Level 2), Greater Spiny Scales |
| | (Level 3), Greater Haste (Level 4), Tribal Warcry (Level 5) |
o-----------------------------------------------------------------------------o
¤ ¤
o-----------------------------------------------------------------------------o
| Level | HP | Mana | Damage (Physical) |
|-------+-----+------+--------------------------------------------------------|
| 1 | 380 | 50 | 36 |
| 2 | 410 | 55 | 41 |
| 3 | 440 | 60 | 51 |
| 4 | 470 | 65 | 61 |
| 5 | 500 | 70 | 76 |
|5 + Mon| 580 | 135 | 86 |
o-----------------------------------------------------------------------------o
Night Skink
"These morbid, swamp-dwelling creatures are constantly immersed in the study of
death and decay. Masters of dark arts, these skinks gather and study scavenging
insects from decomposing creatures and use them for their own foul ends."
o-----------------------------------------------------------------------------o
| Cost | 75 gold + 50 shards (Night Skink), 75 gold + 100 shards |
| | (Burial Grounds) |
| Armor | 65% physical, 0% poison, 65% fire, 65% spell |
| Abilities | Harm (Level 1), Dispel Magic (Level 2), Greater Harm |
| | (Level 3), Greater Dispel Magic (Level 4), Wave of Fatigue |
| | (Level 5) |
o-----------------------------------------------------------------------------o
¤ ¤
o-----------------------------------------------------------------------------o
| Level | HP | Mana | Damage (Fire) |
|-------+-----+------+--------------------------------------------------------|
| 1 | 280 | 100 | 20 |
| 2 | 310 | 110 | 25 |
| 3 | 340 | 125 | 30 |
| 4 | 370 | 125 | 35 |
| 5 | 400 | 130 | 40 |
|5 + Mon| 480 | 195 | 50 |
o-----------------------------------------------------------------------------o
Poison Archer
"Poison Archers are bred and trained to relentlessly rain deadly showers of
arrows upon their foes. In addition, they are known to often coat their
arrowheads with a grim assortment of toxins designed to cause further pain and
suffering in their opponents."
o-----------------------------------------------------------------------------o
| Cost | 110 gold + 55 shards (Poison Archer), 75 gold + 100 shards |
| | (Toxic Bog) |
| Armor | 70% physical, 70% poison, 70% fire, 20% spell |
| Abilities | Trueshot (Level 1), Arrow of Hex (Level 2), Greater Trueshot |
| | (Level 3), Greater Arrow of Hex (Level 4), Plague Shot |
| | (Level 5) |
o-----------------------------------------------------------------------------o
¤ ¤
o-----------------------------------------------------------------------------o
| Level | HP | Mana | Damage (Poison) |
|-------+-----+------+--------------------------------------------------------|
| 1 | 360 | 45 | 30 |
| 2 | 390 | 55 | 35 |
| 3 | 420 | 65 | 40 |
| 4 | 450 | 75 | 45 |
| 5 | 480 | 85 | 70 |
|5 + Mon| 560 | 150 | 80 |
o-----------------------------------------------------------------------------o
Pteranodon Rider
"Once, there was a family of crippled Lizardfolk, their growth stunted due to
genetic atrophy of their legs, but gifted with piercing vision and accuracy.
One day, as they limped through the jungle on the hunt, they came across an
enclave of Pteranodons, proud beasts who were slowly dying off due to their
inability to snatch up rapidly moving prey. These two species soon formed a
symbiotic relationship, forming a potent tandem that can ravage foes both on
the ground and in the air, pelting opponents with a variety of explosive
insects."
o-----------------------------------------------------------------------------o
| Cost | 105 gold + 40 shards (Pteranodon Rider), 75 gold + 100 shards |
| | (Pteranodon Roost) |
| Armor | 65% physical, 65% poison, 0% fire, 65% spell |
| Abilities | Carpet Bomb (Level 1), Rotgrubs (Level 2), Deadly Carpet Bomb |
| | (Level 3), Ravenous Rotgrubs (Level 4), Ultimate Sacrifice |
| | (Level 5) |
o-----------------------------------------------------------------------------o
¤ ¤
o-----------------------------------------------------------------------------o
| Level | HP | Mana | Damage (Poison) |
|-------+-----+------+--------------------------------------------------------|
| 1 | 380 | 50 | 30 |
| 2 | 410 | 70 | 35 |
| 3 | 440 | 90 | 40 |
| 4 | 470 | 110 | 45 |
| 5 | 500 | 130 | 50 |
|5 + Mon| 580 | 195 | 60 |
o-----------------------------------------------------------------------------o
Spirit of Nature
"The Lizardfolk believe these elemental guardians to be embodiments of the
spirits of nature itself, and as such they are honored and revered almost as
much as their dragonkin ancestors. These massive elementals are composed of
earth and mud, and wield pointed pylons of stone that can be used to bash and
break all that may stand in their way."
o-----------------------------------------------------------------------------o
| Cost | 105 gold + 55 shards (Spirit of Nature), 75 gold + 100 shards |
| | (Verdant Cairn) |
| Armor | 70% physical, 70% poison, 20% fire, 70% spell |
| Abilities | Entangle (Level 1), Taunt (Level 2), Greater Entangle |
| | (Level 3), Greater Taunt (Level 4), Engulf (Level 5) |
o-----------------------------------------------------------------------------o
¤ ¤
o-----------------------------------------------------------------------------o
| Level | HP | Mana | Damage (Physical) |
|-------+-----+------+--------------------------------------------------------|
| 1 | 520 | 70 | 24 |
| 2 | 550 | 80 | 29 |
| 3 | 590 | 90 | 34 |
| 4 | 630 | 100 | 39 |
| 5 | 680 | 110 | 44 |
|5 + Mon| 760 | 175 | 54 |
o-----------------------------------------------------------------------------o
Spitting Turtle
"These massive beasts are paired at birth with a chosen troglodyte to serve as
their lifelong friends and companions, who in turn guide them and ride them as
mounts into battle. Spitting Turtles are valuable both for siege and disruption
purposes, as they are equally capable of bringing down walls and buildings as
they are filling the battlefield with blinding smoke."
o-----------------------------------------------------------------------------o
| Cost | 115 gold + 50 shards (Spitting Turtle), 75 gold + 100 shards |
| | (Turtle Den) |
| Armor | 65% physical, 65% poison, 0% fire, 65% spell |
| Abilities | Vile Blast (Level 1), Smoke Screen (Level 2), Greater Vile |
| | Blast (Level 3), Greater Smoke Screen (Level 4), Bombard |
| | (Level 5) |
o-----------------------------------------------------------------------------o
¤ ¤
o-----------------------------------------------------------------------------o
| Level | HP | Mana | Damage (Poison) |
|-------+-----+------+--------------------------------------------------------|
| 1 | 355 | 40 | 28 |
| 2 | 385 | 50 | 33 |
| 3 | 415 | 60 | 43 |
| 4 | 445 | 70 | 53 |
| 5 | 475 | 80 | 68 |
|5 + Mon| 555 | 145 | 78 |
o-----------------------------------------------------------------------------o
Tribal Shaman
"The Tribal Shaman represent a sacred order that have served as healers for the
Lizardfolk for generations. However, in times of war, the Tribal Shaman not
only offer their aid in terms of restorative magic, but they can also instill
their allies with the ability to draw energy from those they slay in battle,
making them more formidable with each opponent they bring down."
o-----------------------------------------------------------------------------o
| Cost | 75 gold + 60 shards (Tribal Shaman), 75 gold + 100 shards |
| | (Mystic Hut) |
| Armor | 0% physical, 65% poison, 65% fire, 65% spell |
| Abilities | Regeneration (Level 1), Blood Thirst (Level 2), Greater |
| | Regeneration (Level 3), Greater Blood Thirst (Level 4), |
| | Shamanic Ritual (Level 5) |
o-----------------------------------------------------------------------------o
¤ ¤
o-----------------------------------------------------------------------------o
| Level | HP | Mana | Damage (Spell) |
|-------+-----+------+--------------------------------------------------------|
| 1 | 270 | 115 | 18 |
| 2 | 300 | 135 | 23 |
| 3 | 330 | 160 | 28 |
| 4 | 360 | 185 | 33 |
| 5 | 390 | 215 | 38 |
|5 + Mon| 470 | 280 | 48 |
o-----------------------------------------------------------------------------o
Troglodyte Surveyor
"Troglodyte Surveyors are druids at one with nature, capable of amazing
deduction via sensing scents in the air, shifting weather patterns, and minor
tremors in the earth. They are also adept with magic, making use of enchanted
seeds and manipulating the forces of nature herself."
o-----------------------------------------------------------------------------o
| Cost | 95 gold + 50 shards (Troglodyte Surveyor), 75 gold + 100 |
| | shards (Collector Burrow) |
| Armor | 65% physical, 0% poison, 65% fire, 65% spell |
| Abilities | Fire Seeds (Level 1), Rapid Resource Gathering (Level 1), See |
| | Invisible (Level 1), Locate Resources (Level 2), Greater Fire |
| | Seeds (Level 3), Locate Resources (Level 4), Field of Thorns |
| | (Level 5) |
o-----------------------------------------------------------------------------o
¤ ¤
o-----------------------------------------------------------------------------o
| Level | HP | Mana | Damage (Spell) |
|-------+-----+------+--------------------------------------------------------|
| 1 | 250 | 80 | 26 |
| 2 | 280 | 100 | 31 |
| 3 | 310 | 120 | 36 |
| 4 | 340 | 140 | 41 |
| 5 | 370 | 160 | 46 |
|5 + Mon| 450 | 225 | 56 |
o-----------------------------------------------------------------------------o
Juggernaut: G0423
ooooooooooo
War Felldrake
"Although relatively dormant by nature, these Felldrakes were enlisted by the
Lizardfolk as massive juggernauts in major conflicts many generations ago. Now,
they have been called upon once again to rampage through enemy lines, flinging
enemies aside and crushing others underfoot."
o-----------------------------------------------------------------------------o
| Cost | 1250 gold + 1250 shards |
| Hit Points | 3700 |
| Mana | 100 |
| Damage | 100 (Fierce) |
| Armor | 85% physical, 75% poison, 75% fire, 20% spell |
| Abilities | Mounted Defenders, Ram |
o-----------------------------------------------------------------------------o
o==========o
| Umbragen | G0430
o==========o
The Umbragen race is available exclusively in Multiplayer and Skirmish modes.
Champions: G0431
oooooooooo
Orobus
"Orobus is the result of the horrific union of an especially unscrupulous
Umbragen wizard and an incarcerated Illithid. As such, Orobus has inherited the
traits of both his forebears, leading to unparalleled cunning and ruthlessness,
as well an irrepressible thirst for knowledge. Though gifted with the psionic
abilities of his Illithid parentage, he refuses to suck the brains from his
adversaries, deeming their organs unworthy of his palate."
o-----------------------------------------------------------------------------o
| Cost | 180 gold + 225 shards |
| Hit Points | 670 |
| Mana | 325 |
| Damage | 36 (Fierce) |
| Armor | 25% physical, 75% poison, 75% fire, 75% spell |
| Abilities | Globe of Invulnerability, Cripple, Increased Energy |
| | Regeneration |
o-----------------------------------------------------------------------------o
Silence
"Silence is an elite Umbragen assassin who aided Satros in overthrowing the old
regime of elders that once held sway over the Umbragen. Since that deadly coup,
he has spent the past decade deep in the pits of Khyber, honing his craft. Now,
he serves the Umbragen once more, slinking in and out of shadow with ease,
vanishing even as his prey feels the bite of his blade."
o-----------------------------------------------------------------------------o
| Cost | 205 gold + 160 shards |
| Hit Points | 600 |
| Mana | 375 |
| Damage | 32 (Fierce) |
| Armor | 75% physical, 75% poison, 75% fire, 25% spell |
| Abilities | Mass Invisibility, Quill Attack, Find/Disarm Traps, Cloaking, |
| | Attack Bonus |
o-----------------------------------------------------------------------------o
Blood Queen
"An ancient vampire who retreated into isolation before Qalatesh sank into the
depths of the Khyber, the Blood Queen is a cruel and calculating mistress. At
one point, those of her faction ruled the underbelly of the elven city through
fear of her unparalleled wrath. Now, she has awoken once again, bearing a
thirst that perhaps no amount of blood could ever fully quench."
o-----------------------------------------------------------------------------o
| Cost | 210 gold + 215 shards |
| Hit Points | 780 |
| Mana | 350 |
| Damage | 34 (Fierce) |
| Armor | 75% physical, 75% poison, 25% fire, 75% spell |
| Abilities | Vampiric Touch, Razor Whip, Increased Hit Point Regeneration |
o-----------------------------------------------------------------------------o
Satros
"Satros is the proud leader of the Umbragen people, who attained his place in
society through cold, rational decisiveness and no tolerance for failure. It is
through exacting principles that he has trained himself into an ultimate combat
specimen, and he demands no less from those who follow him. He is revered by
some, respected by most, and feared by all."
o-----------------------------------------------------------------------------o
| Cost | 230 gold + 85 shards |
| Hit Points | 850 |
| Mana | 475 |
| Damage | 38 (Fierce) |
| Armor | 75% physical, 25% poison, 75% fire, 75% spell |
| Abilities | Stunning Blow, Flurry of Blows, Increased Resistances |
o-----------------------------------------------------------------------------o
Captains: G0432
ooooooooo
Abyssal Raptor
"Formed at junctions of the Plane of Shadow and the Abyss, these foul creatures
stalk the skies, endlessly seeking prey suitable of their attention, or allies
worthy of their aid. Although they act as trusted servants of the Umbragen, it
is suspected that they have their own agenda on the Material Plane - one that
just happens to coincide with that of their elven allies - for now."
o-----------------------------------------------------------------------------o
| Cost | 100 gold + 65 shards (Abyssal Raptor), 75 gold + 100 shards |
| | (Sanctum of Sorrow) |
| Armor | 65% physical, 0% poison, 65% fire, 65% spell |
| Abilities | Abyssal Fury (Level 1), Ricochet Blast (Level 1), Confusion |
| | (Level 2), Greater Abyssal Fury (Level 3), Greater Confusion |
| | (Level 4), Umbra Surge (Level 5) |
o-----------------------------------------------------------------------------o
¤ ¤
o-----------------------------------------------------------------------------o
| Level | HP | Mana | Damage (Poison) |
|-------+-----+------+--------------------------------------------------------|
| 1 | 370 | 90 | 28 |
| 2 | 400 | 110 | 33 |
| 3 | 430 | 135 | 38 |
| 4 | 460 | 160 | 43 |
| 5 | 490 | 190 | 48 |
|5 + Mon| 570 | 255 | 58 |
o-----------------------------------------------------------------------------o
Blood Reaver
"Having succumbed to a pact with the various fiends that lurk within the depths
of Khyber, having strayed from their home planes, these Umbragen Sorcerers have
been granted flight via a set of demonic, leathery wings the bear them high in
the air, from which point they can rain down a fiery barrage on all whom they
deem worthy of their wrath."
o-----------------------------------------------------------------------------o
| Cost | 100 gold + 50 shards (Blood Reaver), 75 gold + 100 shards |
| | (Obsidian Pool) |
| Armor | 65% physical, 65% poison, 0% fire, 65% spell |
| Abilities | Wail of the Banshee (Level 1), Khyber's Wrath (Level 2), |
| | Greater Wail of the Banshee (Level 3), Khyber's Unbridled |
| | Wrath (Level 4), Shroud of Darkness (Level 5) |
o-----------------------------------------------------------------------------o
¤ ¤
o-----------------------------------------------------------------------------o
| Level | HP | Mana | Damage (Fire) |
|-------+-----+------+--------------------------------------------------------|
| 1 | 370 | 60 | 34 |
| 2 | 400 | 70 | 39 |
| 3 | 430 | 80 | 49 |
| 4 | 460 | 90 | 59 |
| 5 | 490 | 100 | 74 |
|5 + Mon| 570 | 165 | 84 |
o-----------------------------------------------------------------------------o
Burning Savant
"Although many among the Umbragen pursued the secrets of the shadows, the
Burning Savant sought to quell the shadows that threatened their every move,
instead immersing themselves in the study of fire and flame manipulation. Now
they aid the Umbragen forces as potent evokers, manifesting flame from the
empty air to bolster their allies, or burn their foes to cinders."
o-----------------------------------------------------------------------------o
| Cost | 90 gold + 50 shards (Burning Savant), 75 gold + 100 shards |
| | (Searing Crucible) |
| Armor | 65% physical, 0% poison, 65% fire, 65% spell |
| Abilities | Fire Shield (Level 1), Cone of Fire (Level 2), Empowered Fire |
| | Shield (Level 3), Greater Cone of Fire (Level 4), Flame |
| | Strike (Level 5) |
o-----------------------------------------------------------------------------o
¤ ¤
o-----------------------------------------------------------------------------o
| Level | HP | Mana | Damage (Fire) |
|-------+-----+------+--------------------------------------------------------|
| 1 | 340 | 95 | 22 |
| 2 | 370 | 115 | 27 |
| 3 | 400 | 140 | 32 |
| 4 | 430 | 165 | 37 |
| 5 | 460 | 195 | 42 |
|5 + Mon| 540 | 260 | 52 |
o-----------------------------------------------------------------------------o
Grim Warden
"Mounted on Shadow Mounts, these Umbragen riders elicit a grim satisfaction
from the terror and disarray that they can cause in others. Garbed in
ceremonial robes and strange adornments, Grim Wardens ruthlessly command the
shadows themselves, setting them upon all who may assail them with morbid
delight."
o-----------------------------------------------------------------------------o
| Cost | 100 gold + 40 shards (Grim Warden), 75 gold + 100 shards |
| | (Sinister Lair) |
| Armor | 0% physical, 65% poison, 65% fire, 65% spell |
| Abilities | Impale (Level 1), Dispel Magic (Level 2), Barbed Impale |
| | (Level 3), Greater Dispel Magic (Level 4), Command (Level 5) |
o-----------------------------------------------------------------------------o
¤ ¤
o-----------------------------------------------------------------------------o
| Level | HP | Mana | Damage (Spell) |
|-------+-----+------+--------------------------------------------------------|
| 1 | 370 | 80 | 20 |
| 2 | 400 | 100 | 25 |
| 3 | 430 | 125 | 30 |
| 4 | 460 | 150 | 35 |
| 5 | 490 | 180 | 40 |
|5 + Mon| 570 | 245 | 50 |
o-----------------------------------------------------------------------------o
Hive Keeper
"Upon descending into the depths of Khyber, some of the Umbragen came across
strange shadow insects lurking in great hives deep in the crevices below. After
years of study and via various specially fashioned spells and items, a number
of the Umbragen managed to tame these creatures, developing a paternal bond.
Now, these intensely devoted druids bolster the Umbragen forces, bearing small
hives upon their staffs as they stride into battle, commanders of fell
creatures from the nether realms of Khyber."
o-----------------------------------------------------------------------------o
| Cost | 105 gold + 60 shards (Hive Keeper), 75 gold + 100 shards |
| | (Infested Caverns) |
| Armor | 0% physical, 65% poison, 65% fire, 65% spell |
| Abilities | Stinging Swarm (Level 1), Rapid Resource Gathering (Level 1), |
| | Locate Resources (Level 2), Stinging Legion (Level 3), Clear |
| | Mind (Level 4), Locate Resources (Level 4), Shadow Horde |
| | (Level 5) |
o-----------------------------------------------------------------------------o
¤ ¤
o-----------------------------------------------------------------------------o
| Level | HP | Mana | Damage (Poison) |
|-------+-----+------+--------------------------------------------------------|
| 1 | 265 | 110 | 22 |
| 2 | 295 | 130 | 27 |
| 3 | 325 | 155 | 32 |
| 4 | 355 | 180 | 37 |
| 5 | 385 | 210 | 42 |
|5 + Mon| 465 | 275 | 52 |
o-----------------------------------------------------------------------------o
Shadow Strider
"Shadow Striders are skilled explorers who honed their skills within the realms
beneath the surface of the world. Lacking animal companions deep within this
realm they instead befriended the sentient shadows that mischievously dart
about, using their aid to perfect their scouting and detection abilities."
o-----------------------------------------------------------------------------o
| Cost | 95 gold + 50 shards (Shadow Strider), 75 gold + 100 shards |
| | (Shrine of Night) |
| Armor | 65% physical, 65% poison, 65% fire, 0% spell |
| Abilities | Blink (Level 1), See Invisible (Level 1), Shadow Scry |
| | (Level 2), Greater Blink (Level 3), Greater Shadow Scry |
| | (Level 4), Ricochet (Level 5) |
o-----------------------------------------------------------------------------o
¤ ¤
o-----------------------------------------------------------------------------o
| Level | HP | Mana | Damage (Spell) |
|-------+-----+------+--------------------------------------------------------|
| 1 | 360 | 75 | 28 |
| 2 | 390 | 85 | 33 |
| 3 | 420 | 95 | 43 |
| 4 | 450 | 105 | 53 |
| 5 | 480 | 115 | 68 |
|5 + Mon| 560 | 180 | 78 |
o-----------------------------------------------------------------------------o
Silent Stalker
"Silent Stalkers are shadowtouched Umbragen who have forgone much of their
physical form in the pursuit of stealth and near-incorporeality. As such, their
legs wisp away into nothingness, rendering their steps silent, and their limbs
can shift into any number of forms, such as a pick to pry open a stubborn lock,
or a jagged blade to drag across a victim's throat."
o-----------------------------------------------------------------------------o
| Cost | 105 gold + 35 shards (Silent Stalker), 75 gold + 100 shards |
| | (Void of Whispers) |
| Armor | 70% physical, 70% poison, 70% fire, 20% spell |
| Abilities | Find/Disarm Traps (Level 1), Sneak Attack (Level 2), Cloaking |
| | (Level 3), Improved Sneak Attack (Level 4), Arterial Strike |
| | (Level 5) |
o-----------------------------------------------------------------------------o
¤ ¤
o-----------------------------------------------------------------------------o
| Level | HP | Mana | Damage (Poison) |
|-------+-----+------+--------------------------------------------------------|
| 1 | 380 | 60 | 22 |
| 2 | 410 | 65 | 27 |
| 3 | 440 | 70 | 37 |
| 4 | 470 | 75 | 47 |
| 5 | 500 | 80 | 62 |
|5 + Mon| 580 | 145 | 72 |
o-----------------------------------------------------------------------------o
Tainted Priestess
"The clerics among the Umbragen work within the realms of Shadow, hence their
focus on curses and other debilitating effects. In pursuit of an enlightened
state of being, would-be Priestesses have been known to inflict grievous wounds
unto themselves to be purified by pain, purging the superfluous thoughts from
their mind and forging a bond with the Shadows of Khyber. Those who succeed
live on as Priestesses, although tainted by the shadows that saved them from
imminent death. Those who fail are overwhelmed by the shadows of the deep, and
live on as apparitions, mere shades of their former selves."
o-----------------------------------------------------------------------------o
| Cost | 90 gold + 40 shards (Tainted Priestess), 75 gold + 100 shards |
| | (Altar of Passage) |
| Armor | 65% physical, 65% poison, 65% fire, 0% spell |
| Abilities | Cure Light Wounds -- Mass (Level 1), Vampiric Curse (Level 2),|
| | Cure Severe Wounds -- Mass (Level 3), Greater Vampiric Curse |
| | (Level 4), Healing Wind (Level 5) |
o-----------------------------------------------------------------------------o
¤ ¤
o-----------------------------------------------------------------------------o
| Level | HP | Mana | Damage (Physical) |
|-------+-----+------+--------------------------------------------------------|
| 1 | 260 | 90 | 18 |
| 2 | 290 | 110 | 23 |
| 3 | 320 | 135 | 28 |
| 4 | 350 | 160 | 33 |
| 5 | 380 | 190 | 38 |
|5 + Mon| 460 | 255 | 48 |
o-----------------------------------------------------------------------------o
Umbra Lord
"Perhaps the purest form of Shadow manipulation on the Umbragen side, these
Spectral Giants are bound by specially fashioned arcane armor. They care not,
however, for despite the fact that they are shackled by these armaments, they
also serve to amplify and protect the shadow creatures in combat, as they use
their massive fists to ruthlessly pummel all who would oppose them."
o-----------------------------------------------------------------------------o
| Cost | 130 gold + 30 shards (Umbra Lord), 75 gold + 100 shards |
| | (Arcane Abyss) |
| Armor | 20% physical, 70% poison, 70% fire, 70% spell |
| Abilities | Smash (Level 1), Umbra Shield (Level 2), Greater Smash |
| | (Level 3), Greater Umbra Shield (Level 4), Pulverize (Level 5)|
o-----------------------------------------------------------------------------o
¤ ¤
o-----------------------------------------------------------------------------o
| Level | HP | Mana | Damage (Physical) |
|-------+-----+------+--------------------------------------------------------|
| 1 | 485 | 50 | 39 |
| 2 | 515 | 55 | 44 |
| 3 | 555 | 60 | 49 |
| 4 | 595 | 65 | 54 |
| 5 | 645 | 70 | 64 |
|5 + Mon| 725 | 135 | 74 |
o-----------------------------------------------------------------------------o
Wraith Knight
"Not content to merely serve the Umbragen as a deft and agile fighter, a lucky
few among the Wraith Blades pursue a more intense bond with shadow magics,
bolstering their bodies with dark, twisted sinew, and warping their visage
beyond recognition. Bearing the ceremonial robes and heavy armaments that
accompany their exalted status, the Wraith Knights eagerly await the
opportunity for battle to display their deadly arts."
o-----------------------------------------------------------------------------o
| Cost | 110 gold + 50 shards (Wraith Knight), 75 gold + 100 shards |
| | (Chamber of Blades) |
| Armor | 70% physical, 70% poison, 20% fire, 70% spell |
| Abilities | Energy Drain (Level 1), Energy Blast (Level 1), Unholy Wrath |
| | (Level 2), Energy Blast (Level 3), Greater Unholy Wrath |
| | (Level 4), Energy Void (Level 5) |
o-----------------------------------------------------------------------------o
¤ ¤
o-----------------------------------------------------------------------------o
| Level | HP | Mana | Damage (Spell) |
|-------+-----+------+--------------------------------------------------------|
| 1 | 400 | 60 | 34 |
| 2 | 430 | 65 | 39 |
| 3 | 460 | 70 | 49 |
| 4 | 490 | 75 | 59 |
| 5 | 520 | 80 | 74 |
|5 + Mon| 600 | 145 | 84 |
o-----------------------------------------------------------------------------o
Juggernaut: G0433
ooooooooooo
Umbra Beholder
"Once a proud member of the infamous race of Eye Tyrants, these beholders were
captured by the Umbragen and immersed within writhing pits of shadow. This
cruel and vicious process tore and warped their very flesh, amputating
eyestalks and tearing out their central eye, and transforming them into these
feral beasts who no longer seek their own ends, and instead tirelessly pursue
the destruction of all that lives."
o-----------------------------------------------------------------------------o
| Cost | 1150 gold + 1150 shards |
| Hit Points | 3000 |
| Mana | 270 |
| Damage | 70 (Fierce) |
| Armor | 75% physical, 85% poison, 25% fire, 75% spell |
| Abilities | Disintegration, Deadly Barrage |
o-----------------------------------------------------------------------------o
===============================================================================
05.) ABILITIES G0500
===============================================================================
o-----------------------------------------------------------------------------o
| Name: | Abyssal Fury |
| Cost: | 40 Mana |
| Details: | Area of Effect, +15% Physical Damage, 30sec Duration, 6m Radius,|
| | 30sec Cooldown Time |
| Desc: | This ability inbues all allied units within range with a |
| | demonic fury, increasing their attack damage. |
|-----------+-----------------------------------------------------------------|
| Name: | Animal Companion |
| Cost: | 40 Mana |
| Details: | Summons Eagle or Dire Rat, 1 Charge, 30sec Cooldown Time |
| Desc: | Allows the Ranger to summon either an eagle or a dire rat |
| | animal companion. The eagle is a cloacked flying unit that can |
| | be individually controlled to go out and scout. The rat is |
| | visible and can only be summoned in Khber, the Underworld. |
|-----------+-----------------------------------------------------------------|
| Name: | Arrow of Hex |
| Cost: | 25 Mana |
| Details: | Single Target, Damage Taken when uses Ability, 145 Spell Damage,|
| | 30sec Duration, 8sec Cooldown Time |
| Desc: | A unit struck with this arrow will be temporarily afflicted |
| | with a curse that will infliect heavy damage on itself whenever |
| | it uses one of its abilities. |
|-----------+-----------------------------------------------------------------|
| Name: | Arterial Strike |
| Cost: | 45 Mana |
| Details: | Single Target, 200 Poison Damage, 15sec Cooldown Time |
| Desc: | This ability allows the Silent Stalker to inflict massive |
| | damage with a single strike. |
|-----------+-----------------------------------------------------------------|
| Name: | Attack Bonus |
| Cost: | - |
| Details: | All Allies, +15% Physical Damage, Passive |
| Desc: | Grants increased attack damage for all units on the Champion's |
| | side. |
|-----------+-----------------------------------------------------------------|
| Name: | Barbed Impale |
| Cost: | 45 Mana |
| Details: | Single Target, Immobilize Target, 7sec Duration, 8sec Cooldown |
| | Time |
| Desc: | This ability summons shadow spikes to thrust up from beneath |
| | the target, temporarily pinning them in place and rendering |
| | them immobile. |
|-----------+-----------------------------------------------------------------|
| Name: | Battle Plan |
| Cost: | Full Mana Bar |
| Details: | All Allies, +125% Physical vs Building, +120% Physical vs Units,|
| | 40sec Duration, 60sec Cooldown Time |
| Desc: | This ability temporarily grants all units on Bastion's side |
| | additional bonus damage, especially against walls and buildings.|
|-----------+-----------------------------------------------------------------|
| Name: | Battle Rage |
| Cost: | Full Mana Bar |
| Details: | All Allies, +30 Phyiscal Damage, +15% HP Max HP, 30sec Duration,|
| | 15sec Cooldown Time |
| Desc: | This ability temporarily grants all units on Redfang's side an |
| | attack bonus and increased Hit Points. |
|-----------+-----------------------------------------------------------------|
| Name: | Berserker Frenzy |
| Cost: | 45 Mana |
| Details: | Self, +10% Physical Damage, +25% Max Health, +50% Attack Speed, |
| | +50% Move Speed, 30sec Duration, 60sec Cooldown Time |
| Desc: | This ability sends the Barbarian into a frenzy, temporarily |
| | increasing his damage, max hit points and both movements and |
| | attack speeds. |
|-----------+-----------------------------------------------------------------|
| Name: | Besiege |
| Cost: | 35 Mana |
| Details: | Single Target (Buildings), 450 Physical Damage, 7sec Cooldown |
| | Time |
| Desc: | This is a powerful structure-only attack that is devasting to |
| | walls and buildings. |
|-----------+-----------------------------------------------------------------|
| Name: | Blind |
| Cost: | 50 Mana |
| Details: | Area of Effect, Blind, 8m Radius, 10sec Duration, 20sec |
| | Cooldown Time |
| Desc: | This ability causes the Archon to summon a blinding ray of holy |
| | light, temporarily blinding all nearby enemies. blinded enemies |
| | cannot attack or target other units with their abilities and |
| | can only perform move actions, target themselves, or target the |
| | ground, |
|-----------+-----------------------------------------------------------------|
| Name: | Blink |
| Cost: | 35 Mana |
| Details: | Self, Teleport, 30m Max Range, 15sec Cooldown Time |
| Desc: | The Shadow Strider can teleport to anywhere within a specified |
| | range. |
|-----------+-----------------------------------------------------------------|
| Name: | Blood Thirst |</pre><pre id="faqspan-5">
| Cost: | 35 Mana |
| Details: | Single Target, 180sec Duration, +5% Physical Damage /Attack, |
| | 6sec Duration, 2sec Cooldown Time |
| Desc: | Each time the targeted ally strikes an enemy, he will receive |
| | an attack bonus. If another enemy is struck before the bonus |
| | will stack. |
|-----------+-----------------------------------------------------------------|
| Name: | Bombard |
| Cost: | 40 Mana |
| Details: | Area of Effect, Immobilize (Self), 250% Range Increase, 200% |
| | Attack Delay (Self), 100 Poison Damage, 3m Radius, 20sec |
| | Cooldown Time |
| Desc: | With this ability, the Spitting Turtle becomes immobile, but |
| | can launch projectiles from great distances. |
|-----------+-----------------------------------------------------------------|
| Name: | Breathe Fire |
| Cost: | 50 Mana |
| Details: | Area of Effect, 95 Fire Damage, 5m Radius, 15sec Cooldown Time |
| Desc: | The Fire Drake breathes down a huge gout of flame, inflicting |
| | heavy area of effect damage to all nearby enemy units and |
| | buildings. |
|-----------+-----------------------------------------------------------------|
| Name: | Breathe Inferno |
| Cost: | 50 Mana |
| Details: | Area of Effect, 185 Fire Damage, 7m Radius, 15sec Cooldown Time |
| Desc: | The Fire Drake breathes down a huge gout of flame, inflicting |
| | heavy area of effect damage to all nearby enemy units and |
| | buildings. |
|-----------+-----------------------------------------------------------------|
| Name: | Bull's Strength |
| Cost: | 25 Mana |
| Details: | Single Target, +15% Physical Damage, Increases Size, 60sec |
| | Duration, 1sec Cooldown Time |
| Desc: | This spell can be cast on an ally to increase its size and |
| | grant an attack bonus. |
|-----------+-----------------------------------------------------------------|
| Name: | Call Lightning |
| Cost: | 75 Mana |
| Details: | Area of Effect, 75 Fierce Damage, 6m Radius, 8sec Cooldown Time |
| Desc: | Wowen calls upon the power of the heavens, summoning a massive |
| | lightning storm that strikes repeatedly in the targeted area, |
| | dealing heavy damage to all within the area of effect. |
|-----------+-----------------------------------------------------------------|
| Name: | Caltrops I |
| Cost: | 30 Mana |
| Details: | Area of Effect, 50 Poison Damage /sec, 60sec Duration, 30sec |
| | Cooldown Time |
| Desc: | The ranger will drop a number of spiked caltrops at his feet |
| | which will remain and damage any opponents who tread upon them. |
| | Can be used while moving. |
|-----------+-----------------------------------------------------------------|
| Name: | Caltrops II |
| Cost: | 30 Mana |
| Details: | Area of Effect, 80 Poison Damage /sec, 60sec Duration, 30sec |
| | Cooldown Time |
| Desc: | The ranger will drop a number of spiked caltrops at his feet |
| | which will remain and damage any opponents who tread upon them. |
| | Can be used while moving. |
|-----------+-----------------------------------------------------------------|
| Name: | Carpet Bomb |
| Cost: | 35 Mana |
| Details: | Area of Effect, 3 Bombs, 60 Fire Damage /Bomb, 8m Radius, 15sec |
| | Cooldown Time |
| Desc: | With this ability, the Rider upon the Pternadon drops a rapid |
| | succession of explosive beetles to the ground, resulting in a |
| | deadly array of explosions. |
|-----------+-----------------------------------------------------------------|
| Name: | Cheat Death |
| Cost: | Full Mana Bar |
| Details: | All Allies, Immune to Death, 30sec Duration, 15sec Cooldown Time|
| Desc: | While this ability is active, all units on Kael's side will |
| | continue to remain alive and fight for a brief period of time |
| | after their hit points reach zero. |
|-----------+-----------------------------------------------------------------|
| Name: | Clear Mind |
| Cost: | - |
| Details: | Area of Effect, +150% Energy Regen, 7m Radius, Passive |
| Desc: | This ability provides an aura of clarity for nearby units that |
| | decreases the cooldown time of their abilities. |
|-----------+-----------------------------------------------------------------|
| Name: | Cloaking |
| Cost: | - |
| Details: | Self Only, Invisibility, Passive |
| Desc: | Allows this unit to become hidden from enemies without See |
| | Invisibility |
|-----------+-----------------------------------------------------------------|
| Name: | Coiled Death |
| Cost: | 55 Mana |
| Details: | Area of Effect, 90 Fierce Damage, 7m Radius, 10sec Cooldown Time|
| Desc: | Silverblade winds himself into a coil before unleashing a |
| | deadly flurry of strikes in all directions. |
|-----------+-----------------------------------------------------------------|
| Name: | Command |
| Cost: | 65 Mana |
| Details: | Single Target, 9sec Duration, 35sec Cooldown Time |
| Desc: | This ability grants the Grim Warden temporary control the minds |
| | of his enemies allowing him to overpower their will and command |
| | them to do his bidding. |
|-----------+-----------------------------------------------------------------|
| Name: | Cone of Fire |
| Cost: | 40 Mana |
| Details: | Area of Effect, 60 Damage, 12m Radius, 15sec Cooldown Time |
| Desc: | With this spell, the Burning Savant confures a searing cone of |
| | fire burst forth from her hands, incinerating all nearby units |
| | in an arc in front of her. |
|-----------+-----------------------------------------------------------------|
| Name: | Confusion |
| Cost: | 60 Mana |
| Details: | Single Target, Confuse, 5sec Duration, 20sec Cooldown Time |
| Desc: | Causes an enemy unit to start attacking his own allies. On |
| | simpler creatures, such as monsters, the target's mind will |
| | become overwhelmed, blinding them temporarily. |
|-----------+-----------------------------------------------------------------|
| Name: | Cripple |
| Cost: | 110 Mana |
| Details: | Area of Effect, -50% Damage, 7m Radius, 20sec Duration, Stun, |
| | 2sec Duration, 35sec Cooldown Time |
| Desc: | With this ability, Orobus delivers a massive curse that |
| | temporarily stuns and drastically reduces damage dealt for all |
| | enemy units within the area of effect. |
|-----------+-----------------------------------------------------------------|
| Name: | Crippling Blow |
| Cost: | - |
| Details: | Single Target, 50 Poison Damage, -35 All Resistances, 30sec |
| | Duration, 5sec Cooldown Time |
| Desc: | This ability allows the Chameleon Rogue to deliver a strike |
| | that substantially reduces the target's resistances for a |
| | period of time, rendering them vulnerable to attack. |
|-----------+-----------------------------------------------------------------|
| Name: | Cure Critical Wounds |
| Cost: | 20 Mana |
| Details: | Single Target, +60HP Restored, 3sec Cooldown Time |
| Desc: | This spell will restore the Hit Points of allied units. |
|-----------+-----------------------------------------------------------------|
| Name: | Cure Light Wounds |
| Cost: | 20 Mana |
| Details: | Single Target, +30HP Restored, 3sec Cooldown Time |
| Desc: | This spell will restore the Hit Points of allied units. |
|-----------+-----------------------------------------------------------------|
| Name: | Cure Light Wounds -- Mass |
| Cost: | 20 Mana |
| Details: | Area of Effect, +20HP Restored, 3m Radius, 8sec Cooldown Time |
| Desc: | This series of spells resores the Hit Points of allied units |
| | within the area of effect. |
|-----------+-----------------------------------------------------------------|
| Name: | Cure Severe Wounds -- Mass |
| Cost: | 20 Mana |
| Details: | Area of Effect, +40HP Restored, 3m Radius, 8sec Cooldown Time |
| Desc: | This series of spells resores the Hit Points of allied units |
| | within the area of effect. |
|-----------+-----------------------------------------------------------------|
| Name: | Deadly Barrage |
| Cost: | 165 Mana |
| Details: | Area of Effect, 105 Fierce Damage, 3sec Duration, 10m Radius, |
| | 25sec Cooldown Time |
| Desc: | The Umbrascarred Beholder releases a deadly barrage of beams in |
| | all directions surrounding it, dealing heavy damage to all |
| | nearby units within the area of effect. |
|-----------+-----------------------------------------------------------------|
| Name: | Deadly Carpet Bomb |
| Cost: | 35 Mana |
| Details: | Area of Effect, 3 Bombs, 80 Fire Damage /Bomb, 8m Radius, 15sec |
| | Cooldown Time |
| Desc: | With this ability, the Rider upon the Pternadon drops a rapid |
| | succession of explosive beetles to the ground, resulting in a |
| | deadly array of explosions. |
|-----------+-----------------------------------------------------------------|
| Name: | Deadly Spines |
| Cost: | 25 Mana |
| Details: | Area of Effect, 8 Deadly Spines, 60 Poison Damage /Spine, 3m |
| | Radius, 10sec Cooldown Time |
| Desc: | With this ability, the Fire Drake fires a number of the sharp |
| | spines that can be found bristling across its body at all |
| | enemies nearby. |
|-----------+-----------------------------------------------------------------|
| Name: | Deflective Armor |
| Cost: | 35 Mana |
| Details: | Self, -70% vs Ranged Attacks, 15sec Duration, 18sec Cooldown |
| | Time |
| Desc: | For a temporary period of time, the Warforged Titan is more |
| | resistant to ranged attacks. |
|-----------+-----------------------------------------------------------------|
| Name: | Disintegration |
| Cost: | 225 Mana |
| Details: | Single Target, Instant Kill, 120sec Cooldown Time |
| Desc: | The Umbrascarred Beholder fires a powerful disintegration ray, |
| | instantly killing the targeted unit. |
|-----------+-----------------------------------------------------------------|
| Name: | Dispel Magic (Order of the Flame) |
| Cost: | 50 Mana |
| Details: | Area of Effect, Removes all Enchantments & Curses, 10m Radius, |
| | 20sec Cooldown Time |
| Desc: | This spell will cure allies of all afflictions and remove |
| | enchantments from enemies within the targeted area. |
|-----------+-----------------------------------------------------------------|
| Name: | Dispel Magic (Lizardfolk) |
| Cost: | 35 Mana |
| Details: | Area of Effect, Removes all Enchantments & Curses, 10m Radius, |
| | 20sec Cooldown Time |
| Desc: | This spell will cure allies of all afflictions and remove |
| | enchantments from enemies within the targeted area. |
|-----------+-----------------------------------------------------------------|
| Name: | Dispel Magic (Umbragen) |
| Cost: | 30 Mana |
| Details: | Area of Effect, Removes all Enchantments & Curses, 8m Radius, |
| | 10sec Cooldown Time |
| Desc: | This spell will cure allies of all afflictions and remove |
| | enchantments from enemies within the targeted area. |
|-----------+-----------------------------------------------------------------|
| Name: | Empowered Bull's Strength |
| Cost: | 25 Mana |
| Details: | Single Target, +25% Physical Damage, Increases Size Target, |
| | 60sec Duration, 1sec Cooldown Time |
| Desc: | This spell can be cast on an ally to increase its size and |
| | grant an attack bonus. |
|-----------+-----------------------------------------------------------------|
| Name: | Empowered Fire Shield |
| Cost: | 30 Mana |
| Details: | Single Target, 15 Fire Damage /sec, 5m Radius, 30sec Duration, |
| | 1sec Cooldown Time |
| Desc: | This spell surrounds an ally with burning flames that harm all |
| | enemies in a radius around the affected unit. |
|-----------+-----------------------------------------------------------------|
| Name: | Energy Blast (Level 1) |
| Cost: | 35 Mana |
| Details: | Area of Effect, 80 Spell Damage, 5m Radius, 4sec Cooldown Time |
| Desc: | The Wraith Knight releases a powerful blast of Energy that |
| | damages all enemies within a radius around him. |
|-----------+-----------------------------------------------------------------|
| Name: | Energy Blast (Level 3) |
| Cost: | 35 Mana |
| Details: | Area of Effect, 155 Spell Damage, 5m Radius, 4sec Cooldown Time |
| Desc: | The Wraith Knight releases a powerful blast of Energy that |
| | damages all enemies within a radius around him. |
|-----------+-----------------------------------------------------------------|
| Name: | Energy Drain |
| Cost: | - |
| Details: | Self, 12 Mana Drained /Attack, Passive |
| Desc: | The Wraith Knight has no Energy by default, but with every |
| | strike, it gains a small amount of Energy. Even so, this Energy |
| | begins to decay the moment it is acquired, so abilities must be |
| | used quickly. |
|-----------+-----------------------------------------------------------------|
| Name: | Energy Void |
| Cost: | 65 Mana |
| Details: | Area of Effect, 145 Mana Drained, 7m Radius, 30sec Cooldown Time|
| Desc: | This ability drains substantial Energy from all nearby enemy |
| | units in the the area of effect, adding the drained Energy to |
| | the Wraith Knight's reserves. |
|-----------+-----------------------------------------------------------------|
| Name: | Enervation |
| Cost: | 15 Mana |
| Details: | Single Target, -35 Energy Drained, 200% Energy Damage, 1sec |
| | Cooldown Time |
| Desc: | This ability allows the Deathless Guardian to wrench magical |
| | energy from the target, sapping their spellcasting abilities |
| | and causing damage in the process. |
|-----------+-----------------------------------------------------------------|
| Name: | Engulf |
| Cost: | 50 Mana |
| Details: | Single Target, Absorbs Target, +30% Target's Health, 30sec |
| | Duration, 60sec Cooldown Time |
| Desc: | The Spirit of Nature absorbs an ally or enemy into itself for a |
| | period of time, temporarily inheriting a percentage of the |
| | unit's Hit Points. |
|-----------+-----------------------------------------------------------------|
| Name: | Entangle |
| Cost: | 35 Mana |
| Details | Single Target, Immobilize, 4sec Duration, 5sec Cooldown Time |
| Desc: | The Spirit of Nature calls forth vines from the earth, rooting |
| | enemies to the ground. |
|-----------+-----------------------------------------------------------------|
| Name: | Ethereal Form |
| Cost: | 145 Mana |
| Details: | Single Target, Removes Target from Battlefield, 14sec Duration, |
| | 55sec Cooldown Time |
| Desc: | This ability allows the Deathless Guardian to send a squad to |
| | the Ethereal Plane, temporarily rendering them invisible and |
| | unable to attack or be attacked. |
|-----------+-----------------------------------------------------------------|
| Name: | Feeblemind |
| Cost: | 35 Mana |
| Details: | Single Target, Disables Abilities (Target), 10sec Duration, |
| | 15sec Cooldown Time |
| Desc: | Prevents a foe from using any ability that requires Energy. |
|-----------+-----------------------------------------------------------------|
| Name: | Field of Thorns |
| Cost: | 40 Mana |
| Details: | Area of Effect, Summons Thorns, Damages when Moving, 45 |
| | Physical Damage /sec, 6m Radius, 25sec Duration, 10sec Cooldown |
| | Time |
| Desc: | This ability allows the Troglodyte Surveyor to summon a patch |
| | of deadly barbs in a given area. Any enemy unit that moves |
| | through this patch will sustain heavy damage over time. |
|-----------+-----------------------------------------------------------------|
| Name: | Find/Disarm Traps |
| Cost: | - |
| Details: | Trap Detection, Passive |
| Desc: | This combination of Search and Disable Device skills allows |
| | this unit to detect and disarm traps throughout Khyber, the |
| | Underworld. Once disarmed, tey can also re-enable the trap so |
| | that is can be triggered by their enemies. |
|-----------+-----------------------------------------------------------------|
| Name: | Fire Breath |
| Cost: | 35 Mana |
| Details: | Area of Effect, 90 Fierce Damage, 6m Radius, 8sec Cooldown Time |
| Desc: | With this ability, Redfang unleashes a massive gout of flame |
| | that engulfs all units in an arc in front of him, inflicting |
| | heavy damage. |
|-----------+-----------------------------------------------------------------|
| Name: | Fire Seeds |
| Cost: | 65 Mana |
| Details: | Area of Effect, 140 Fire Damage, 4sec Until Detonation, 10m |
| | Radius, 30sec Cooldown Time |
| Desc: | The Troglodyte Surveyor plants several Fire Seeds in the ground |
| | at one location, spread several meters apart. When an enemy |
| | walks over that area, the seeds explode in rapid succession, |
| | causing moderate damage. |
|-----------+-----------------------------------------------------------------|
| Name: | Fire Shield |
| Cost: | 30 Mana |
| Details: | Single Target, 7 Fire Damage /sec, 5m Radius, 30sec Duration, |
| | 1sec Cooldown Time |
| Desc: | This spell surrounds an ally with burning flames that harm all |
| | enemies in a radius around the affected unit. |
|-----------+-----------------------------------------------------------------|
| Name: | Fireball |
| Cost: | 100 Mana |
| Details: | Area of Effect, 70 Fire Damage, 5m Radius, 5sec Cooldown Time |
| Desc: | This infamous spell allows the Sorcerer to launch a huge ball |
| | of fire at a targeted location, at which point it explodes, |
| | damaging all enemies nearby. |
|-----------+-----------------------------------------------------------------|
| Name: | Flame Strike |
| Cost: | 80 Mana |
| Details: | Area of Effect, 95 Fire Damage vs Units, 150 Fire Damage vs |
| | Buildings, 30sec Fire Damage /sec, 10sec Duration, 30sec |
| | Cooldown Time |
| Desc: | This spell summons a column of fire down from the sky, causing |
| | significant damage to all enemies and buildings within the area |
| | of effect. |
|-----------+-----------------------------------------------------------------|
| Name: | Flurry of Blows |
| Cost: | 60 Mana |
| Details: | Area of Effect, 75 Fierce Damage, Knockback, 7m Radius, 10sec |
| | Cooldown Time |
| Desc: | Satros rapidly unleashed a series of lightning fast blows with |
| | his bladed staff, dealing heavy damage to all nearby enemy |
| | units. |
|-----------+-----------------------------------------------------------------|
| Name: | Freeze |
| Cost: | 120 mana |
| Details: | Area of Effect: Immobilize, 20 Fierce Damage, 5sec Duration, 6m |
| | Radius, 15sec Cooldown Time |
| Desc: | The Seer covers an area in frost, temporarily freezing enemy |
| | units. In time, the ice shatters, inflicting heavy damage. |
|-----------+-----------------------------------------------------------------|
| Name: | Globe of Invulnerability |
| Cost: | Full Mana Bar .
| Details: | All Allies, Immunity of Damage, 15sec Duration, 60sec Cooldown |
| | Time |
| Desc: | This spell prevent all your units from taking damage for a |
| | brief period of time. |
|-----------+-----------------------------------------------------------------|
| Name: | Greater Abyssal Fury |
| Cost: | 40 Mana |
| Details: | Area of Effect, +25% Physical Damage, 30sec Duration, 6m Radius,|
| | 30sec Cooldown Time |
| Desc: | This ability inbues all allied units within range with a |
| | demonic fury, increasing their attack damage. |
|-----------+-----------------------------------------------------------------|
| Name: | Greater Animal Companion |
| Cost: | 20 Mana |
| Details: | Summons Eagle or Dire Rat, 2 Charges, 30sec Cooldown Time |
| Desc: | Allows the Ranger to summon either an eagle or a dire rat |
| | animal companion. The eagle is a cloacked flying unit that can |
| | be individually controlled to go out and scout. The rat is |
| | visible and can only be summoned in Khber, the Underworld. |
|-----------+-----------------------------------------------------------------|
| Name: | Greater Arrow of Hex |
| Cost: | 25 Mana |
| Details: | Single Target, Damage Taken when uses Ability, 235 Spell Damage,|
| | 30sec Duration, 8sec Cooldown Time |
| Desc: | A unit struck with this arrow will be temporarily afflicted |
| | with a curse that will infliect heavy damage on itself whenever |
| | it uses one of its abilities. |
|-----------+-----------------------------------------------------------------|
| Name: | Greater Blink |
| Cost: | 35 Mana |
| Details: | Self, Teleport, 50m Max Range, 2sec Cooldown Time |
| Desc: | The Shadow Strider can teleport to anywhere within a specified |
| | range. |
|-----------+-----------------------------------------------------------------|
| Name: | Greater Blood Thirst |
| Cost: | 35 Mana |
| Details: | Single Target, 180sec Duration, +10% Physical Damage /Attack, |
| | 7sec Duration, 2sec Cooldown Time |
| Desc: | Each time the targeted ally strikes an enemy, he will receive |
| | an attack bonus. If another enemy is struck before the bonus |
| | will stack. |
|-----------+-----------------------------------------------------------------|
| Name: | Greater Cone of Fire |
| Cost: | 40 Mana |
| Details: | Area of Effect, 95 Damage, 12m Radius, 15sec Cooldown Time |
| Desc: | With this spell, the Burning Savant confures a searing cone of |
| | fire burst forth from her hands, incinerating all nearby units |
| | in an arc in front of her. |
|-----------+-----------------------------------------------------------------|
| Name: | Greater Confusion |
| Cost: | 60 Mana |
| Details: | Single Target, Confuse, 8sec Duration, 20sec Cooldown Time |
| Desc: | Causes an enemy unit to start attacking his own allies. On |
| | simpler creatures, such as monsters, the target's mind will |
| | become overwhelmed, blinding them temporarily. |
|-----------+-----------------------------------------------------------------|
| Name: | Greater Deadly Spines |
| Cost: | 25 Mana |
| Details: | Area of Effect, 10 Deadly Spines, 80 Poison Damage /Spine, 3m |
| | Radius, 10sec Cooldown Time |
| Desc: | With this ability, the Fire Drake fires a number of the sharp |
| | spines that can be found bristling across its body at all |
| | enemies nearby. |
|-----------+-----------------------------------------------------------------|
| Name: | Greater Dispel Magic (Order of the Flame) |
| Cost: | 25 Mana |
| Details: | Area of Effect, Removes all Enchantments, Removes all Curses, |
| | 15m Radius, 10sec Cooldown Time |
| Desc: | This spell will cure allies of all afflictions and remove |
| | enchantments from enemies within the targeted area. |
|-----------+-----------------------------------------------------------------|
| Name: | Greater Dispel Magic (Lizardfolk) |
| Cost: | 20 Mana |
| Details: | Area of Effect, Removes all Enchantments, Removes all Curses, |
| | 15m Radius, 10sec Cooldown Time |
| Desc: | This spell will cure allies of all afflictions and remove |
| | enchantments from enemies within the targeted area. |
|-----------+-----------------------------------------------------------------|
| Name: | Greater Dispel Magic (Umbragen) |
| Cost: | 30 Mana |
| Details: | Area of Effect, Removes all Enchantments, Removes all Curses, |
| | 11m Radius, 10sec Cooldown Time |
| Desc: | This spell will cure allies of all afflictions and remove |
| | enchantments from enemies within the targeted area. |
|-----------+-----------------------------------------------------------------|
| Name: | Greater Entangle |
| Cost: | 35 Mana |
| Details | Single Target, Immobilize, 7sec Duration, 5sec Cooldown Time |
| Desc: | The Spirit of Nature calls forth vines from the earth, rooting |
| | enemies to the ground. |
|-----------+-----------------------------------------------------------------|
| Name: | Greater Feeblemind |
| Cost: | 35 Mana |
| Details: | Single Target, Disables Abilities (Target), 20sec Duration, |
| | 15sec Cooldown Time |
| Desc: | Prevents a foe from using any ability that requires Energy. |
|-----------+-----------------------------------------------------------------|
| Name: | Greater Fire Seeds |
| Cost: | 65 Mana |
| Details: | Area of Effect, 205 Fire Damage, 4sec Until Detonation, 10m |
| | Radius, 30sec Cooldown Time |
| Desc: | The Troglodyte Surveyor plants several Fire Seeds in the ground |
| | at one location, spread several meters apart. When an enemy |
| | walks over that area, the seeds explode in rapid succession, |
| | causing moderate damage. |
|-----------+-----------------------------------------------------------------|
| Name: | Greater Harm |
| Cost: | 80 Mana |
| Details: | Single Target, 95 Fire Damage, 10sec Cooldown Time |
| Desc: | This spell charges the target with an intense blast of negative |
| | energy, causing a massive amount of pain and inflicting heavy |
| | damage. |
|-----------+-----------------------------------------------------------------|
| Name: | Greater Haste |
| Cost: | 25 Mana |
| Details: | Self, 650% Attack Speed, 10sec Duration, 10sec Cooldown Time |
| Desc: | This ability allows the Lizardfolk Fighter to temporarily |
| | increase his attack speed. |
|-----------+-----------------------------------------------------------------|
| Name: | Greater Hold |
| Cost: | 50 |
| Details: | Single Target, Immobilize, 9sec Duration, 15sec Cooldown Time |
| Desc: | Holds and enemy for a period of time during which it cannot |
| | move or attack. |
|-----------+-----------------------------------------------------------------|
| Name: | Greater Holy Wrath |
| Cost: | 30 Mana |
| Details: | Single Target, Damage Relected to Attacker, 35 Spell Damage, |
| | 60sec Duration, 5sec Cooldown Time |
| Desc: | Whoever is afflicted with this ability will sustain damage |
| | whenever they attack another unit. |
|-----------+-----------------------------------------------------------------|
| Name: | Greater Javelin of Power |
| Cost: | 50 |
| Details: | Area of Effect, 165 Spell Damage, Causes Knockback, 4m Radius, |
| | 10sec Cooldown Time |
| Desc: | Grants the Flame Archon an air-to-ground attack that will knock |
| | back and damage units in an area. |
|-----------+-----------------------------------------------------------------|
| Name: | Greater Mark of the Phoenix |
| Cost: | - |
| Details: | Area of Effect, +75 Max Physical Attack Bonus, Triggers on Death|
| Desc: | When a Barbarian with this ability falls in battle, he places |
| | the Mark of the Phoenix on each unit within a radius around him.|
| | This grants each unit an attack bonus that increases as the |
| | gets closer to zero Hit Points. |
|-----------+-----------------------------------------------------------------|
| Name: | Greater Rage |
| Cost: | 1 Mana |
| Details: | Self, +45% Damage, 40sec Cooldown Time |
| Desc: | When toggled on, the Barbarian channels his battle rage, |
| | granting him a massive increase in damage. |
|-----------+-----------------------------------------------------------------|
| Name: | Greater Regeneration |
| Cost: | 20 Mana |
| Details: | Single Target, +13HP /sec, 5sec Duration, 4sec Cooldown Time |
| Desc: | This series of spells restores the Hit Points of allied units |
| | in regenerative bursts. |
|-----------+-----------------------------------------------------------------|
| Name: | Greater Shadow Scry |
| Cost: | 30 Mana |
| Details: | Single Target, Reveals Line of Sight, 10m Radius, 20sec |
| | Cooldown Time |
| Desc: | The Shadow Strider marks an enemy, revealing line of sight |
| | around that enemy for a period of time. |
|-----------+-----------------------------------------------------------------|
| Name: | Greater Smash |
| Cost: | 25 Mana |
| Details: | Single Target, 195 Phyiscal Damage, Knockback, 10sec Cooldown |
| | Time |
| Desc: | This is a single target attack wherein the Umbra Lord delivers |
| | a massive strike with its fist, dealing heavy damage. |
|-----------+-----------------------------------------------------------------|
| Name: | Greater Smite |
| Cost: | 60 Mana |
| Details: | Area of Effect, 120 Spell Damage, 6m Radius, 15sec Cooldown Time|
| Desc: | This ability calls upon divine energies to smite the Paladin's |
| | foes, causing all enemies in a radius around the Paladin to |
| | take heavy damage. |
|-----------+-----------------------------------------------------------------|
| Name: | Greater Smoke Screen |
| Cost: | 50 Mana |
| Details: | Area of Effect, Blind, 5sec Duration, 6m Radius, 25sec Cooldown |
| | Time |
| Desc: | This direct blast from the Spitting Turtle temporarily encases |
| | the target and all nearby enemies with smoke, effectively |
| | blinding them. Blinded enemies cannot attack or target other |
| | units with their abilities, and can only move or target |
| | themselves or the ground. |
|-----------+-----------------------------------------------------------------|
| Name: | Greater Spiny Scales |
| Cost: | - |
| Details: | Self, Damage Reflected to Attacker, 26 Physical Damage, Passive |
| Desc: | The Lizardfolk Fighter's leathery skin is covered with spiny |
| | scales, causing a minor amount of damage to attacking enemies |
| | each time they strike. |
|-----------+-----------------------------------------------------------------|
| Name: | Greater Taunt |
| Cost: | 10 Mana |
| Details: | Area of Effects, Attracts Enemy Attacks, 10m Radius, 5sec |
| | Cooldown Time |
| Desc: | This ability entices all units within the immediate range of |
| | the Spirit of Nature to change their target and attack it |
| | instead. |
|-----------+-----------------------------------------------------------------|
| Name: | Greater Trueshot |
| Cost: | 40 Mana |
| Details: | Single Target, 125 Poison Damage, Causes Knockback, 15sec |
| | Cooldown Time |
| Desc: | The Poison Archer fires a single powerful arrow, knocking back |
| | and causing damage to a single enemy. |
|-----------+-----------------------------------------------------------------|
| Name: | Greater Umbra Shield |
| Cost: | 40 Mana |
| Details: | Self, Damage Immunity, 25% Damage Absorbed, 16sec Duration, |
| | 10sec Cooldown Time |
| Desc: | This shield woven from shadow converts the energy from any |
| | attack inflicted upon the Umbra Lord to negative energy, thus |
| | granting it Hit Points instead. |
|-----------+-----------------------------------------------------------------|
| Name: | Greater Unholy Wrath |
| Cost: | 3 Mana |
| Details: | Self, Area of Effect, 15 Spell Damage, 5m Radius, 10 Energy |
| | Drained /Attack, 25% Energy as Damage, -3 Energy /sec |
| Desc: | The Wraith Knight succumbs to his inner shadow, becoming larger |
| | in size and causing area of effect damage with every swipe of |
| | his scythe. |
|-----------+-----------------------------------------------------------------|
| Name: | Greater Vampiric Curse |
| Cost: | 35 Mana |
| Details: | Single Target, -10 All Resistances, Heals Nearby Allied Units, |
| | 5m Radius, +16HP /sec, 15sec Duration, 30sec Cooldown Time |
| Desc: | This foul curse weakens a target's resistances, and grants all |
| | allied units adjecent to the target increased Hit Point |
| | regeneration. |
|-----------+-----------------------------------------------------------------|
| Name: | Greater Vile Blast |
| Cost: | 40 Mana |
| Details: | Area of Effect, 225 Poison Damage, 5sec Until Detonation, 8m |
| | Radius, 10sec Cooldown Time |
| Desc: | This ability allows the Spitting Turtle to fire a ball of goo |
| | that, after a brief delay, will explode, causing damage to all |
| | nearby. |
|-----------+-----------------------------------------------------------------|
| Name: | Greater Wail of the Banshee |
| Cost: | 45 Mana |
| Details: | Single Target, 145 Spell Damage, 10sec Cooldown Time |
| Desc: | This spell causes the Blood Reaver to emit an unholy sonic wall |
| | that deals very heavy damage for a single target. |
|-----------+-----------------------------------------------------------------|
| Name: | Hail of Blades |
| Cost: | 65 mana |
| Details: | Area of Effect, 75 Fierce Damage, 6m Radius, 15sec Cooldown Time|
| Desc: | With this ability, Kael rapidly unleashes a deadly flurry of |
| | daggers, dealing heavy damage to enemies in the targeted area. |
|-----------+-----------------------------------------------------------------|
| Name: | Hammer of Justice |
| Cost: | 95 mana |
| Details: | Area of Effect, 135 Fierce Damage, Causes Knockback, 7m Radius, |
| | 15sec Cooldown Time |
| Desc: | Marryn swings her hammer in a wide arc around her, massively |
| | damaging and knocking back units in the area. |
|-----------+-----------------------------------------------------------------|
| Name: | Harm |
| Cost: | 80 Mana |
| Details: | Single Target, 95 Fire Damage, 10sec Cooldown Time |
| Desc: | This spell charges the target with an intense blast of negative |
| | energy, causing a massive amount of pain and inflicting heavy |
| | damage. |
|-----------+-----------------------------------------------------------------|
| Name: | Haste |
| Cost: | 25 Mana |</pre><pre id="faqspan-6">
| Details: | Self, 200% Attack Speed, 10sec Duration, 10sec Cooldown Time |
| Desc: | This ability allows the Lizardfolk Fighter to temporarily |
| | increase his attack speed. |
|-----------+-----------------------------------------------------------------|
| Name: | Healing Wind |
| Cost: | 45 Mana |
| Details: | Area of Effect, +75HP Restored, +8HP /sec, 15sec Duration, 7m |
| | Radius, 30sec Cooldown Time |
| Desc: | With this ability, the Tainted Priestess marks all friendly |
| | units within the are of effect, immediately healing them for a |
| | substantial amount and temporarily increasing their Hit Point |
| | regeneration. |
|-----------+-----------------------------------------------------------------|
| Name: | Heroic Might |
| Cost: | 100 Mana |
| Details: | Area of Effect, Grants Fierce Damage, 4m Radius, 20sec Duration,|
| | 10sec Cooldown Time |
| Desc: | This potent spell enhances the target's weapon, allowing |
| | attacks to ignore resistances for the duration of the spell. |
|-----------+-----------------------------------------------------------------|
| Name: | Hold |
| Cost: | 50 Mana |
| Details: | Single Target, Immobilize, 5sec Duration, 15sec Cooldown Time |
| Desc: | Holds and enemy for a period of time during which it cannot |
| | move or attack. |
|-----------+-----------------------------------------------------------------|
| Name: | Holy Wrath |
| Cost: | 30 Mana |
| Details: | Single Target, Damage Relected to Attacker, 20 Spell Damage, |
| | 60sec Duration, 5sec Cooldown Time |
| Desc: | Whoever is afflicted with this ability will sustain damage |
| | whenever they attack another unit. |
|-----------+-----------------------------------------------------------------|
| Name: | Immolation |
| Cost: | - |
| Details: | Area of Effect, 5 Fire Damage /sec, -3 Energy /sec, 7m Radius, |
| | 5sec Cooldown Time |
| Desc: | When activated, this ability causes all enemy units within a |
| | radius around the Phoenix to take heavy damage. |
|-----------+-----------------------------------------------------------------|
| Name: | Impale |
| Cost: | 45 Mana |
| Details: | Single Target, Immobilize Target, 5sec Duration, 8sec Cooldown |
| | Time |
| Desc: | This ability summons shadow spikes to thrust up from beneath |
| | the target, temporarily pinning them in place and rendering |
| | them immobile. |
|-----------+-----------------------------------------------------------------|
| Name: | Improved Deflective Armor |
| Cost: | 35 Mana |
| Details: | Self, -80% vs Ranged Attacks, 15sec Duration, 18sec Cooldown |
| | Time |
| Desc: | For a temporary period of time, the Warforged Titan is more |
| | resistant to ranged attacks. |
|-----------+-----------------------------------------------------------------|
| Name: | Improved Sneak Attack |
| Cost: | - |
| Details: | Single Target, +100% Poison Damage, Passive |
| Desc: | This passive ability allows the unit to do bonus damage when |
| | attacking units that are not attacking its back. |
|-----------+-----------------------------------------------------------------|
| Name: | Improved Trample |
| Details: | Area of Effect, 30 Spell Damage, Stun, 4sec Duration, 5m Radius,|
| | 8sec Cooldown Time |
| Desc: | This ability causes the Paladin's horse to rear up and stomp |
| | the ground, inflicting moderate damage to all enemies in an |
| | area around the horse and stunning them. |
|-----------+-----------------------------------------------------------------|
| Name: | Increased Energy Regeneration |
| Cost: | - |
| Details: | All Allies, +35% Energy Regen, Passive |
| Desc: | Grants increased Energy regeneration for all units on the |
| | Champion's side. |
|-----------+-----------------------------------------------------------------|
| Name: | Increased Hit Point Regeneration |
| Cost: | - |
| Details: | All Allies, +25% HP Regen, Passive |
| Desc: | Grants increase Hit Point regeneration for all units on the |
| | Champion's side. |
|-----------+-----------------------------------------------------------------|
| Name: | Increased Resistances |
| Cost: | - |
| Details: | All Allies, +5 All Resitances, Passive |
| Desc: | Grants a moderate increase to all resistances for all units on |
| | the Champion's side. |
|-----------+-----------------------------------------------------------------|
| Name: | Javelin of Power |
| Cost: | 50 |
| Details: | Area of Effect, 85 Spell Damage, Causes Knockback, 4m Radius, |
| | 10sec Cooldown Time |
| Desc: | Grants the Flame Archon an air-to-ground attack that will knock |
| | back and damage units in an area. |
|-----------+-----------------------------------------------------------------|
| Name: | Khyber's Unbridled Wrath |
| Cost: | 65 Mana |
| Details: | Area of Effect, 25 Spell Damage /sec, 7m Radius, 15sec Duration,|
| | 12sec Cooldown Time |
| Desc: | This spell summons a column of shadow that erupts from the |
| | earth, dealing damage to all units and buildings in its area of |
| | effect. |
|-----------+-----------------------------------------------------------------|
| Name: | Khyber's Wrath |
| Cost: | 65 Mana |
| Details: | Area of Effect, 12 Spell Damage /sec, 6m Radius, 15sec Duration,|
| | 12sec Cooldown Time |
| Desc: | This spell summons a column of shadow that erupts from the |
| | earth, dealing damage to all units and buildings in its area of |
| | effect. |
|-----------+-----------------------------------------------------------------|
| Name: | Lay on Hands |
| Cost: | 90 Mana |
| Details: | Self, +1000 HP Restored, 60sec Cooldown Time |
| Desc: | This ability allows the Paladin to heal hiself by an immense |
| | amount. |
|-----------+-----------------------------------------------------------------|
| Name: | Locate Resources (Order of the Flame) |
| Cost: | 20 Mana |
| Details: | Locates Resources, 10sec Cooldown Time |
| Desc: | This ability allows this unit to detect nearby resources. |
| | Visually, this works like a sonar ping on the mini-map, |
| | updating it with all nearby areas that currently have resources |
| | the surface level this unit is currently on. |
|-----------+-----------------------------------------------------------------|
| Name: | Locate Resources (Lizardfolk) |
| Cost: | 5/15 Mana |
| Details: | Locates Resources, 10sec Cooldown Time |
| Desc: | This ability allows this unit to detect nearby resources. |
| | Visually, this works like a sonar ping on the mini-map, |
| | updating it with all nearby areas that currently have resources |
| | the surface level this unit is currently on. |
|-----------+-----------------------------------------------------------------|
| Name: | Locate Resources (Umbragen) |
| Cost: | 20/5 Mana |
| Details: | Locates Resources, 10/1sec Cooldown Time |
| Desc: | This ability allows this unit to detect nearby resources. |
| | Visually, this works like a sonar ping on the mini-map, |
| | updating it with all nearby areas that currently have resources |
| | the surface level this unit is currently on. |
|-----------+-----------------------------------------------------------------|
| Name: | Mark of the Phoenix |
| Cost: | - |
| Details: | Area of Effect, +50 Max Physical Attack Bonus, Triggers on Death|
| Desc: | When a Barbarian with this ability falls in battle, he places |
| | the Mark of the Phoenix on each unit within a radius around him.|
| | This grants each unit an attack bonus that increases as the |
| | gets closer to zero Hit Points. |
|-----------+-----------------------------------------------------------------|
| Name: | Mass Heal |
| Cost: | Full Mana Bar |
| Details: | All Allies, +245 HP Restored, 15sec Cooldown Time |
| Desc: | This potent ability heals all units on Lady Marryn's side |
| | regardless of their location. |
|-----------+-----------------------------------------------------------------|
| Name: | Mass Invisibility |
| Cost: | Full Mana Bar |
| Details: | All Allies, Greater Invisibilty, 20sec Duration, 35sec Cooldown |
| | Time |
| Desc: | This ability grants all units on Silence's side improved |
| | invisibility for a short duration, rendering them entirely |
| | undetectable, and allowing them to perform any action without |
| | breaking their invisibility. |
|-----------+-----------------------------------------------------------------|
| Name: | Mass Regeneration |
| Cost: | Full Mana Bar |
| Details: | All Allies, +25HP /sec, 15sec Duration, 18sec Cooldown Time |
| Desc: | This spell allows all units on Wowen's side to regenerate Hit |
| | Points at a substantially increased rate. |
|-----------+-----------------------------------------------------------------|
| Name: | Maximized Enervation |
| Cost: | 15 Mana |
| Details: | Single Target, -50 Energy Drained, 300% Energy Damage, 1sec |
| | Cooldown Time |
| Desc: | This ability allows the Deathless Guardian to wrench magical |
| | energy from the target, sapping their spellcasting abilities |
| | and causing damage in the process. |
|-----------+-----------------------------------------------------------------|
| Name: | Maximized Fireball |
| Cost: | 100 Mana |
| Details: | Area of Effect, 145 Fire Damage, 5m Radius, 5sec Cooldown Time |
| Desc: | This infamous spell allows the Sorcerer to launch a huge ball |
| | of fire at a targeted location, at which point it explodes, |
| | damaging all enemies nearby. |
|-----------+-----------------------------------------------------------------|
| Name: | Meteor Swarm |
| Cost: | 110 Mana |
| Details: | Area of Effect, 3 Waves, 75 Fire Damage /wave, 7m Radius, 35sec |
| | Cooldown Time |
| Desc: | Summons down several meteors from the sky that hit in |
| | succession, causing great damage in a large area. |
|-----------+-----------------------------------------------------------------|
| Name: | Molten Blast |
| Cost: | 65 Mana |
| Details: | Single Building Target, 300 Fire Damage, 10sec Cooldown Time |
| Desc: | With this ability, the Fire Drake unleashes a massive, molten |
| | ball of magma towards the targeted building, inflicting immense |
| | siege damage. Cannot be used on units. |
|-----------+-----------------------------------------------------------------|
| Name: | Mounted Defenders |
| Cost: | - |
| Details: | 4 Defenders, 25 Fierce Damage /Defender, 2sec Attack Delay, |
| | Passive |
| Desc: | The Felldrake is adorned with an array of baskets, each of |
| | which contains a Troglodyte defender. These units hurl spears |
| | at all nearby enemies, inflicting area of effect damage around |
| | the Felldrake at all times. |
|-----------+-----------------------------------------------------------------|
| Name: | Noxious Gas |
| Cost: | 70 Mana |
| Details: | Area of Effect, 30 Fierce Damage /sec, 9sec Duration, 6m Radius,|
| | 10sec Cooldown Time |
| Desc: | Blackclaw sprays toxic goo on the ground before him, unleashing |
| | a noxious gas that inflicts heavy damage over time on the units |
| | in that area. |
|-----------+-----------------------------------------------------------------|
| Name: | Plague Shot |
| Cost: | 70 Mana |
| Details: | Single Target, Contagious, 7 Poison Damage /sec, 50sec Duration,|
| | Area of Effect (Infection), 5m Radius, 15 Poison Damage / sec, |
| | 20sec Duration, 30sec Cooldown Time |
| Desc: | The Poison Archer costs an arrow with foul ichor that infects |
| | its target immediately, causing rapid damage over time. |
| | Furthermore, if the target gets too close to their allies, the |
| | plague will quickly spread to them as well. |
|-----------+-----------------------------------------------------------------|
| Name: | Pulverize |
| Cost: | 40 Mana |
| Details: | Area of Effect, 150 Physical Damage, Daze, 5sec Duration, 5m |
| | Radius, 10sec Cooldown Time |
| Desc: | This massive strike deals damage and temporarily stuns |
| | opponents in an area of effect around the Umbra Lord. |
|-----------+-----------------------------------------------------------------|
| Name: | Quill Attack |
| Cost: | 80 Mana |
| Details: | Area of Effect, 110 Fierce Damage, 7m Radius, 12sec Cooldown |
| | Time |
| Desc: | Silence explodes in a hail of quills that deal heavy damage to |
| | all nearby enemy units. |
|-----------+-----------------------------------------------------------------|
| Name: | Rage |
| Cost: | 1 Mana |
| Details: | Self, +20% Damage, 40sec Cooldown Time |
| Desc: | When toggled on, the Barbarian channels his battle rage, |
| | granting him a massive increase in damage. |
|-----------+-----------------------------------------------------------------|
| Name: | Ram |
| Cost: | 70 Mana |
| Details: | Charging Attack vs Units, 100 Fierce Damage, Causes Knockback, |
| | Ignores Squads, 1000 Fierce Damage vs Buildings, 25sec Cooldown |
| | Time |
| Desc: | The War Felldrake leans back on its haunches for a moment, |
| | before lunging in a straight line toward the targeted area, |
| | inflicting knockback and heavy damage to any units in its path. |
|-----------+-----------------------------------------------------------------|
| Name: | Rapid Resource Gathering |
| Cost: | - |
| Details: | Self, +250% Resource Gathering Rate, Passive |
| Desc: | The unit can gather gold and Dragonshard resources more quickly |
| | than other units. |
|-----------+-----------------------------------------------------------------|
| Name: | Ravenous Rotgrubs |
| Cost: | 35 Mana |
| Details: | Single Building Target, +50% Physical Damage vs Buildings, |
| | 20sec Duration, 60sec Cooldown Time |
| Desc: | When dropped upon a building, these grubs rapidly undermine the |
| | foundation of the structure, rendering it much more susceptible |
| | to damage. |
|-----------+-----------------------------------------------------------------|
| Name: | Razor Whip |
| Cost: | 120 Mana |
| Details: | Area of Effect, 205 Fierce Damage, 8m Radius, 5sec Cooldown Time|
| Desc: | With this ability, the Blood Queen delivers a deadly whip |
| | attack, dealing heavy damage to all units in that line of |
| | effect. |
|-----------+-----------------------------------------------------------------|
| Name: | Regeneration |
| Cost: | 20 Mana |
| Details: | Single Target, +8HP /sec, 5sec Duration, 4sec Cooldown Time |
| Desc: | This series of spells restores the Hit Points of allied units |
| | in regenerative bursts. |
|-----------+-----------------------------------------------------------------|
| Name: | Repair Critical Damage |
| Cost: | 25 Mana |
| Details: | Single Target (Warforged), +200HP Restored, 5sec Cooldown Time |
| Desc: | This spell transmutes the structure of a Warforged to repair |
| | damage it has taken. |
|-----------+-----------------------------------------------------------------|
| Name: | Repair Light Damage |
| Cost: | 25 Mana |
| Details: | Single Target (Warforged), +100HP Restored, 5sec Cooldown Time |
| Desc: | This spell transmutes the structure of a Warforged to repair |
| | damage it has taken. |
|-----------+-----------------------------------------------------------------|
| Name: | Resurrect |
| Cost: | 130 Mana |
| Details: | Area of Effect, Resurrects Captain & Champions, +25% HP after |
| | Resurrections, 5m Radius, 60sec Cooldown Time |
| Desc: | This ability allows a cleric to resurrect the selected Captain. |
|-----------+-----------------------------------------------------------------|
| Name: | Ricochet (Abyssal Raptor) |
| Cost: | - |
| Details: | Ricochets, Passive |
| Desc: | When fired, each of the Abyssal Raptor's attacks will deflect |
| | off of targets it hits and automatically seek out the next |
| | adjacent enemy until it runs out of energy or no other enemies |
| | are nearby. |
|-----------+-----------------------------------------------------------------|
| Name: | Ricochet (Umbragen) |
| Cost: | 30 Mana |
| Details: | Single Target, Ricochets, 125 Spell Damage, 4 Max Bounces, |
| | -10% Damage /Bounce, 5sec Cooldown Time |
| Desc: | When fired, this arrow will deflect off of targets it hits and |
| | automatically seek out the next adjacent enemy until it runs |
| | out of energy or no other enemies are nearby. |
|-----------+-----------------------------------------------------------------|
| Name: | Ricochet Blast |
| Cost: | - |
| Details: | Ricochets, Passive |
| Desc: | When fired, each of the Abyssal Raptor's attacks will deflect |
| | off of targets it hits and automatically seek out the next |
| | adjacent enemy until it runs out of energy or no other enemies |
| | are nearby. |
|-----------+-----------------------------------------------------------------|
| Name: | Rotgrubs |
| Cost: | 35 Mana |
| Details: | Single Building Target, +25% Physical Damage vs Buildings, |
| | 20sec Duration, 60sec Cooldown Time |
| Desc: | When dropped upon a building, these grubs rapidly undermine the |
| | foundation of the structure, rendering it much more susceptible |
| | to damage. |
|-----------+-----------------------------------------------------------------|
| Name: | See Invisible |
| Cost: | - |
| Details: | Self, Detect Invisible Units, Passive |
| Desc: | This unit can detect hidden enemies. |
|-----------+-----------------------------------------------------------------|
| Name: | Shadow Horde |
| Cost: | 100 Mana |
| Details: | Summons Hive (2 Total), 15 Poison Damage /second, 100HP, 35sec |
| | Cooldown Time |
| Desc: | This ability opens a hive-like portal to the depths of Khyber, |
| | from which a massive horde of shadow creatures comes pouring |
| | out to attack all nearby enemies. Ths hive will persist until |
| | destroyed or until the Hive Keeper creates another. |
|-----------+-----------------------------------------------------------------|
| Name: | Shadow Scry |
| Cost: | 30 Mana |
| Details: | Single Target, Reveals Line of Sight, 3m Radius, 20sec Cooldown |
| | Time |
| Desc: | The Shadow Strider marks an enemy, revealing line of sight |
| | around that enemy for a period of time. |
|-----------+-----------------------------------------------------------------|
| Name: | Shamanic Ritual |
| Cost: | 20 Mana |
| Details: | Area of Effect, Immobilize (Self), +15HP Restored, -3 Mana /sec,|
| | 35sec Cooldown Time |
| Desc: | With this ability, the Tribal Shaman initiates a ritual that |
| | temporarily incapacites him, substantially increasing the |
| | regeneration rate of all nearby units disabled or he runs out |
| | of Energy. |
|-----------+-----------------------------------------------------------------|
| Name: | Shroud of Darkness |
| Cost: | 65 Mana |
| Details: | Single Tower Target, Disable Target, 20sec Duration, 30sec |
| | Cooldown Time |
| Desc: | This ability prevents any targeted tower from being able to |
| | fire for an extended period of time. |
|-----------+-----------------------------------------------------------------|
| Name: | Silent Strike |
| Cost: | 28 Mana |
| Details: | Single Target, 65 Poison Damage, 22 Poison Damage /sec, 28sec |
| | Duration, 10sec Cooldown Time |
| Desc: | This deadly ability allows the rogue to make a ranged poison |
| | attack which, unlike standard attacks, does not break him out |
| | of his cloaked state. |
|-----------+-----------------------------------------------------------------|
| Name: | Smash |
| Cost: | 25 Mana |
| Details: | Single Target, 95 Phyiscal Damage, Knockback, 10sec Cooldown |
| | Time |
| Desc: | This is a single target attack wherein the Umbra Lord delivers |
| | a massive strike with its fist, dealing heavy damage. |
|-----------+-----------------------------------------------------------------|
| Name: | Smite |
| Cost: | 60 Mana |
| Details: | Area of Effect, 60 Spell Damage, 6m Radius, 15sec Cooldown Time |
| Desc: | This ability calls upon divine energies to smite the Paladin's |
| | foes, causing all enemies in a radius around the Paladin to |
| | take heavy damage. |
|-----------+-----------------------------------------------------------------|
| Name: | Smoke Screen |
| Cost: | 50 Mana |
| Details: | Area of Effect, Blind, 3sec Duration, 5m Radius, 25sec Cooldown |
| | Time |
| Desc: | This direct blast from the Spitting Turtle temporarily encases |
| | the target and all nearby enemies with smoke, effectively |
| | blinding them. Blinded enemies cannot attack or target other |
| | units with their abilities, and can only move or target |
| | themselves or the ground. |
|-----------+-----------------------------------------------------------------|
| Name: | Sneak Attack |
| Cost: | - |
| Details: | Single Target, +50% Poison Damage, Passive |
| Desc: | This passive ability allows the unit to do bonus damage when |
| | attacking units that are not attacking its back. |
|-----------+-----------------------------------------------------------------|
| Name: | Snipe |
| Cost: | 30 Mana |
| Details: | Single Target, 350 Poison Damage, 10sec Cooldown Time |
| Desc: | This ability allows the Ranger to take careful aim and launch a |
| | deadly ranged attack at a single target, inflicting heavy |
| | damage. |
|-----------+-----------------------------------------------------------------|
| Name: | Speed Boost |
| Cost: | Full Mana Bar |
| Details: | All Allies, +35% Attack & Move Speed, 15sec Duration, 15sec |
| | Cooldown Time |
| Desc: | This ability grants all units on Silverblade's side a temporary |
| | increase to their run and attack speed. |
|-----------+-----------------------------------------------------------------|
| Name: | Spell Mastery |
| Cost: | - |
| Details: | All Allies, 20sec Duration, 750 Damage Output Required, 15sec |
| | Cooldown Time |
| Desc: | For a period of time, all units in your army can use their |
| | ability at no cost, regardless of their current location. |
|-----------+-----------------------------------------------------------------|
| Name: | Spiny Scales |
| Cost: | - |
| Details: | Self, Damage Reflected to Attacker, 16 Physical Damage, Passive |
| Desc: | The Lizardfolk Fighter's leathery skin is covered with spiny |
| | scales, causing a minor amount of damage to attacking enemies |
| | each time they strike. |
|-----------+-----------------------------------------------------------------|
| Name: | Stinging Legion |
| Cost: | 75 Mana |
| Details: | Area of Effect, 20 Poison Damage, 10 Poison Damage /sec, 15sec |
| | Duration, 6m Radius, 15sec Cooldown Time |
| Desc: | This ability summons a deadly swarm of shadow insects from the |
| | Keeper's hives, swarming upwards and inflicting damage over |
| | time. |
|-----------+-----------------------------------------------------------------|
| Name: | Stinging Swarm |
| Cost: | 75 Mana |
| Details: | Area of Effect, 30 Poison Damage, 17 Poison Damage /sec, 15sec |
| | Duration, 6m Radius, 15sec Cooldown Time |
| Desc: | This ability summons a deadly swarm of shadow insects from the |
| | Keeper's hives, swarming upwards and inflicting damage over |
| | time. |
|-----------+-----------------------------------------------------------------|
| Name: | Stunning Blow |
| Cost: | Full Mana Bar |
| Details: | All Allies, 13sec Duration, Stunning Attacks, 2sec Duration, |
| | 15sec Cooldown Time |
| Desc: | This ability temporarily grants everyone on Satros' side the |
| | ability to stun foes each time they attack. |
|-----------+-----------------------------------------------------------------|
| Name: | Taunt |
| Cost: | 15 Mana |
| Details: | Area of Effects, Attracts Enemy Attacks, 8m Radius, 8sec |
| | Cooldown Time |
| Desc: | This ability entices all units within the immediate range of |
| | the Spirit of Nature to change their target and attack it |
| | instead. |
|-----------+-----------------------------------------------------------------|
| Name: | Trample |
| Cost: | 40 Mana |
| Details: | Area of Effect, Stun, 2sec Duration, 5m Radius, 8sec Cooldown |
| | Time |
| Desc: | This ability causes the Paladin's horse to rear up and stomp |
| | the ground, inflicting moderate damage to all enemies in an |
| | area around the horse and stunning them. |
|-----------+-----------------------------------------------------------------|
| Name: | Tribal Warcry |
| Cost: | 25 Mana |
| Details: | Area of Effect, 75 Spell Damage, 5m Radius, Stun, 4sec Duration,|
| | 12sec Cooldown Time |
| Desc: | A primal scream that stuns all enemies in the immediate |
| | vicinity of the Lizardfolk Fighter. |
|-----------+-----------------------------------------------------------------|
| Name: | Trueshot |
| Cost: | 40 Mana |
| Details: | Single Target, 50 Poison Damage, Causes Knockback, 15sec |
| | Cooldown Time |
| Desc: | The Poison Archer fires a single powerful arrow, knocking back |
| | and causing damage to a single enemy. |
|-----------+-----------------------------------------------------------------|
| Name: | Ultimate Sacrifice |
| Cost: | 35 Mana |
| Details: | Area of Effect, Kills Pteranodon Squad, 300 Fire Damage |
| | /Captain, 6m Radius, 75 Fire Damage /Soldier, 3m Radius |
| Desc: | This ability causes the Pteranodon Rider and all of his |
| | soldiers to rear back and crash down onto an area, sacrificing |
| | their own lives to inflict massive damage. The more soldiers |
| | sacrificed, the more damage inflicted. |
|-----------+-----------------------------------------------------------------|
| Name: | Umbra Shield |
| Cost: | 40 Mana |
| Details: | Self, Damage Immunity, 10% Damage Absorbed, 9sec Duration, |
| | 10sec Cooldown Time |
| Desc: | This shield woven from shadow converts the energy from any |
| | attack inflicted upon the Umbra Lord to negative energy, thus |
| | granting it Hit Points instead. |
|-----------+-----------------------------------------------------------------|
| Name: | Umbra Surge |
| Cost: | 65 Mana |
| Details: | Area of Effect, 5m Radius, Stun, 8sec Duration, 20sec Cooldown |
| | Time |
| Desc: | This ability allows the Abyssal Raptor to call forth the dark |
| | energy surging within Khyber below, stunning all enemy units |
| | within the area of effect. |
|-----------+-----------------------------------------------------------------|
| Name: | Unholy Wrath |
| Cost: | 3 Mana |
| Details: | Self, Area of Effect, 10 Spell Damage, 5m Radius, 10 Energy |
| | Drained /Attack, 25% Energy as Damage, -3 Energy /sec |
| Desc: | The Wraith Knight succumbs to his inner shadow, becoming larger |
| | in size and causing area of effect damage with every swipe of |
| | his scythe. |
|-----------+-----------------------------------------------------------------|
| Name: | Vampiric Curse |
| Cost: | 35 Mana |
| Details: | Single Target, -5 All Resistances, Heals Nearby Allied Units, |
| | 5m Radius, +10HP /sec, 15sec Duration, 30sec Cooldown Time |
| Desc: | This foul curse weakens a target's resistances, and grants all |
| | allied units adjecent to the target increased Hit Point |
| | regeneration. |
|-----------+-----------------------------------------------------------------|
| Name: | Vampiric Touch |
| Cost: | Full Mana Bar |
| Details: | All Allies, 50% Damage to Health, 30sec Duration, 30sec |
| | Cooldown Time |
| Desc: | This ability allows all units on the Blood Queen's side to |
| | regain a percentage of their damage inflicted via regular |
| | attacks. |
|-----------+-----------------------------------------------------------------|
| Name: | Venomous Touch |
| Cost: | Full Mana Bar .
| Details: | All Allies, 30sec Duration, +20 Fierce Damage /sec, 8sec |
| | Duration, 1800 Damage Output Required, 60sec Cooldown Time |
| Desc: | This spell allows all units on Blackclaw's side to temporarily |
| | deal damage over time whenever they land an attack. |
|-----------+-----------------------------------------------------------------|
| Name: | Vile Blast |
| Cost: | 40 Mana |
| Details: | Area of Effect, 140 Poison Damage, 5sec Until Detonation, 6m |
| | Radius, 10sec Cooldown Time |
| Desc: | This ability allows the Spitting Turtle to fire a ball of goo |
| | that, after a brief delay, will explode, causing damage to all |
| | nearby. |
|-----------+-----------------------------------------------------------------|
| Name: | Wail of the Banshee |
| Cost: | 45 Mana |
| Details: | Single Target, 85 Spell Damage, 10sec Cooldown Time |
| Desc: | This spell causes the Blood Reaver to emit an unholy sonic wall |
| | that deals very heavy damage for a single target. |
|-----------+-----------------------------------------------------------------|
| Name: | War Shriek |
| Cost: | 25 Mana |
| Details: | Area of Effect, -50% Move & Attack Speed, 12m Radius, 15sec |
| | Duration, 15sec Cooldown Time |
| Desc: | This ability causes all enemy units around the Phoenix to have |
| | their movement speed and attack speed temporarily decreased. |
|-----------+-----------------------------------------------------------------|
| Name: | Warforged Traits I |
| Cost: | - |
| Details: | Self, Shuts down at low HP, Immunity to Knockback |
| Desc: | The Warforged Titan is immune to knockback effects. In addition,|
| | upon low Hit Points, the Warforged Titan does not die. Instead |
| | it will shut down and await repair. If it continues to take |
| | damage after being disabled it will eventually be destroyed. |
|-----------+-----------------------------------------------------------------|
| Name: | Wave of Fatigue |
| Cost: | 125 Mana |
| Details: | Area of Effect, -50% Attack & Speed, 7m Radius, 8sec Duration, |
| | 10sec Cooldown Time |
| Desc: | This spell causes all units within the area of effect to |
| | temporarily become heavily fatigued, slowing their movement and |
| | attack speed. |
|-----------+-----------------------------------------------------------------|
| Name: | Wrecking Ball |
| Cost: | 40 Mana |
| Details: | Area of Effect, 80 Fierce Damage, Causes Knockback, 5m Radius, |
| | 8sec Cooldown Time |
| Desc: | With this ability, Bastion raises his wrecking ball over his |
| | head and slams it against the ground, dealing moderate damage |
| | and applying massive knock back to all nearby enemy units. |
o-----------------------------------------------------------------------------/
===============================================================================
06.) EQUIPMENT G0600
===============================================================================
o---------.
| WEAPONS \ G0610
o-----------------------------------------------------------------------------o
| Name: | Masterwork Sword |
| Uses: | Once |
| Transfer: | Yes |
| Price: | 2,000 |
| Details: | Single Target, +20% Damage, Permanent |
| Found: | Reward Shop, Common |
| Desc: | Grants the target unit a bonus to damage. |
|-----------+-----------------------------------------------------------------|
| Name: | Rod of Rulership |
| Uses: | Once |
| Transfer: | Yes |
| Price: | 2,500 |
| Details: | Single Target | Captain, +2 Max Soldiers in Squad, Permanent .
| Found: | Reward Shop, Common |
| Desc: | The captain that receives this item will be able to command |
| | more soldiers in their squads. |
|-----------+-----------------------------------------------------------------|
| Name: | Rod of Sunburst |
| Uses: | Multi |
| Transfer: | Yes |
| Price: | 5,000 |
| Details: | 300 Fire Damage, 7m Radius, 180sec Cooldown Time |
| Found: | LizardFolk Chapter 6 |
| Desc: | This rod can emit a blast of piercing light, destroying shadow |
| | and inflicting damage (fire) over an area. Can be used multiple |
| | times. |
|-----------+-----------------------------------------------------------------|
| Name: | Scorpion Stinger |
| Uses: | Multi |
| Transfer: | Yes |
| Price: | 10,000 |
| Details: | Single Target, 45 Fierce Damage per second, 15 second duration, |
| | 120 Cooldown Time |
| Found: | Order of the Flame Chapter 5 + 7, LizardFolk Chapter 7 |
| Desc: | This stinger can be used to poison an enemy unit. Can be used |
| | multiple times. |
|-----------+-----------------------------------------------------------------|
| Name: | Sword of Cinders |
| Uses: | Once |</pre><pre id="faqspan-7">
| Transfer: | Yes |
| Price: | 5,000 |
| Details: | Single Target, 25% chance to emit Fire Burst, 30 Fire Damage, |
| | 5m Radius, Permanent |
| Found: | Order of the Flame Chapter 4 + 7, LizardFolk Chapter 4 + 7 |
| Desc: | This ancient elven sword grants bonus damage (fire) to any unit |
| | that wields it. |
|-----------+-----------------------------------------------------------------|
| Name: | Sword of Vampirism |
| Uses: | Once |
| Transfer: | Yes |
| Price: | 20,000 |
| Details: | Single Target, 50% received damage to health, Permanent |
| Found: | Order of the Flame Chapter 6 |
| Desc: | Any damage caused by the wielder of this sword will gain some |
| | of the damage they dealt in combat back in Hit Points. |
|-----------------------------------------------------------------------------/
|
|-------.
| ARMOR \ G0620
o-----------------------------------------------------------------------------o
| Name: | Abyssal Gauntlets |
| Uses: | Once |
| Transfer: | Yes |
| Price: | 3,000 |
| Details: | +50 Spell Damage per Attack, +25% Health Regeneration to Self, |
| | Permanent |
| Found: | LizardFolk Chapter 6 |
| Desc: | These warped gauntlets grant additional negative energy damage |
| | to each attack, but negate Hit Point regeneration |
|-----------+-----------------------------------------------------------------|
| Name: | Boots of Haste |
| Uses: | Once |
| Transfer: | Yes |
| Price: | 2,500 |
| Details: | +55% Attack Delay for the Target, +30% Move Speed for the |
| | Target, Permanent |
| Found: | Order of the Flame Chapter 4 |
| Desc: | These magic boot grant the unit a permanent movement speed |
| | increase |
|-----------+-----------------------------------------------------------------|
| Name: | Bracers of Armor |
| Uses: | Once |
| Transfer: | Yes |
| Price: | 1,500 |
| Details: | +10 Physical Damage Reduction, Permanent |
| Found: | LizardFolk Chapter 1 |
| Desc: | These bracers allow those who wear them to endure all but the |
| | hardiest of blows. |
|-----------+-----------------------------------------------------------------|
| Name: | Cloak of Invisibility |
| Uses: | Once |
| Transfer: | Yes |
| Price: | 2,500 |
| Details: | Invisibility, Permanent |
| Found: | Order of the Flame Chapter 3, LizardFolk Chapter 4 |
| Desc: | This cloak grants the unit that is given to invisibility until |
| | it attacks an enemy player or monster |
|-----------+-----------------------------------------------------------------|
| Name: | Girdle of Dwarven Might |
| Uses: | Once |
| Transfer: | Yes |
| Price: | 2,500 |
| Details: | +25% Max Health for the Target, +10% Damage, +25% Health |
| | Regeneration, Permanent |
| Found: | Order of the Flame Chapter 4 |
| Desc: | Fashioned from blackened Duergar steel, this Girdle grants its |
| | wearer a substantial increase in strength and endurance. |
|-----------+-----------------------------------------------------------------|
| Name: | Helm of Willpower |
| Uses: | Once |
| Transfer: | No |
| Price: | - |
| Details: | Immune to Charm, Immune to Confusion, Permanent |
| Found: | Order of the Flame Chapter 5, LizardFolk Chapter 3 |
| Desc: | This helmet grants the unit that wears it immunity to mind |
| | controlling spells. |
|-----------+-----------------------------------------------------------------|
| Name: | Masterwork Breastplate |
| Uses: | Once |
| Transfer: | Yes |
| Price: | 2,000 |
| Details: | +5 Resistances to all, Permanent |
| Found: | Reward Shop, Common |
| Desc: | Grants the targeted unit a bonus damage resistance. |
|-----------+-----------------------------------------------------------------|
| Name: | Qabalrin Priest Robe |
| Uses: | Once |
| Transfer: | No |
| Price: | - |
| Details: | +10 Energy per second, Permanent |
| Found: | Order of the Flame Chapter 5 |
| Desc: | This robe grants the wearer a bonus to Energy regeneration. |
|-----------+-----------------------------------------------------------------|
| Name: | Taen'cradus's Breastplate |
| Uses: | Once |
| Transfer: | Yes |
| Price: | - |
| Details: | +10 Resistances to all, +120% Hit Points per second, Permanent |
| Found: | Order of the Flame Chapter 5 |
| Desc: | This armor grants the unit that wears it a bonus to Hit Point |
| | regeneration. |
|-----------------------------------------------------------------------------/