https://wiki.wesnoth.org/api.php?action=feedcontributions&user=Inky&feedformat=atomThe Battle for Wesnoth Wiki - User contributions [en]2024-03-29T06:38:55ZUser contributionsMediaWiki 1.31.16https://wiki.wesnoth.org/index.php?title=LotI_Unit_Advancements&diff=68504LotI Unit Advancements2021-09-22T02:23:04Z<p>Inky: Update for loti version 3.2.6d</p>
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<div>This is an auto-generated wiki page listing all the advancements that are unit specific currently available in the campaign "Legend of the Invincibles". See https://wiki.wesnoth.org/LotI_Standard_Advancements for general advancements such as legacies and books.<br />
This was generated at Tue Sep 21 22:21:48 2021 using version 3.2.6d of LotI and version 0.3.5.1 of the generation script.<br />
As this is auto-generated, DO NOT EDIT THIS PAGE.<br />
Instead, create a new issue at https://github.com/matsjoyce/LotIWikiGen/issues/new and the script will be adjusted.<br />
<br />
Other LotI-related wiki pages:<br />
<br />
* https://wiki.wesnoth.org/LotI_Items &ndash; items, such as weapons and books<br />
* https://wiki.wesnoth.org/LotI_Standard_Advancements &ndash; general advancements such as legacies and books<br />
* https://wiki.wesnoth.org/LotI_Unit_Advancements &ndash; unit-specific advancements<br />
* https://wiki.wesnoth.org/LotI_Abilities &ndash; abilities and weapon specials<br />
* https://wiki.wesnoth.org/LotI_Scenarios &ndash; scenario information<br />
* https://wiki.wesnoth.org/DeadlyUnitsFromLotI<br />
<br />
== Abomination ==<br />
<span style='color:#808080'><i>Horror tales about terrifying undead usually lie. They describe ghasts as the most nightmarish beings that ever existed. And that is just plain wrong. There is Abomination, a mutated kind of ghast that scares even the most courageous monster hunters. It has literally a dozen mouths, most of them belonging to ghoul homunculi attached to its body with tentacles. <br/><br />
Special Notes: The victims of this unit’s poison will continually take damage until they can be cured in town or by a unit which cures.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Biting Better &ndash; bite1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 3 for the bite attack</span><br/><br />
<br/><br />
=== Biting Faster &ndash; bite2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Biting_Better_.E2.80.93_bite1|bite1]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the bite attack</span><br/><br />
<br/><br />
=== Feasting on Enemies when Biting &ndash; bite2-leech ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Biting_Better_.E2.80.93_bite1|bite1]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the bite attack: [[LotI_Abilities#leeches_.E2.80.93_damage|leech]]</span><br/><br />
<br/><br />
=== Biting Better &ndash; bite3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Biting_Faster_.E2.80.93_bite2|bite2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the bite attack</span><br/><br />
<br/><br />
=== Healing More from Kills &ndash; murderlust ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#killhunger_.E2.80.93_dummy|killhunger]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#murderlust_.E2.80.93_dummy|murderlust]]</span><br/><br />
<br/><br />
=== Able to Regurgitate Culinary Feasts as Walking Corpses &ndash; regurgitate1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>New weapon special for the bite attack: plague</span><br/><br />
<br/><br />
=== Able to Regurgitate Culinary Feasts as Ghouls &ndash; regurgitate2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Regurgitate_Culinary_Feasts_as_Walking_Corpses_.E2.80.93_regurgitate1|regurgitate1]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the bite attack: [[LotI_Abilities#plague (LANGUAGE_TYPE)_.E2.80.93_plague|plague (Ghoul)]]</span><br/><br />
<span style='color:green'>Remove weapon special for the bite attack: plague</span><br/><br />
<br/><br />
=== Causing Nearby Enemies to Deal Even Less Damage &ndash; despair ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (10)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (15)]]</span><br/><br />
<br/><br />
=== Causing Nearby Enemies to Deal Even Less Damage &ndash; despair2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Causing_Nearby_Enemies_to_Deal_Even_Less_Damage_.E2.80.93_despair|despair]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (15)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (20)]]</span><br/><br />
<br/><br />
=== Causing Nearby Enemies to Deal Even Less Damage &ndash; despair3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Causing_Nearby_Enemies_to_Deal_Even_Less_Damage_.E2.80.93_despair2|despair2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (20)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (25)]]</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Ancient Demon (Lilith) ==<br />
<span style='color:#808080'><i>An ancient demon is a creature living since time immemorial, powerful enough to survive eons. They were either born with that power, or achieved it by arcane means, collecting powerful spells and artifacts of power, or a combination of the two. In any case, their survival was more likely because of great precaution than because of luck, so killing them might be a great challenge. Many legends tell of great heroes slaying ancient demons only to see them come back to life after some time.<br/><br />
Special Notes: This unit has magical attacks, which always have a high chance of hitting an opponent.</i></span><br />
<br />
=== &ndash; amla_demon_lord ===<br />
<span style='color:#808080'><i>This advancement can be taken 100 times</i></span><br/><br />
<span style='color:#60A0FF'>100 more hitpoints per level</span><br/><br />
<span style='color:green'>Damage increased by 8 (in EASY difficulty), 9 (in MEDIUM difficulty), 10 (in HARD difficulty)</span><br/><br />
<br/><br />
<br />
== Ancient Demoness (Lilith Ally) ==<br />
<span style='color:#808080'><i>An ancient demoness is a creature living since time immemorial, powerful enough to survive eons. They were either born with that power, or achieved it by arcane means, collecting powerful spells and artifacts of power, or a combination of the two. In any case, their survival was more likely because of great intelligence than because of luck. They know how to get through anything alive, and because of this, all their schemes have backdoors and escape routes. If their alliance turns out to be weak, they turn their coat and join the winners or escape. If they lead an army into a battle that shows to be going to be a defeat, they betray their soldiers and flee into safety or trick the winners that they were helping them all the time. If their keep is under siege, they prepare a flight instead of a defence or a last stand.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Faster at Axe Combat &ndash; axe ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>1 more attacks (melee attacks only)</span><br/><br />
<br/><br />
=== Faster at Axe Combat &ndash; axe-speed ===<br />
<span style='color:#808080'><i>This advancement can be taken 2 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_at_Axe_Combat_.E2.80.93_axe|axe]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 (melee attacks only)</span><br/><br />
<span style='color:green'>1 more attacks (melee attacks only)</span><br/><br />
<br/><br />
=== Better at Axe Combat &ndash; axe-damage ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_at_Axe_Combat_.E2.80.93_axe|axe]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (melee attacks only)</span><br/><br />
<br/><br />
=== Striking More Precisely with Axe &ndash; axe-marksman ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_at_Axe_Combat_.E2.80.93_axe-damage|axe-damage]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the axe attack: marksman</span><br/><br />
<br/><br />
=== Stronger with Hatchet &ndash; hatchet ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the hatchet attack</span><br/><br />
<br/><br />
=== Faster with Hatchet &ndash; hatchet2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Stronger_with_Hatchet_.E2.80.93_hatchet|hatchet]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the hatchet attack</span><br/><br />
<span style='color:green'>1 more attacks for the hatchet attack</span><br/><br />
<br/><br />
=== Stronger with Hatchet &ndash; hatchet3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_with_Hatchet_.E2.80.93_hatchet2|hatchet2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the hatchet attack</span><br/><br />
<br/><br />
=== Able to Hurl Hatchets in a Long Stream &ndash; hatchet-anger ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Stronger_with_Hatchet_.E2.80.93_hatchet3|hatchet3]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the hatchet attack: [[LotI_Abilities#anger_.E2.80.93_attacks|anger]]</span><br/><br />
<br/><br />
=== Better with Fireball &ndash; fireball ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the fireball attack</span><br/><br />
<br/><br />
=== Faster with Fireball &ndash; fireball2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Fireball_.E2.80.93_fireball|fireball]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the fireball attack</span><br/><br />
<span style='color:green'>1 more attacks for the fireball attack</span><br/><br />
<br/><br />
=== Better with Fireball &ndash; fireball3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_with_Fireball_.E2.80.93_fireball2|fireball2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the fireball attack</span><br/><br />
<br/><br />
=== Hitting More Enemies with Fireball &ndash; fireball-cone ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Fireball_.E2.80.93_fireball3|fireball3]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the fireball attack: [[LotI_Abilities#cone_.E2.80.93_dummy|cone]]</span><br/><br />
<br/><br />
=== Better at Dodging (Lowering the Chance to be Hit by 2%) &ndash; dodge ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in deep water reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit above unwalkable places reduced by 2%</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 4 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Ancient Lich ==<br />
<span style='color:#808080'><i>A being of this order is a revenant of ages long past. Anyone who encounters an Ancient Lich likely has far worse things to worry about than death.<br/><br />
Special Notes: This unit has magical attacks, which always have a high chance of hitting an opponent. During battle, this unit can drain life from victims to renew its own health. This unit’s arcane attack deals tremendous damage to magical creatures, and even some to mundane creatures. This unit can move unseen in deep water, requiring no air from the surface.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Faster at Melee Combat &ndash; melee ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>1 more attacks (melee attacks only)</span><br/><br />
<br/><br />
=== Creating Zombies from Enemies Killed at Melee &ndash; melee2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_at_Melee_Combat_.E2.80.93_melee|melee]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special (melee attacks only): plague</span><br/><br />
<br/><br />
=== Better at Melee &ndash; melee3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Faster_at_Melee_Combat_.E2.80.93_melee|melee]] and [[#Creating_Zombies_from_Enemies_Killed_at_Melee_.E2.80.93_melee2|melee2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (melee attacks only)</span><br/><br />
<br/><br />
=== A Better Caster &ndash; magic ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (ranged attacks only)</span><br/><br />
<br/><br />
=== A Faster Caster of Chill Tempests &ndash; magic-chill ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>1 more attacks for the chill tempest attack</span><br/><br />
<br/><br />
=== Slowing with Chill Tempest &ndash; magic-chill3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#A_Faster_Caster_of_Chill_Tempests_.E2.80.93_magic-chill|magic-chill]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the chill tempest attack: slow</span><br/><br />
<br/><br />
=== A Faster Caster of Shadow Waves &ndash; magic-shadow ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>1 more attacks for the shadow wave attack</span><br/><br />
<br/><br />
=== A Better Caster of Chill Tempests &ndash; magic-chill2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#A_Faster_Caster_of_Chill_Tempests_.E2.80.93_magic-chill|magic-chill]] and [[#A_Better_Caster_.E2.80.93_magic|magic]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the chill tempest attack</span><br/><br />
<br/><br />
=== Slowing Multiple Enemies with Chill Tempest &ndash; magic-chill-slow-extra ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Slowing_with_Chill_Tempest_.E2.80.93_magic-chill3|magic-chill3]] and [[#A_Better_Caster_of_Chill_Tempests_.E2.80.93_magic-chill2|magic-chill2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the chill tempest attack: [[LotI_Abilities#explosive slow_.E2.80.93_damage|explosive slow]]</span><br/><br />
<br/><br />
=== A Better Caster of Shadow Waves &ndash; magic-shadow2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#A_Faster_Caster_of_Shadow_Waves_.E2.80.93_magic-shadow|magic-shadow]] and [[#A_Better_Caster_.E2.80.93_magic|magic]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the shadow wave attack</span><br/><br />
<br/><br />
=== Leeching Health from Enemies with Shadow Wave &ndash; magic-shadow-leech ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#A_Better_Caster_of_Shadow_Waves_.E2.80.93_magic-shadow2|magic-shadow2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the shadow wave attack: [[LotI_Abilities#leeches_.E2.80.93_damage|leech]]</span><br/><br />
<br/><br />
=== More Undead-Like Resistance (Improved Resistances, Slightly Worsened Weaknesses) &ndash; armour ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by -1%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 3%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by -1%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 3%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by -2%</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 2 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Arch Necromancer ==<br />
<span style='color:#808080'><i>The greatest of the necromancers are greatly prepared to become liches, but they prefer to enjoy life while they are still living. They are much stronger in human body, and when they die, they become liches, but their magic abilities will diminish during the transformation.<br/><br />
Special Notes: This unit has magical attacks, which always have a high chance of hitting an opponent. Foes who lose their life to the plague will rise again in unlife, unless they are standing on a village. This unit’s arcane attack deals tremendous damage to magical creatures, and even some to mundane creatures.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Faster at Melee Combat &ndash; melee ===<br />
<span style='color:#808080'><i>This advancement can be taken 2 times</i></span><br/><br />
<span style='color:green'>Damage decreased by 2 (melee attacks only)</span><br/><br />
<span style='color:green'>1 more attacks (melee attacks only)</span><br/><br />
<br/><br />
=== Better at Melee Combat &ndash; melee2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_at_Melee_Combat_.E2.80.93_melee_2|melee]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (melee attacks only)</span><br/><br />
<br/><br />
=== Transforming Enemies into Soulless Also with the Infection &ndash; melee3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_at_Melee_Combat_.E2.80.93_melee_2|melee]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special (melee attacks only): [[LotI_Abilities#greater infect_.E2.80.93_poison|greater infect]]</span><br/><br />
<span style='color:green'>Remove weapon special (melee attacks only): infect</span><br/><br />
<br/><br />
=== A Better Caster of Chill Waves &ndash; magic-chill ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the chill wave attack</span><br/><br />
<br/><br />
=== A Faster Caster of Chill Waves &ndash; magic-chill2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 2 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#A_Better_Caster_of_Chill_Waves_.E2.80.93_magic-chill|magic-chill]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 5 for the chill wave attack</span><br/><br />
<span style='color:green'>1 more attacks for the chill wave attack</span><br/><br />
<br/><br />
=== Slowing with Chill Wave &ndash; magic-chill3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#A_Faster_Caster_of_Chill_Waves_.E2.80.93_magic-chill2|magic-chill2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the chill wave attack: slow</span><br/><br />
<br/><br />
=== A Faster Caster of Shadow Waves &ndash; magic-shadow ===<br />
<span style='color:#808080'><i>This advancement can be taken 2 times</i></span><br/><br />
<span style='color:green'>Damage decreased by 3 for the shadow wave attack</span><br/><br />
<span style='color:green'>1 more attacks for the shadow wave attack</span><br/><br />
<br/><br />
=== A Better Caster of Shadow Waves &ndash; magic-shadow2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#A_Faster_Caster_of_Shadow_Waves_.E2.80.93_magic-shadow_2|magic-shadow]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the shadow wave attack</span><br/><br />
<br/><br />
=== Creating Ghosts from Victims of Shadow Wave &ndash; magic-shadow3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#A_Better_Caster_of_Shadow_Waves_.E2.80.93_magic-shadow2_2|magic-shadow2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the shadow wave attack: [[LotI_Abilities#plague (LANGUAGE_TYPE)_.E2.80.93_plague|plague (Ghost)]]</span><br/><br />
<br/><br />
=== A Better Caster, Generally &ndash; magic ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (ranged attacks only)</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 2 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Blackguard ==<br />
<span style='color:#808080'><i>Blackguards are either outlaws who were even knighted for causing severe havoc in a land by a rival landlord, or knights whose love for war and gold has gone far beoyond reason. They do not behave like knights, rather like a twisted opposite of knights. Clad in black armour, radiating darkness, prefering to fight in the dead of night, attacking by surprise and scaring enemies by their appearance.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Striking Better with Scourge &ndash; scourge ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the scourge attack</span><br/><br />
<br/><br />
=== Striking Faster with Scourge &ndash; scourge2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Striking_Better_with_Scourge_.E2.80.93_scourge|scourge]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the scourge attack</span><br/><br />
<span style='color:green'>1 more attacks for the scourge attack</span><br/><br />
<br/><br />
=== Striking Better with Scourge &ndash; scourge3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Striking_Faster_with_Scourge_.E2.80.93_scourge2|scourge2]] and [[#Striking_Better_with_Scourge_.E2.80.93_scourge|scourge]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the scourge attack</span><br/><br />
<br/><br />
=== Better Protected from Physical Blows (2% Better Resistances; +4% Resist Impact) &ndash; armour ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 4%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 2%</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== Able to Darken Even the Night &ndash; darken ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#darkens_.E2.80.93_illuminates|darkens]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#darkens badly_.E2.80.93_illuminates|darkens badly]]</span><br/><br />
<br/><br />
=== Radiating Unearthly Darkness &ndash; darken2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Darken_Even_the_Night_.E2.80.93_darken|darken]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#darkens badly_.E2.80.93_illuminates|darkens badly]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#darkens severely_.E2.80.93_illuminates|darkens severely]]</span><br/><br />
<br/><br />
<br />
== Celestial Messenger ==<br />
<span style='color:#808080'><i>Gods are legendary beings living from humans' worship. They are greatly powerful and usually out of our reach, but sometimes even gods give birth to children with humans. Their children retain some of their power, but this power fades over generation. However, priestly white magic can awaken it, greatly enhancing the powers of Light inside his body, allowing the White Mage to become far more exalted than he could ever hope to.<br/><br />
Thanks to the feathered wings on their backs, they can travel much faster through difficult terrains than others.<br/><br />
Special Notes: This unit has magical attacks, which always have a high chance of hitting an opponent. This unit’s arcane attack deals tremendous damage to magical creatures, and even some to mundane creatures. This unit is capable of healing those around it, and curing them of poison. Illumination increases the lighting level in adjacent areas.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Better with Magic &ndash; lightbeam ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the lightbeam attack</span><br/><br />
<br/><br />
=== Faster with Magic &ndash; lightbeam2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Magic_.E2.80.93_lightbeam|lightbeam]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the lightbeam attack</span><br/><br />
<span style='color:green'>1 more attacks for the lightbeam attack</span><br/><br />
<br/><br />
=== Better with Magic &ndash; lightbeam3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_with_Magic_.E2.80.93_lightbeam2|lightbeam2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the lightbeam attack</span><br/><br />
<br/><br />
=== Faster with Mace &ndash; mace ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the mace attack</span><br/><br />
<span style='color:green'>1 more attacks for the mace attack</span><br/><br />
<br/><br />
=== Better with Mace &ndash; mace2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_with_Mace_.E2.80.93_mace|mace]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the mace attack</span><br/><br />
<br/><br />
=== Able to Heal Allies Better &ndash; heal ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: cures</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#heals +VALUE_.E2.80.93_heals|heals (11)]]</span><br/><br />
<br/><br />
=== Able to Heal Allies Better &ndash; heal2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Heal_Allies_Better_.E2.80.93_heal|heal]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#heals +VALUE_.E2.80.93_heals|heals (11)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#heals +VALUE_.E2.80.93_heals|heals (14)]]</span><br/><br />
<br/><br />
=== Able to Heal Allies Better &ndash; heal3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Able_to_Heal_Allies_Better_.E2.80.93_heal|heal]] and [[#Able_to_Heal_Allies_Better_.E2.80.93_heal2|heal2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#heals +VALUE_.E2.80.93_heals|heals (14)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#heals +VALUE_.E2.80.93_heals|heals (16)]]</span><br/><br />
<br/><br />
=== Able to Make Enemies Feel Their Guilt (-15% to Non-Physical Resistances) &ndash; conviction ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#conviction (INTENSITY)_.E2.80.93_resistance|conviction (15)]]</span><br/><br />
<br/><br />
=== Making Enemies Feel Their Guilt Stronger (-25% to Non-Physical Resistances) &ndash; conviction2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Make_Enemies_Feel_Their_Guilt_(-15%_to_Non-Physical_Resistances)_.E2.80.93_conviction|conviction]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#conviction (INTENSITY)_.E2.80.93_resistance|conviction (15)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#conviction (INTENSITY)_.E2.80.93_resistance|conviction (25)]]</span><br/><br />
<br/><br />
=== Making Enemies Feel Their Guilt Stronger (-33% to Non-Physical Resistances) &ndash; conviction3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Making_Enemies_Feel_Their_Guilt_Stronger_(-25%_to_Non-Physical_Resistances)_.E2.80.93_conviction2|conviction2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#conviction (INTENSITY)_.E2.80.93_resistance|conviction (25)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#conviction (INTENSITY)_.E2.80.93_resistance|conviction (33)]]</span><br/><br />
<br/><br />
=== Making Enemies' Sins Burn Them from Inside (-16 Enemy Heal) &ndash; guilt ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Making_Enemies_Feel_Their_Guilt_Stronger_(-25%_to_Non-Physical_Resistances)_.E2.80.93_conviction2|conviction2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#burns foes (POWER)_.E2.80.93_heals|burns foes (16)]]</span><br/><br />
<br/><br />
=== Able to Illuminate Even the Day &ndash; aura_illuminate ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Able_to_Heal_Allies_Better_.E2.80.93_heal|heal]] and [[#Able_to_Make_Enemies_Feel_Their_Guilt_(-15%_to_Non-Physical_Resistances)_.E2.80.93_conviction|conviction]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: illuminates</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#improved illumination_.E2.80.93_illuminates|improved illumination]]</span><br/><br />
<br/><br />
=== Illuminating Everything Around Better &ndash; aura_illuminate2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Able_to_Illuminate_Even_the_Day_.E2.80.93_aura_illuminate|aura_illuminate]], [[#Able_to_Heal_Allies_Better_.E2.80.93_heal2|heal2]] and [[#Making_Enemies_Feel_Their_Guilt_Stronger_(-25%_to_Non-Physical_Resistances)_.E2.80.93_conviction2|conviction2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#improved illumination_.E2.80.93_illuminates|improved illumination]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#great illumination_.E2.80.93_illuminates|great illumination]]</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 4 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Champion ==<br />
<span style='color:#808080'><i>After hundreds of battles and duels, the survivor learns that victory is not as important as survival. The best warrior is not the one who kills the most enemies, but the one who survives the most battles. Even with fewer kills per battle, the one who lives longer will eventually kill more people than fighters who kill enemies in large numbers. And the secret of survival is proper defence. Even in duels, the winner is the one who does not get hit, not the one who can hit the best.<br/><br />
Those who understand this rule learn to defend extremely well and become so legendary in duels that even kings call them their champions in various occasions, like trials by combat. Sometimes they even adapt to wearing a light armour to protect themselves.<br/><br />
Gameplay notes:<br/><br />
This unit is highly defensive and focused on counterattacks, not on damage.<br/><br />
Advancements are defense-oriented, this unit's potential in avoiding hits is the greatest of all units.<br/><br />
Special Notes: This unit’s skill at skirmishing allows it to ignore enemies’ zones of control and thus move unhindered around them.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Faster at Melee Combat &ndash; sword ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>1 more attacks (melee attacks only)</span><br/><br />
<br/><br />
=== Better with Sword &ndash; sword2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_at_Melee_Combat_.E2.80.93_sword|sword]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (melee attacks only)</span><br/><br />
<br/><br />
=== Faster with Sword &ndash; sword3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Faster_at_Melee_Combat_.E2.80.93_sword|sword]] and [[#Better_with_Sword_.E2.80.93_sword2|sword2]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks (melee attacks only)</span><br/><br />
<br/><br />
=== Better with Sword &ndash; sword4 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Faster_at_Melee_Combat_.E2.80.93_sword|sword]], [[#Better_with_Sword_.E2.80.93_sword2|sword2]] and [[#Faster_with_Sword_.E2.80.93_sword3|sword3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the saber attack</span><br/><br />
<br/><br />
=== Faster with Crossbow &ndash; crossbow ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage decreased by 9 for the crossbow attack</span><br/><br />
<span style='color:green'>1 more attacks for the crossbow attack</span><br/><br />
<br/><br />
=== Better at Defending (Lowering the Chance to be Hit by 3%) &ndash; block ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on coastal reefs reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 3%</span><br/><br />
<br/><br />
=== Better Protected from Physical Blows (3% Better Resistances) &ndash; armour ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 3%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 3%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 3%</span><br/><br />
<br/><br />
=== 10% Better Resistances when Defending &ndash; careful ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#careful_.E2.80.93_resistance|careful (10)]]</span><br/><br />
<br/><br />
=== 20% Better Resistances when Defending &ndash; careful2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#10%_Better_Resistances_when_Defending_.E2.80.93_careful|careful]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#careful_.E2.80.93_resistance|careful (10)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#careful_.E2.80.93_resistance|careful (20)]]</span><br/><br />
<br/><br />
=== 25% Better Resistances when Defending &ndash; careful3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#20%_Better_Resistances_when_Defending_.E2.80.93_careful2|careful2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#careful_.E2.80.93_resistance|careful (20)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#careful_.E2.80.93_resistance|careful (25)]]</span><br/><br />
<br/><br />
=== Better with Crossbow &ndash; crossbow2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_with_Crossbow_.E2.80.93_crossbow|crossbow]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 2 (pierce attacks only)</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 4 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Champion Bowman ==<br />
<span style='color:#808080'><i>Although any Master Bowman claims he has have reached the zenith of his art, inasmuch as any human is capable, it is far from truth. Their elite archers can become Champion Bowmen, that are really the ones who have reached the zenith of their art, inasmuch as any human is capable. This unit’s marksmanship gives it a high chance of hitting targeted enemies, but only on the attack.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Striking Better with Bow &ndash; bow ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the bow attack</span><br/><br />
<br/><br />
=== Striking Faster with Bow &ndash; bow2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Striking_Better_with_Bow_.E2.80.93_bow|bow]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the bow attack</span><br/><br />
<span style='color:green'>1 more attacks for the bow attack</span><br/><br />
<br/><br />
=== Striking Better with Bow &ndash; bow3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Striking_Faster_with_Bow_.E2.80.93_bow2|bow2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the bow attack</span><br/><br />
<br/><br />
=== Shooting Insanely Precisely &ndash; bow-precision ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Striking_Better_with_Bow_.E2.80.93_bow|bow]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the bow attack: [[LotI_Abilities#focused_.E2.80.93_chance_to_hit|focused]]</span><br/><br />
<span style='color:green'>Remove weapon special for the bow attack: marksman</span><br/><br />
<br/><br />
=== Able to Shoot a Storm on Arrows Without Giving the Enemy a Chance to Counterattack (New Attack) &ndash; arrowstorm ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>New bonus attack: arrow storm (-20% - -40% ranged)</span><br/><br />
<span style='color:green'>New weapon special for the arrow storm attack: [[LotI_Abilities#distant attack_.E2.80.93_attacks|distant attack]]</span><br/><br />
<br/><br />
=== Shooting Arrow Storms Better &ndash; arrowstorm2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Shoot_a_Storm_on_Arrows_Without_Giving_the_Enemy_a_Chance_to_Counterattack_(New_Attack)_.E2.80.93_arrowstorm|arrowstorm]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 10% for the arrow storm attack</span><br/><br />
<span style='color:green'>5% more attacks for the arrow storm attack</span><br/><br />
<br/><br />
=== Striking Better with Sword &ndash; sword ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<br/><br />
=== Striking Faster with Sword &ndash; sword2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Striking_Better_with_Sword_.E2.80.93_sword|sword]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the sword attack</span><br/><br />
<span style='color:green'>1 more attacks for the sword attack</span><br/><br />
<br/><br />
=== Striking Better with Sword &ndash; sword3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Striking_Faster_with_Sword_.E2.80.93_sword2|sword2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<br/><br />
=== Better Protected from Physical Blows (2% Better Resistances) &ndash; armour ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 2%</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Chaos Rider ==<br />
<span style='color:#808080'><i>The daring deeds of Cavaliers are known, but only some of them choose to play with fire. Wizards bind spirits of fire into their swords and horses, making them one of the most dangerous things on the battlefield.<br/><br />
Special Notes: This unit has magical attacks, which always have a high chance of hitting an opponent.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Striking Better with Sword &ndash; sword ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<br/><br />
=== Striking Faster with Sword &ndash; sword2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Striking_Better_with_Sword_.E2.80.93_sword_2|sword]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the sword attack</span><br/><br />
<span style='color:green'>1 more attacks for the sword attack</span><br/><br />
<br/><br />
=== Incinerating Enemies with Sword &ndash; sword-incinerate ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Striking_Faster_with_Sword_.E2.80.93_sword2_2|sword2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the sword attack: [[LotI_Abilities#incinerate_.E2.80.93_dummy|incinerate]]</span><br/><br />
<br/><br />
=== Striking Better with Sword &ndash; sword3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Striking_Faster_with_Sword_.E2.80.93_sword2_2|sword2]] and [[#Striking_Better_with_Sword_.E2.80.93_sword_2|sword]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<br/><br />
=== Stomping Enemies Better &ndash; stomp ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:green'>Damage increased by 4 for the stomp attack</span><br/><br />
<br/><br />
=== Better with Fireball &ndash; fireball ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the fireball attack</span><br/><br />
<br/><br />
=== Faster with Fireball &ndash; fireball2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Fireball_.E2.80.93_fireball_2|fireball]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the fireball attack</span><br/><br />
<span style='color:green'>1 more attacks for the fireball attack</span><br/><br />
<br/><br />
=== Better with Fireball &ndash; fireball3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_with_Fireball_.E2.80.93_fireball2_2|fireball2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the fireball attack</span><br/><br />
<br/><br />
=== Creating Spirits of Fire with Fireball &ndash; fireball_plague ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>New weapon special for the fireball attack: [[LotI_Abilities#plague (LANGUAGE_TYPE)_.E2.80.93_plague|plague (Fire Guardian)]]</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 4 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Dark Shade ==<br />
<span style='color:#808080'><i>Dark shade is a spirit of something so dark that it was not allowed to exist in the real world. Only its shadow appears on walls and attacks the shadows of its victims - and the victims will get hurt too.<br/><br />
Special Notes: If there is an enemy of the target on the opposite side of the target while attacking it, this unit may backstab, inflicting double damage by creeping around behind that enemy. Spirits have very unusual resistances to damage, and move quite slowly over open water. This unit is able to hide at night, leaving no trace of its presence. This unit’s skill at skirmishing allows it to ignore enemies’ zones of control and thus move unhindered around them. During battle, this unit can drain life from victims to renew its own health.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Clawing Better &ndash; claws ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the claws attack</span><br/><br />
<br/><br />
=== Clawing Better &ndash; claws2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Clawing_Better_.E2.80.93_claws|claws]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the claws attack: [[LotI_Abilities#greater backstab_.E2.80.93_damage|greater backstab]]</span><br/><br />
<span style='color:green'>Remove weapon special for the claws attack: backstab</span><br/><br />
<span style='color:green'>Damage increased by 1 for the claws attack</span><br/><br />
<br/><br />
=== Clawing Faster &ndash; claws3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Clawing_Better_.E2.80.93_claws|claws]] and [[#Clawing_Better_.E2.80.93_claws2|claws2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the claws attack</span><br/><br />
<span style='color:green'>1 more attacks for the claws attack</span><br/><br />
<br/><br />
=== Clawing Better &ndash; claws4 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Clawing_Better_.E2.80.93_claws|claws]], [[#Clawing_Better_.E2.80.93_claws2|claws2]] and [[#Clawing_Faster_.E2.80.93_claws3|claws3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the claws attack</span><br/><br />
<br/><br />
=== Draining Enemies Better &ndash; sip ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the soul sip attack</span><br/><br />
<br/><br />
=== Draining Enemies Faster &ndash; sip2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Draining_Enemies_Better_.E2.80.93_sip|sip]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the soul sip attack</span><br/><br />
<br/><br />
=== Draining More from Living, Able to Drain a Bit from the Non-Living as Well &ndash; sip3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Draining_Enemies_Better_.E2.80.93_sip|sip]] and [[#Draining_Enemies_Faster_.E2.80.93_sip2|sip2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the soul sip attack: [[LotI_Abilities#leeches_.E2.80.93_damage|leech]]</span><br/><br />
<br/><br />
=== Draining Enemies Better &ndash; sip4 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Draining_Enemies_Better_.E2.80.93_sip|sip]] and [[#Draining_Enemies_Faster_.E2.80.93_sip2|sip2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the soul sip attack</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Deathlord ==<br />
<span style='color:#808080'><i>Clad in a dark armour radiating with evil power of their controller, carrying a battle axe made not of steel, but of bones of its victims put together with malevolent magic, these terrible knights of evil bring doom to everyone who crosses their path. Cruelty is not what it seeks, but warfare is the only thing it remembers from its previous life, and so it fights; without any purpose or goal, it is simply the only thing its mindless body can do.<br/><br />
Special Notes: This unit can move unseen in deep water, requiring no air from the surface.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Better at Melee Combat &ndash; axe ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (melee attacks only)</span><br/><br />
<br/><br />
=== Better at Melee Combat &ndash; axe2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_at_Melee_Combat_.E2.80.93_axe|axe]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (melee attacks only)</span><br/><br />
<br/><br />
=== Faster at Melee Combat &ndash; axe3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_at_Melee_Combat_.E2.80.93_axe|axe]] and [[#Better_at_Melee_Combat_.E2.80.93_axe2|axe2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 (melee attacks only)</span><br/><br />
<span style='color:green'>1 more attacks (melee attacks only)</span><br/><br />
<br/><br />
=== Better at Melee Combat &ndash; axe4 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_at_Melee_Combat_.E2.80.93_axe|axe]], [[#Better_at_Melee_Combat_.E2.80.93_axe2|axe2]] and [[#Faster_at_Melee_Combat_.E2.80.93_axe3|axe3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (melee attacks only)</span><br/><br />
<br/><br />
=== Able to Attack in a Terrible Way that Lowers Enemy Resistance (New Attack) &ndash; doom ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>New bonus attack: doom (-30% - -30% melee)</span><br/><br />
<span style='color:green'>New weapon special for the doom attack: [[LotI_Abilities#doom_.E2.80.93_dummy|doom]]</span><br/><br />
<br/><br />
=== Crippling Enemies Better &ndash; doom2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Attack_in_a_Terrible_Way_that_Lowers_Enemy_Resistance_(New_Attack)_.E2.80.93_doom|doom]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 15% for the doom attack</span><br/><br />
<span style='color:green'>5% more attacks for the doom attack</span><br/><br />
<br/><br />
=== Better at Blocking Attacks (Lowering the Chance to be Hit by 4%) &ndash; block ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on coastal reefs reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 4%</span><br/><br />
<br/><br />
=== Better with Crossbow &ndash; xbow ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the crossbow attack</span><br/><br />
<br/><br />
=== Faster with Crossbow &ndash; xbow2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Crossbow_.E2.80.93_xbow|xbow]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the crossbow attack</span><br/><br />
<br/><br />
=== Shooting Poisonous Arrows &ndash; xbow-poison ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Faster_with_Crossbow_.E2.80.93_xbow2|xbow2]] and [[#Better_with_Crossbow_.E2.80.93_xbow|xbow]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the crossbow attack: poison</span><br/><br />
<br/><br />
=== Better with Crossbow &ndash; xbow3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Faster_with_Crossbow_.E2.80.93_xbow2|xbow2]] and [[#Better_with_Crossbow_.E2.80.93_xbow|xbow]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the crossbow attack</span><br/><br />
<br/><br />
=== Better Resistance (2% Blade, 2% Pierce, 3% Cold, But -1% Arcane) &ndash; armour ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 3%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by -1%</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Demigod (Efraim God) ==<br />
<span style='color:#808080'><i>Half-gods are things so rare, that nobody ever cared to describe their full powers.<br/><br />
Special Notes: Telling everything a half-god can do would be too lengthy. But a matter to consider is that they have developed compassion out of a desire to save their wretched enemies from sins, pain, suffering and misery, they are able to redeem tormented souls. Even if this 'redeem attack' can be used only once every three turns.<br/><br />
Gameplay notes:<br/><br />
It is imperative to use the redeem attack from time to time. After redeeming a certain amount of enemies, redeem becomes more effective (possibly also a good offensive weapon) and the unit gains a new advancement line of choice. Some of them add new spells, others add new abilities. Spells gained have huge ranges, incomparable to other spells, and converge into Particle storm, an attack hitting many enemies and dealing severe arcane damage. Physical abilities converge into Spiritual Transformation, that is an attack that makes the unit attack a single target with huge damage and taking only 33% of the damage.<br/><br />
Without these advancements, the unit will never get particularly strong, and low level enemies may become rare to find.<br/><br />
The leadership is equal to the leadership of a level 5 unit.<br/><br />
This unit also has god AMLA advancements</i></span><br />
<br />
=== Better with Sword &ndash; sword1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<br/><br />
=== Faster with Sword (Affects Also Whirlwind) &ndash; sword1_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Sword_.E2.80.93_sword3|sword3]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the sword attack</span><br/><br />
<span style='color:green'>Damage decreased by 1 for the whirlwind attack</span><br/><br />
<span style='color:green'>1 more attacks for the whirlwind attack</span><br/><br />
<br/><br />
=== Better with Sword &ndash; sword2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Sword_.E2.80.93_sword1|sword1]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<br/><br />
=== More Precise with Sword &ndash; sword2_marksman ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Sword_.E2.80.93_sword1|sword1]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the sword attack: marksman</span><br/><br />
<br/><br />
=== Better with Sword &ndash; sword3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Sword_.E2.80.93_sword1|sword1]] and [[#Better_with_Sword_.E2.80.93_sword2_2|sword2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<br/><br />
=== Better with Sword &ndash; sword4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Sword_.E2.80.93_sword1|sword1]], [[#Better_with_Sword_.E2.80.93_sword2_2|sword2]] and [[#Better_with_Sword_.E2.80.93_sword3|sword3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<br/><br />
=== Incinerating Enemies with Sword &ndash; sword4_flames ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Sword_.E2.80.93_sword1|sword1]], [[#Better_with_Sword_.E2.80.93_sword2_2|sword2]], [[#Better_with_Sword_.E2.80.93_sword3|sword3]] and [[#Better_with_Sword_.E2.80.93_sword4_2|sword4]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the sword attack: [[LotI_Abilities#incinerate_.E2.80.93_dummy|incinerate]]</span><br/><br />
<br/><br />
=== Better with Sword &ndash; sword5 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Sword_.E2.80.93_sword1|sword1]], [[#Better_with_Sword_.E2.80.93_sword2_2|sword2]], [[#Better_with_Sword_.E2.80.93_sword3|sword3]] and [[#Better_with_Sword_.E2.80.93_sword4_2|sword4]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<br/><br />
=== Faster with Sword (Affects Also Whirlwind) &ndash; sword5_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Sword_.E2.80.93_sword1|sword1]], [[#Better_with_Sword_.E2.80.93_sword2_2|sword2]], [[#Better_with_Sword_.E2.80.93_sword3|sword3]], [[#Better_with_Sword_.E2.80.93_sword4_2|sword4]], [[#Better_with_Sword_.E2.80.93_sword5|sword5]] and [[#Faster_with_Sword_(Affects_Also_Whirlwind)_.E2.80.93_sword1_speed|sword1_speed]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the sword attack</span><br/><br />
<span style='color:green'>Damage decreased by 1 for the whirlwind attack</span><br/><br />
<span style='color:green'>1 more attacks for the whirlwind attack</span><br/><br />
<br/><br />
=== Better with Sword &ndash; sword6 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Sword_.E2.80.93_sword1|sword1]], [[#Better_with_Sword_.E2.80.93_sword2_2|sword2]], [[#Better_with_Sword_.E2.80.93_sword3|sword3]], [[#Better_with_Sword_.E2.80.93_sword4_2|sword4]] and [[#Better_with_Sword_.E2.80.93_sword5|sword5]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<br/><br />
=== Able to Attack Twice in a Row &ndash; berserk1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Sword_.E2.80.93_sword1|sword1]], [[#Better_with_Sword_.E2.80.93_sword2_2|sword2]], [[#Better_with_Sword_.E2.80.93_sword3|sword3]] and [[#More_Precise_with_Sword_.E2.80.93_sword2_marksman|sword2_marksman]] to be achieved first</i></span><br/><br />
<span style='color:green'>New bonus attack: mberserk2 (-20% - 100% melee blade)</span><br/><br />
<span style='color:green'>New weapon special for the mberserk2 attack: [[LotI_Abilities#lesser berserk (COUNT)_.E2.80.93_berserk|lesser berserk (2)]]</span><br/><br />
<span style='color:green'>New weapon special for the mberserk2 attack: swarm</span><br/><br />
<span style='color:green'>New weapon special for the mberserk2 attack: marksman</span><br/><br />
<br/><br />
=== Able to Attack Thrice in a Row &ndash; berserk2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Attack_Twice_in_a_Row_.E2.80.93_berserk1|berserk1]] to be achieved first</i></span><br/><br />
<span style='color:green'>New bonus attack: mberserk3 (-20% - 100% melee blade)</span><br/><br />
<span style='color:green'>New weapon special for the mberserk3 attack: [[LotI_Abilities#lesser berserk (COUNT)_.E2.80.93_berserk|lesser berserk (3)]]</span><br/><br />
<span style='color:green'>New weapon special for the mberserk3 attack: swarm</span><br/><br />
<span style='color:green'>New weapon special for the mberserk3 attack: marksman</span><br/><br />
<br/><br />
=== Able to Attack Five Times in a Row &ndash; berserk3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Attack_Thrice_in_a_Row_.E2.80.93_berserk2|berserk2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New bonus attack: mberserk5 (-20% - 100% melee blade)</span><br/><br />
<span style='color:green'>New weapon special for the mberserk5 attack: [[LotI_Abilities#lesser berserk (COUNT)_.E2.80.93_berserk|lesser berserk (5)]]</span><br/><br />
<span style='color:green'>New weapon special for the mberserk5 attack: swarm</span><br/><br />
<span style='color:green'>New weapon special for the mberserk5 attack: marksman</span><br/><br />
<br/><br />
=== Doing More Damage with the Furious Attack &ndash; berserk1_damage ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Attack_Twice_in_a_Row_.E2.80.93_berserk1|berserk1]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 10% for the mberserk2 attack</span><br/><br />
<span style='color:green'>Damage increased by 10% for the mberserk3 attack</span><br/><br />
<span style='color:green'>Damage increased by 10% for the mberserk5 attack</span><br/><br />
<br/><br />
=== Whirling Better &ndash; whirlwind ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the whirlwind attack</span><br/><br />
<br/><br />
=== Whirling Better &ndash; whirlwind2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Whirling_Better_.E2.80.93_whirlwind|whirlwind]], [[#Whirling_Better_.E2.80.93_whirlwind|whirlwind]], [[#Whirling_Better_.E2.80.93_whirlwind|whirlwind]] and [[#Better_with_Sword_.E2.80.93_sword4_2|sword4]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the whirlwind attack</span><br/><br />
<br/><br />
=== Whirling Better &ndash; whirlwind3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Whirling_Better_.E2.80.93_whirlwind2|whirlwind2]], [[#Whirling_Better_.E2.80.93_whirlwind2|whirlwind2]], [[#Whirling_Better_.E2.80.93_whirlwind2|whirlwind2]] and [[#Better_with_Sword_.E2.80.93_sword6|sword6]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the whirlwind attack</span><br/><br />
<br/><br />
=== Better with Knives &ndash; knives1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the knife attack</span><br/><br />
<br/><br />
=== Backstabbing with Knives &ndash; knives1_backstab ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>New weapon special for the knife attack: backstab</span><br/><br />
<br/><br />
=== Better with Knives &ndash; knives2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Knives_.E2.80.93_knives1|knives1]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the knife attack</span><br/><br />
<br/><br />
=== More Precise with Knives &ndash; knives2_precision ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Knives_.E2.80.93_knives1|knives1]] and [[#Better_with_Knives_.E2.80.93_knives2|knives2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the knife attack: marksman</span><br/><br />
<br/><br />
=== Better with Knives &ndash; knives3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Knives_.E2.80.93_knives1|knives1]] and [[#Better_with_Knives_.E2.80.93_knives2|knives2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the knife attack</span><br/><br />
<br/><br />
=== Faster with Knives &ndash; knives3_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Knives_.E2.80.93_knives1|knives1]], [[#Better_with_Knives_.E2.80.93_knives2|knives2]] and [[#Better_with_Knives_.E2.80.93_knives3|knives3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the knife attack</span><br/><br />
<span style='color:green'>1 more attacks for the knife attack</span><br/><br />
<br/><br />
=== Better with Knives &ndash; knives4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Knives_.E2.80.93_knives1|knives1]], [[#Better_with_Knives_.E2.80.93_knives2|knives2]] and [[#Better_with_Knives_.E2.80.93_knives3|knives3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the knife attack</span><br/><br />
<br/><br />
=== Backstabbing with Knives Better &ndash; knives4-backstab ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Knives_.E2.80.93_knives4|knives4]] and [[#Backstabbing_with_Knives_.E2.80.93_knives1_backstab|knives1_backstab]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the knife attack: [[LotI_Abilities#greater backstab_.E2.80.93_damage|greater backstab]]</span><br/><br />
<span style='color:green'>Remove weapon special for the knife attack: backstab</span><br/><br />
<br/><br />
=== Better with Knives &ndash; knives5 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Knives_.E2.80.93_knives1|knives1]], [[#Better_with_Knives_.E2.80.93_knives2|knives2]], [[#Better_with_Knives_.E2.80.93_knives3|knives3]] and [[#Better_with_Knives_.E2.80.93_knives4|knives4]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the knife attack</span><br/><br />
<br/><br />
=== Faster with Knives &ndash; knives5_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Knives_.E2.80.93_knives1|knives1]], [[#Better_with_Knives_.E2.80.93_knives2|knives2]], [[#Better_with_Knives_.E2.80.93_knives3|knives3]], [[#Better_with_Knives_.E2.80.93_knives4|knives4]] and [[#Faster_with_Knives_.E2.80.93_knives3_speed|knives3_speed]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 2 for the knife attack</span><br/><br />
<span style='color:green'>1 more attacks for the knife attack</span><br/><br />
<br/><br />
=== Casting Fireballs Better &ndash; fireball ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the fireball attack</span><br/><br />
<br/><br />
=== Incinerating the Primary Target of the Fireballs &ndash; fireball1_incineration ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Casting_Fireballs_Better_.E2.80.93_fireball|fireball]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the fireball attack: [[LotI_Abilities#incinerate_.E2.80.93_dummy|incinerate]]</span><br/><br />
<br/><br />
=== Casting Fireballs Better &ndash; fireball2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Casting_Fireballs_Better_.E2.80.93_fireball|fireball]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the fireball attack</span><br/><br />
<br/><br />
=== Casting Fireballs Faster &ndash; fireball3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Casting_Fireballs_Better_.E2.80.93_fireball|fireball]] and [[#Casting_Fireballs_Better_.E2.80.93_fireball2|fireball2]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the fireball attack</span><br/><br />
<br/><br />
=== Decreasing Enemy Fire Resistance by 10% &ndash; fireball3_penetrate ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Casting_Fireballs_Better_.E2.80.93_fireball|fireball]], [[#Casting_Fireballs_Better_.E2.80.93_fireball2|fireball2]] and [[#Casting_Fireballs_Faster_.E2.80.93_fireball3|fireball3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 10%</span><br/><br />
<br/><br />
=== Casting Fireballs Faster &ndash; fireball4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Casting_Fireballs_Better_.E2.80.93_fireball|fireball]], [[#Casting_Fireballs_Better_.E2.80.93_fireball2|fireball2]] and [[#Casting_Fireballs_Faster_.E2.80.93_fireball3|fireball3]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the fireball attack</span><br/><br />
<br/><br />
=== Shooting Fireballs with Better Precision &ndash; fireball4_precision ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Casting_Fireballs_Better_.E2.80.93_fireball|fireball]], [[#Casting_Fireballs_Better_.E2.80.93_fireball2|fireball2]], [[#Casting_Fireballs_Faster_.E2.80.93_fireball3|fireball3]] and [[#Casting_Fireballs_Faster_.E2.80.93_fireball4|fireball4]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the fireball attack: [[LotI_Abilities#focused_.E2.80.93_chance_to_hit|focused]]</span><br/><br />
<span style='color:green'>Remove weapon special for the fireball attack: magical</span><br/><br />
<br/><br />
=== Casting Fireballs Faster &ndash; fireball5 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Casting_Fireballs_Better_.E2.80.93_fireball|fireball]], [[#Casting_Fireballs_Better_.E2.80.93_fireball2|fireball2]], [[#Casting_Fireballs_Faster_.E2.80.93_fireball3|fireball3]] and [[#Casting_Fireballs_Faster_.E2.80.93_fireball4|fireball4]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the fireball attack</span><br/><br />
<br/><br />
=== Shooting Fireballs with Better Precision &ndash; fireball5_precision ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Casting_Fireballs_Better_.E2.80.93_fireball|fireball]], [[#Casting_Fireballs_Better_.E2.80.93_fireball2|fireball2]], [[#Casting_Fireballs_Faster_.E2.80.93_fireball3|fireball3]], [[#Casting_Fireballs_Faster_.E2.80.93_fireball4|fireball4]] and [[#Shooting_Fireballs_with_Better_Precision_.E2.80.93_fireball4_precision|fireball4_precision]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the fireball attack: [[LotI_Abilities#guided_.E2.80.93_chance_to_hit|guided]]</span><br/><br />
<span style='color:green'>Remove weapon special for the fireball attack: focused</span><br/><br />
<br/><br />
=== Casting Fireballs with Greater Damage &ndash; fireball6 ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Casting_Fireballs_Better_.E2.80.93_fireball|fireball]], [[#Casting_Fireballs_Better_.E2.80.93_fireball2|fireball2]], [[#Casting_Fireballs_Faster_.E2.80.93_fireball3|fireball3]] and [[#Casting_Fireballs_Faster_.E2.80.93_fireball4|fireball4]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the fireball attack</span><br/><br />
<br/><br />
=== Able to Cast Iceball &ndash; iceball ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>New attack: iceball (12 - 2, cold)</span><br/><br />
<span style='color:green'>New weapon special for the iceball attack: magical</span><br/><br />
<span style='color:green'>New weapon special for the iceball attack: slow</span><br/><br />
<br/><br />
=== Dealing More Damage with Iceball &ndash; iceball2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Cast_Iceball_.E2.80.93_iceball|iceball]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the iceball attack</span><br/><br />
<span style='color:green'>1 more attacks for the iceball attack</span><br/><br />
<br/><br />
=== Dealing Damage to Multiple Enemies with Iceball &ndash; iceball3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Dealing_More_Damage_with_Iceball_.E2.80.93_iceball2|iceball2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the iceball attack: [[LotI_Abilities#explosive_.E2.80.93_damage|explosive]]</span><br/><br />
<span style='color:green'>1 more attacks for the iceball attack</span><br/><br />
<br/><br />
=== Slowing Groups of Enemies with Iceball &ndash; iceball4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Dealing_Damage_to_Multiple_Enemies_with_Iceball_.E2.80.93_iceball3|iceball3]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the iceball attack: [[LotI_Abilities#explosive slow_.E2.80.93_damage|explosive slow]]</span><br/><br />
<span style='color:green'>Damage increased by 1 for the iceball attack</span><br/><br />
<br/><br />
=== Dealing More Damage with Iceball &ndash; iceball5 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Slowing_Groups_of_Enemies_with_Iceball_.E2.80.93_iceball4|iceball4]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the iceball attack</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== Faster &ndash; movement2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_.E2.80.93_movement_12|movement]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== Able to Muster Enough Mental Powers to Levitate Through Hard Terrains &ndash; movement3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Faster_.E2.80.93_movement_12|movement]] and [[#Faster_.E2.80.93_movement2|movement2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Movement costs through forests set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs on frozen lands set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs on flat terrains set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs through dark caves set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs through mushroom groves set to 2</span><br/><br />
<span style='color:#60A0FF'>Movement costs through villages set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs through castles set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs in shallow waters set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs on coastal reefs set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs in deep waters set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs through swampy places set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs on hills set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs on mountains set to 2</span><br/><br />
<span style='color:#60A0FF'>Movement costs across sands set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs above unwalkable places set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs through impassable walls set to {UNREACHABLE}</span><br/><br />
<br/><br />
=== Harder to be Hit &ndash; dodge ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on coastal reefs reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in deep water reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 2%</span><br/><br />
<br/><br />
=== Better Protected from Physical Blows (2% Better Resistances) &ndash; armour ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 2%</span><br/><br />
<br/><br />
=== Better Protected from Magical Attacks (2% Better Resistances) &ndash; shield ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 2%</span><br/><br />
<br/><br />
<br />
== Demigod (Lethalia God) ==<br />
<span style='color:#808080'><i>Half-gods are things so rare, that nobody ever cared to describe their full powers.<br/><br />
Special Notes: Telling everything a half-god can do would be too lengthy. But a matter to consider is that they have developed compassion out of a desire to save their wretched enemies from sins, pain, suffering and misery, they are able to redeem tormented souls. Even if this 'redeem attack' can be used only once every three turns.<br/><br />
Gameplay notes:<br/><br />
It is imperative to use the redeem attack from time to time. After redeeming a certain amount of enemies, redeem becomes more effective (possibly also a good offensive weapon) and the unit gains a new advancement line of choice. Some of them add new spells, others add new abilities. Spells gained have huge ranges, incomparable to other spells, and converge into Particle storm, an attack hitting many enemies and dealing severe arcane damage. Physical abilities converge into Spiritual Transformation, that is an attack that makes the unit attack a single target with huge damage and taking only 33% of the damage.<br/><br />
Without these advancements, the unit will never get particularly strong, and low level enemies may become rare to find.<br/><br />
This unit also has god AMLA advancements</i></span><br />
<br />
=== Better with Staff &ndash; staff1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the staff attack</span><br/><br />
<br/><br />
=== More Precise with Staff &ndash; staff1_marksman ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Staff_.E2.80.93_staff1|staff1]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the staff attack: marksman</span><br/><br />
<br/><br />
=== Better with Staff &ndash; staff2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Staff_.E2.80.93_staff1|staff1]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the staff attack</span><br/><br />
<br/><br />
=== More Precise with Staff &ndash; staff2_focused ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Staff_.E2.80.93_staff1|staff1]], [[#Better_with_Staff_.E2.80.93_staff2|staff2]] and [[#More_Precise_with_Staff_.E2.80.93_staff1_marksman|staff1_marksman]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the staff attack: [[LotI_Abilities#focused_.E2.80.93_chance_to_hit|focused]]</span><br/><br />
<span style='color:green'>Remove weapon special for the staff attack: marksman</span><br/><br />
<br/><br />
=== Poisoning Enemies with Staff &ndash; staff2_plague ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Staff_.E2.80.93_staff1|staff1]] and [[#Better_with_Staff_.E2.80.93_staff2|staff2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the staff attack: poison</span><br/><br />
<br/><br />
=== Better with Staff &ndash; staff3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Staff_.E2.80.93_staff1|staff1]] and [[#Better_with_Staff_.E2.80.93_staff2|staff2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the staff attack</span><br/><br />
<br/><br />
=== Faster with Staff &ndash; staff3_attacks ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Staff_.E2.80.93_staff1|staff1]], [[#Better_with_Staff_.E2.80.93_staff2|staff2]] and [[#Better_with_Staff_.E2.80.93_staff3|staff3]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the staff attack</span><br/><br />
<br/><br />
=== Better with Staff &ndash; staff4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Staff_.E2.80.93_staff1|staff1]], [[#Better_with_Staff_.E2.80.93_staff2|staff2]] and [[#Better_with_Staff_.E2.80.93_staff3|staff3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the staff attack</span><br/><br />
<br/><br />
=== Better with Staff &ndash; staff5 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Staff_.E2.80.93_staff1|staff1]], [[#Better_with_Staff_.E2.80.93_staff2|staff2]], [[#Better_with_Staff_.E2.80.93_staff3|staff3]] and [[#Better_with_Staff_.E2.80.93_staff4|staff4]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the staff attack</span><br/><br />
<br/><br />
=== Incinerating Enemies with Staff (Instead of Poison) &ndash; staff5_plague ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Staff_.E2.80.93_staff1|staff1]], [[#Better_with_Staff_.E2.80.93_staff2|staff2]], [[#Better_with_Staff_.E2.80.93_staff3|staff3]], [[#Better_with_Staff_.E2.80.93_staff4|staff4]], [[#Better_with_Staff_.E2.80.93_staff5|staff5]] and [[#Poisoning_Enemies_with_Staff_.E2.80.93_staff2_plague|staff2_plague]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the staff attack: [[LotI_Abilities#incinerate_.E2.80.93_dummy|incinerate]]</span><br/><br />
<span style='color:green'>Remove weapon special for the staff attack: poison</span><br/><br />
<br/><br />
=== Dealing Fire Damage with Staff &ndash; staff5_fire ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Staff_.E2.80.93_staff1|staff1]], [[#Better_with_Staff_.E2.80.93_staff2|staff2]], [[#Better_with_Staff_.E2.80.93_staff3|staff3]], [[#Better_with_Staff_.E2.80.93_staff4|staff4]] and [[#Better_with_Staff_.E2.80.93_staff5|staff5]] to be achieved first</i></span><br/><br />
<span style='color:green'>Sets damage type to fire for the staff attack</span><br/><br />
<br/><br />
=== Better with Staff &ndash; staff6 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Staff_.E2.80.93_staff1|staff1]], [[#Better_with_Staff_.E2.80.93_staff2|staff2]], [[#Better_with_Staff_.E2.80.93_staff3|staff3]], [[#Better_with_Staff_.E2.80.93_staff4|staff4]] and [[#Better_with_Staff_.E2.80.93_staff5|staff5]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the staff attack</span><br/><br />
<br/><br />
=== Faster with Staff &ndash; staff6_attacks ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Staff_.E2.80.93_staff1|staff1]], [[#Better_with_Staff_.E2.80.93_staff2|staff2]], [[#Better_with_Staff_.E2.80.93_staff3|staff3]], [[#Better_with_Staff_.E2.80.93_staff4|staff4]], [[#Better_with_Staff_.E2.80.93_staff5|staff5]], [[#Better_with_Staff_.E2.80.93_staff6|staff6]] and [[#Faster_with_Staff_.E2.80.93_staff3_attacks|staff3_attacks]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the staff attack</span><br/><br />
<br/><br />
=== Better with Staff &ndash; staff7 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Staff_.E2.80.93_staff1|staff1]], [[#Better_with_Staff_.E2.80.93_staff2|staff2]], [[#Better_with_Staff_.E2.80.93_staff3|staff3]], [[#Better_with_Staff_.E2.80.93_staff4|staff4]], [[#Better_with_Staff_.E2.80.93_staff5|staff5]] and [[#Better_with_Staff_.E2.80.93_staff6|staff6]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the staff attack</span><br/><br />
<br/><br />
=== Better with Axe &ndash; axe1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the axe attack</span><br/><br />
<br/><br />
=== Better with Axe &ndash; axe2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Axe_.E2.80.93_axe1|axe1]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the axe attack</span><br/><br />
<br/><br />
=== Faster with Axe (Affects Also Whirlwind) &ndash; axe1_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Axe_.E2.80.93_axe1|axe1]] and [[#Better_at_Whirling_.E2.80.93_whirlwind|whirlwind]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the axe attack</span><br/><br />
<span style='color:green'>1 more attacks for the axe_whirlwind attack</span><br/><br />
<br/><br />
=== Poisoning Enemies with Axe (Affects Also Whirlwind) &ndash; axe2_poison ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Axe_.E2.80.93_axe1|axe1]], [[#Better_with_Axe_.E2.80.93_axe2|axe2]] and [[#Better_at_Whirling_.E2.80.93_whirlwind|whirlwind]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the axe attack: poison</span><br/><br />
<span style='color:green'>New weapon special for the axe_whirlwind attack: poison</span><br/><br />
<br/><br />
=== Better with Axe &ndash; axe3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Axe_.E2.80.93_axe1|axe1]], [[#Better_with_Axe_.E2.80.93_axe2|axe2]] and [[#Better_at_Whirling_.E2.80.93_whirlwind|whirlwind]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the axe attack</span><br/><br />
<br/><br />
=== Faster with Axe (Affects Also Whirlwind) &ndash; axe3_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Axe_.E2.80.93_axe1|axe1]], [[#Better_with_Axe_.E2.80.93_axe2|axe2]], [[#Better_with_Axe_.E2.80.93_axe3|axe3]] and [[#Faster_with_Axe_(Affects_Also_Whirlwind)_.E2.80.93_axe1_speed|axe1_speed]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the axe attack</span><br/><br />
<span style='color:green'>1 more attacks for the axe_whirlwind attack</span><br/><br />
<br/><br />
=== Better with Axe &ndash; axe4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Axe_.E2.80.93_axe1|axe1]], [[#Better_with_Axe_.E2.80.93_axe2|axe2]] and [[#Better_with_Axe_.E2.80.93_axe3|axe3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the axe attack</span><br/><br />
<br/><br />
=== Able to Hit Multiple Enemies with Axe &ndash; axe4_cleave ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Axe_.E2.80.93_axe1|axe1]], [[#Better_with_Axe_.E2.80.93_axe2|axe2]], [[#Better_with_Axe_.E2.80.93_axe3|axe3]] and [[#Better_with_Axe_.E2.80.93_axe4|axe4]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the axe attack: [[LotI_Abilities#cleave_.E2.80.93_damage|cleave]]</span><br/><br />
<br/><br />
=== Better with Axe &ndash; axe5 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Axe_.E2.80.93_axe1|axe1]], [[#Better_with_Axe_.E2.80.93_axe2|axe2]], [[#Better_with_Axe_.E2.80.93_axe3|axe3]] and [[#Better_with_Axe_.E2.80.93_axe4|axe4]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the axe attack</span><br/><br />
<br/><br />
=== Faster with Axe (Affects Also Whirlwind) &ndash; axe5_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Axe_.E2.80.93_axe1|axe1]], [[#Better_with_Axe_.E2.80.93_axe2|axe2]], [[#Better_with_Axe_.E2.80.93_axe3|axe3]], [[#Better_with_Axe_.E2.80.93_axe4|axe4]], [[#Better_with_Axe_.E2.80.93_axe5|axe5]] and [[#Faster_with_Axe_(Affects_Also_Whirlwind)_.E2.80.93_axe3_speed|axe3_speed]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the axe attack</span><br/><br />
<span style='color:green'>1 more attacks for the axe_whirlwind attack</span><br/><br />
<br/><br />
=== Better with Axe &ndash; axe6 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Axe_.E2.80.93_axe1|axe1]], [[#Better_with_Axe_.E2.80.93_axe2|axe2]], [[#Better_with_Axe_.E2.80.93_axe3|axe3]], [[#Better_with_Axe_.E2.80.93_axe4|axe4]] and [[#Better_with_Axe_.E2.80.93_axe5|axe5]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the axe attack</span><br/><br />
<br/><br />
=== Faster with Axe (Affects Also Whirlwind) &ndash; axe6_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Axe_.E2.80.93_axe1|axe1]], [[#Better_with_Axe_.E2.80.93_axe2|axe2]], [[#Better_with_Axe_.E2.80.93_axe3|axe3]], [[#Better_with_Axe_.E2.80.93_axe4|axe4]], [[#Better_with_Axe_.E2.80.93_axe5|axe5]], [[#Better_with_Axe_.E2.80.93_axe6|axe6]] and [[#Faster_with_Axe_(Affects_Also_Whirlwind)_.E2.80.93_axe5_speed|axe5_speed]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the axe attack</span><br/><br />
<span style='color:green'>1 more attacks for the axe_whirlwind attack</span><br/><br />
<br/><br />
=== Better at Whirling &ndash; whirlwind ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Axe_.E2.80.93_axe1|axe1]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the axe_whirlwind attack</span><br/><br />
<br/><br />
=== Causing More Havoc with Faerie Fire &ndash; faerie1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the faerie fire attack</span><br/><br />
<span style='color:green'>1 more attacks for the faerie fire attack</span><br/><br />
<br/><br />
=== Able to Deal Damage to Multiple Units with Faerie Fire &ndash; faerie1_boom ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1|faerie1]] to be achieved first</i></span><br/><br />
<span style='color:green'>New bonus attack: explosive faerie fire (100%, 100%, copy of faerie fire)</span><br/><br />
<span style='color:green'>New weapon special for the explosive faerie fire attack: [[LotI_Abilities#explosive_.E2.80.93_damage|explosive]]</span><br/><br />
<br/><br />
=== Causing More Havoc with Faerie Fire &ndash; faerie2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1|faerie1]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the faerie fire attack</span><br/><br />
<span style='color:green'>1 more attacks for the faerie fire attack</span><br/><br />
<br/><br />
=== Decreasing Enemies' Arcane Resistance by 8% &ndash; faerie2_penetrate ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1|faerie1]] and [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie2|faerie2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 8%</span><br/><br />
<br/><br />
=== Causing More Havoc with Faerie Fire &ndash; faerie3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1|faerie1]] and [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie2|faerie2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the faerie fire attack</span><br/><br />
<br/><br />
=== Faster with Faerie Fire &ndash; faerie3_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1|faerie1]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie2|faerie2]] and [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie3|faerie3]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the faerie fire attack</span><br/><br />
<br/><br />
=== Causing More Havoc with Faerie Fire &ndash; faerie4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1|faerie1]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie2|faerie2]] and [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie3|faerie3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the faerie fire attack</span><br/><br />
<br/><br />
=== Decreasing Enemies' Arcane Resistance by 7% &ndash; faerie4_penetrate ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1|faerie1]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie2|faerie2]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie3|faerie3]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie4|faerie4]] and [[#Decreasing_Enemies'_Arcane_Resistance_by_8%_.E2.80.93_faerie2_penetrate|faerie2_penetrate]] to be achieved first</i></span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 7%</span><br/><br />
<br/><br />
=== Causing More Havoc with Faerie Fire &ndash; faerie5 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1|faerie1]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie2|faerie2]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie3|faerie3]] and [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie4|faerie4]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the faerie fire attack</span><br/><br />
<br/><br />
=== Faster with Faerie Fire &ndash; faerie5_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1|faerie1]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie2|faerie2]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie3|faerie3]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie4|faerie4]] and [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie5|faerie5]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the faerie fire attack</span><br/><br />
<br/><br />
=== Causing More Havoc with Faerie Fire &ndash; faerie6 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1|faerie1]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie2|faerie2]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie3|faerie3]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie4|faerie4]] and [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie5|faerie5]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the faerie fire attack</span><br/><br />
<br/><br />
=== Faster with Faerie Fire &ndash; faerie6_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1|faerie1]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie2|faerie2]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie3|faerie3]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie4|faerie4]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie5|faerie5]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie6|faerie6]] and [[#Faster_with_Faerie_Fire_.E2.80.93_faerie5_speed|faerie5_speed]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the faerie fire attack</span><br/><br />
<br/><br />
=== Causing More Havoc with Faerie Fire &ndash; faerie7 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1|faerie1]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie2|faerie2]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie3|faerie3]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie4|faerie4]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie5|faerie5]] and [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie6|faerie6]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the faerie fire attack</span><br/><br />
<br/><br />
=== Faster with Faerie Fire &ndash; faerie7_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1|faerie1]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie2|faerie2]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie3|faerie3]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie4|faerie4]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie5|faerie5]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie6|faerie6]], [[#Faster_with_Faerie_Fire_.E2.80.93_faerie6_speed|faerie6_speed]] and [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie7|faerie7]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the faerie fire attack</span><br/><br />
<br/><br />
=== Causing More Havoc with Faerie Fire &ndash; faerie8 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1|faerie1]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie2|faerie2]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie3|faerie3]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie4|faerie4]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie5|faerie5]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie6|faerie6]] and [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie7|faerie7]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the faerie fire attack</span><br/><br />
<br/><br />
=== Poisoning Enemies with Spiderwebs &ndash; gossamer1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>New weapon special for the gossamer attack: poison</span><br/><br />
<br/><br />
=== Dealing More Damage with Spiderwebs &ndash; gossamer1_damage ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Poisoning_Enemies_with_Spiderwebs_.E2.80.93_gossamer1|gossamer1]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the gossamer attack</span><br/><br />
<br/><br />
=== Draining Enemies with Spiderwebs &ndash; gossamer2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Poisoning_Enemies_with_Spiderwebs_.E2.80.93_gossamer1|gossamer1]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the gossamer attack: drain</span><br/><br />
<br/><br />
=== Dealing More Damage with Spiderwebs &ndash; gossamer2_damage ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Poisoning_Enemies_with_Spiderwebs_.E2.80.93_gossamer1|gossamer1]], [[#Draining_Enemies_with_Spiderwebs_.E2.80.93_gossamer2|gossamer2]] and [[#Dealing_More_Damage_with_Spiderwebs_.E2.80.93_gossamer1_damage|gossamer1_damage]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the gossamer attack</span><br/><br />
<br/><br />
=== Shooting Spiderwebs More Precisely &ndash; gossamer3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Poisoning_Enemies_with_Spiderwebs_.E2.80.93_gossamer1|gossamer1]] and [[#Draining_Enemies_with_Spiderwebs_.E2.80.93_gossamer2|gossamer2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the gossamer attack: marksman</span><br/><br />
<br/><br />
=== Dealing More Damage with Spiderwebs &ndash; gossamer3_damage ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Poisoning_Enemies_with_Spiderwebs_.E2.80.93_gossamer1|gossamer1]], [[#Draining_Enemies_with_Spiderwebs_.E2.80.93_gossamer2|gossamer2]], [[#Dealing_More_Damage_with_Spiderwebs_.E2.80.93_gossamer2_damage|gossamer2_damage]] and [[#Shooting_Spiderwebs_More_Precisely_.E2.80.93_gossamer3|gossamer3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the gossamer attack</span><br/><br />
<br/><br />
=== Shooting Spiderwebs Even More Precisely &ndash; gossamer4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Poisoning_Enemies_with_Spiderwebs_.E2.80.93_gossamer1|gossamer1]], [[#Draining_Enemies_with_Spiderwebs_.E2.80.93_gossamer2|gossamer2]] and [[#Shooting_Spiderwebs_More_Precisely_.E2.80.93_gossamer3|gossamer3]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the gossamer attack: [[LotI_Abilities#focused_.E2.80.93_chance_to_hit|focused]]</span><br/><br />
<span style='color:green'>Remove weapon special for the gossamer attack: marksman</span><br/><br />
<br/><br />
=== Dealing More Damage with Spiderwebs &ndash; gossamer4_damage ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Poisoning_Enemies_with_Spiderwebs_.E2.80.93_gossamer1|gossamer1]], [[#Draining_Enemies_with_Spiderwebs_.E2.80.93_gossamer2|gossamer2]], [[#Dealing_More_Damage_with_Spiderwebs_.E2.80.93_gossamer2_damage|gossamer2_damage]], [[#Shooting_Spiderwebs_More_Precisely_.E2.80.93_gossamer3|gossamer3]], [[#Shooting_Spiderwebs_Even_More_Precisely_.E2.80.93_gossamer4|gossamer4]] and [[#Dealing_More_Damage_with_Spiderwebs_.E2.80.93_gossamer3_damage|gossamer3_damage]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the gossamer attack</span><br/><br />
<br/><br />
=== Shooting Spiderwebs Faster &ndash; gossamer4_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Poisoning_Enemies_with_Spiderwebs_.E2.80.93_gossamer1|gossamer1]], [[#Draining_Enemies_with_Spiderwebs_.E2.80.93_gossamer2|gossamer2]], [[#Shooting_Spiderwebs_More_Precisely_.E2.80.93_gossamer3|gossamer3]] and [[#Shooting_Spiderwebs_Even_More_Precisely_.E2.80.93_gossamer4|gossamer4]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the gossamer attack</span><br/><br />
<br/><br />
=== Shooting Spiderwebs with Incredibly Fast Reactions &ndash; gossamer5 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Poisoning_Enemies_with_Spiderwebs_.E2.80.93_gossamer1|gossamer1]], [[#Draining_Enemies_with_Spiderwebs_.E2.80.93_gossamer2|gossamer2]], [[#Shooting_Spiderwebs_More_Precisely_.E2.80.93_gossamer3|gossamer3]] and [[#Shooting_Spiderwebs_Even_More_Precisely_.E2.80.93_gossamer4|gossamer4]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the gossamer attack: firststrike</span><br/><br />
<br/><br />
=== Dealing More Damage with Spiderwebs &ndash; gossamer5_damage ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Poisoning_Enemies_with_Spiderwebs_.E2.80.93_gossamer1|gossamer1]], [[#Draining_Enemies_with_Spiderwebs_.E2.80.93_gossamer2|gossamer2]], [[#Dealing_More_Damage_with_Spiderwebs_.E2.80.93_gossamer2_damage|gossamer2_damage]], [[#Shooting_Spiderwebs_More_Precisely_.E2.80.93_gossamer3|gossamer3]], [[#Shooting_Spiderwebs_Even_More_Precisely_.E2.80.93_gossamer4|gossamer4]], [[#Dealing_More_Damage_with_Spiderwebs_.E2.80.93_gossamer4_damage|gossamer4_damage]] and [[#Shooting_Spiderwebs_with_Incredibly_Fast_Reactions_.E2.80.93_gossamer5|gossamer5]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the gossamer attack</span><br/><br />
<br/><br />
=== More Nimble (+1 Movement, 1% Better Defences on All Terrains) &ndash; wings1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on coastal reefs reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in deep water reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit above unwalkable places reduced by 1%</span><br/><br />
<br/><br />
=== More Nimble (+1 Movement, 1% Better Defences on All Terrains) &ndash; wings2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#More_Nimble_(+1_Movement,_1%_Better_Defences_on_All_Terrains)_.E2.80.93_wings1|wings1]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on coastal reefs reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in deep water reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit above unwalkable places reduced by 1%</span><br/><br />
<br/><br />
=== More Nimble (2% Better Defences on All Terrains) &ndash; wings3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 4 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#More_Nimble_(+1_Movement,_1%_Better_Defences_on_All_Terrains)_.E2.80.93_wings1|wings1]] and [[#More_Nimble_(+1_Movement,_1%_Better_Defences_on_All_Terrains)_.E2.80.93_wings2|wings2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on coastal reefs reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in deep water reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit above unwalkable places reduced by 2%</span><br/><br />
<br/><br />
=== More Attuned to the Woods &ndash; woods ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#More_Nimble_(+1_Movement,_1%_Better_Defences_on_All_Terrains)_.E2.80.93_wings1|wings1]], [[#More_Nimble_(+1_Movement,_1%_Better_Defences_on_All_Terrains)_.E2.80.93_wings2|wings2]] and [[#More_Nimble_(2%_Better_Defences_on_All_Terrains)_.E2.80.93_wings3|wings3]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#nocturnal ambush_.E2.80.93_hides|nocturnal ambush]]</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 4%</span><br/><br />
<br/><br />
=== Better Protected from Physical Blows (2% Better Resistances) &ndash; armour ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 2%</span><br/><br />
<br/><br />
=== Better Protected from Magical Attacks (3% Better Resistances) &ndash; shield ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 3%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 3%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 3%</span><br/><br />
<br/><br />
<br />
== Demilich ==<br />
<span style='color:#808080'><i>Some liches are less than pleased with their frail skeletal body and experiment with ghosts to keep their ethereal enough to protect themselves from attack. Their ultimate goal is to look like the people they once were. This is a specimen of one that hasn't succeeded yet.<br/><br />
Special Notes: This unit has magical attacks, which always have a high chance of hitting an opponent. During battle, this unit can drain life from victims to renew its own health. This unit’s arcane attack deals tremendous damage to magical creatures, and even some to mundane creatures. This unit can move unseen in deep water, requiring no air from the surface.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Better at Melee Combat &ndash; melee ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 2 (melee attacks only)</span><br/><br />
<br/><br />
=== Faster at Melee Combat &ndash; melee2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_at_Melee_Combat_.E2.80.93_melee|melee]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 (melee attacks only)</span><br/><br />
<span style='color:green'>1 more attacks (melee attacks only)</span><br/><br />
<br/><br />
=== Creating Zombies from Enemies Killed at Melee &ndash; melee3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_at_Melee_Combat_.E2.80.93_melee|melee]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special (melee attacks only): plague</span><br/><br />
<br/><br />
=== Better at Melee &ndash; melee3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_at_Melee_Combat_.E2.80.93_melee|melee]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (melee attacks only)</span><br/><br />
<br/><br />
=== A Better Caster &ndash; magic ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (ranged attacks only)</span><br/><br />
<br/><br />
=== A Faster Caster of Chill Tempests &ndash; magic-chill ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>1 more attacks for the chill tempest attack</span><br/><br />
<br/><br />
=== Slowing with Chill Tempest &ndash; magic-chill3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#A_Faster_Caster_of_Chill_Tempests_.E2.80.93_magic-chill_2|magic-chill]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the chill tempest attack: slow</span><br/><br />
<br/><br />
=== A Better Caster of Chill Tempests &ndash; magic-chill2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#A_Faster_Caster_of_Chill_Tempests_.E2.80.93_magic-chill_2|magic-chill]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the chill tempest attack</span><br/><br />
<br/><br />
=== A Faster Caster of Shadow Waves &ndash; magic-shadow ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>1 more attacks for the shadow wave attack</span><br/><br />
<br/><br />
=== A Better Caster of Chill Tempests &ndash; magic-chill2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#A_Faster_Caster_of_Chill_Tempests_.E2.80.93_magic-chill_2|magic-chill]] and [[#A_Better_Caster_.E2.80.93_magic_2|magic]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the chill tempest attack</span><br/><br />
<br/><br />
=== A Better Caster of Shadow Waves &ndash; magic-shadow2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#A_Faster_Caster_of_Shadow_Waves_.E2.80.93_magic-shadow_3|magic-shadow]] and [[#A_Better_Caster_.E2.80.93_magic_2|magic]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the shadow wave attack</span><br/><br />
<br/><br />
=== Leeching Health from Enemies with Shadow Wave &ndash; magic-shadow-leech ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#A_Better_Caster_of_Shadow_Waves_.E2.80.93_magic-shadow2_3|magic-shadow2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the shadow wave attack: [[LotI_Abilities#leeches_.E2.80.93_damage|leech]]</span><br/><br />
<br/><br />
=== More Spirit-Like Resistance (Improved Resistances, Slightly Worsened Arcane Resistance) &ndash; armour ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 1%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 1%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 1%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by -1%</span><br/><br />
<br/><br />
=== Better at Dodging Enemy Attacks (Lowering the Chance to be Hit by 2%) &ndash; dodge ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in deep water reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit above unwalkable places reduced by 2%</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 4 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Demon Infiltrator (Romero) ==<br />
<span style='color:#808080'><i>Some demons are violent and war-loving, but others prefer more peaceful aproach to their misdeeds. Pretending to be good and misleading the good to turn to evil is frequently more effective than brutish violence. But this does not mean that if it comes to fighting, it will be an easy fight.<br/><br />
Special Notes: This unit has magical attacks, which always have a high chance of hitting an opponent. This unit’s arcane attack deals tremendous damage to magical creatures, and even some to mundane creatures. During battle, this unit can drain life from victims to renew its own health.</i></span><br />
<br />
=== &ndash; amla_demon_lord ===<br />
<span style='color:#808080'><i>This advancement can be taken 100 times</i></span><br/><br />
<span style='color:#60A0FF'>100 more hitpoints per level</span><br/><br />
<span style='color:green'>Damage increased by 8 (in EASY difficulty), 9 (in MEDIUM difficulty), 10 (in HARD difficulty)</span><br/><br />
<br/><br />
<br />
== Demon Lord ==<br />
<span style='color:#808080'><i>Demon Lords are ancient creatures of supreme power and unexpectable abilities. Their nearly human appearance makes it easy for them to manipulate mortals into mischief.<br/><br />
Special Notes: This unit has magical attacks, which always have a high chance of hitting an opponent.</i></span><br />
<br />
=== &ndash; amla_demon_lord ===<br />
<span style='color:#808080'><i>This advancement can be taken 100 times</i></span><br/><br />
<span style='color:#60A0FF'>100 more hitpoints per level</span><br/><br />
<span style='color:green'>Damage increased by 9 (in EASY difficulty), 10 (in MEDIUM difficulty), 11 (in HARD difficulty)</span><br/><br />
<br/><br />
<br />
== Demon Queen (Uria) ==<br />
<span style='color:#808080'><i>This is Uria, the worst thing ever known to mankind after the Fall. She is frequently considered to be the ultimate evil, and the source of evil.<br/><br />
Special Notes: This unit has magical attacks, which always have a high chance of hitting an opponent. This unit is able to slow its enemies, halving their movement speed and attack damage until they end a turn. The victims of this unit’s poison will continually take damage until they can be cured in town or by a unit which cures. During battle, this unit can drain life from victims to renew its own health. This unit’s arcane attack deals tremendous damage to magical creatures, and even some to mundane creatures. This unit’s skill at skirmishing allows it to ignore enemies’ zones of control and thus move unhindered around them. This unit is able to hide at night, leaving no trace of its presence. This unit’s marksmanship gives it a high chance of hitting targeted enemies, but only on the attack.</i></span><br />
<br />
=== &ndash; amla_demon_lord ===<br />
<span style='color:#808080'><i>This advancement can be taken 100 times</i></span><br/><br />
<span style='color:#60A0FF'>300 more hitpoints per level</span><br/><br />
<span style='color:green'>Damage increased by 3 (in EASY difficulty), 5 (in MEDIUM difficulty), 5 (in HARD difficulty)</span><br/><br />
<br/><br />
<br />
== Demon Queen's Avatar (Uria Avatar) ==<br />
<span style='color:#808080'><i>This is Uria, the worst thing ever known to mankind after the Fall. She is frequently considered to be the ultimate evil, and the source of all evil.<br/><br />
Special Notes: This unit has magical attacks, which always have a high chance of hitting an opponent. This unit is able to slow its enemies, halving their movement speed and attack damage until they end a turn. The victims of this unit’s poison will continually take damage until they can be cured in town or by a unit which cures. During battle, this unit can drain life from victims to renew its own health. This unit’s arcane attack deals tremendous damage to magical creatures, and even some to mundane creatures. This unit’s skill at skirmishing allows it to ignore enemies’ zones of control and thus move unhindered around them. This unit is able to hide at night, leaving no trace of its presence.</i></span><br />
<br />
=== &ndash; amla_demon_lord ===<br />
<span style='color:#808080'><i>This advancement can be taken 100 times</i></span><br/><br />
<span style='color:#60A0FF'>300 more hitpoints per level</span><br/><br />
<span style='color:green'>Damage increased by 3 (in EASY difficulty), 5 (in MEDIUM difficulty), 5 (in HARD difficulty)</span><br/><br />
<br/><br />
=== &ndash; amla_demon_lord ===<br />
<span style='color:#808080'><i>This advancement can be taken 100 times</i></span><br/><br />
<span style='color:#60A0FF'>300 more hitpoints per level</span><br/><br />
<span style='color:green'>Damage increased by 3 (in EASY difficulty), 5 (in MEDIUM difficulty), 5 (in HARD difficulty)</span><br/><br />
<br/><br />
=== &ndash; amla_demon_lord ===<br />
<span style='color:#808080'><i>This advancement can be taken 100 times</i></span><br/><br />
<span style='color:#60A0FF'>300 more hitpoints per level</span><br/><br />
<span style='color:green'>Damage increased by 3 (in EASY difficulty), 5 (in MEDIUM difficulty), 5 (in HARD difficulty)</span><br/><br />
<br/><br />
<br />
== Destroyer ==<br />
<span style='color:#808080'><i>The strongest warriors of mankind, the Destroyers, are because of their strength and resilience sometimes considered to be not humans, but demons in human armour. No matter what they really are, their help in war is so significant that any warlord would pay great amounts of gold for every single destroyer he can have in his army.<br/><br />
Note: Destroyers can learn berserk.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Striking More Furiously with Scourge &ndash; scourge ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the scourge attack</span><br/><br />
<br/><br />
=== Striking Faster with Scourge &ndash; scourge2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Striking_More_Furiously_with_Scourge_.E2.80.93_scourge|scourge]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 5 for the scourge attack</span><br/><br />
<span style='color:green'>1 more attacks for the scourge attack</span><br/><br />
<br/><br />
=== Striking More Furiously with Scourge &ndash; scourge3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Striking_Faster_with_Scourge_.E2.80.93_scourge2_2|scourge2]] and [[#Striking_More_Furiously_with_Scourge_.E2.80.93_scourge|scourge]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the scourge attack</span><br/><br />
<br/><br />
=== Able to Enter a Battle Frenzy Like Dwarves, But Only when Attacking (New Attack) &ndash; berserk ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Striking_More_Furiously_with_Scourge_.E2.80.93_scourge|scourge]] to be achieved first</i></span><br/><br />
<span style='color:green'>New attack: mace_berserk (7 - 5, impact)</span><br/><br />
<span style='color:green'>New weapon special for the mace_berserk attack: [[LotI_Abilities#lesser berserk (COUNT)_.E2.80.93_berserk|lesser berserk (3)]]</span><br/><br />
<br/><br />
=== Striking Faster when in Battle Frenzy &ndash; berserk2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Enter_a_Battle_Frenzy_Like_Dwarves,_But_Only_when_Attacking_(New_Attack)_.E2.80.93_berserk|berserk]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the mace_berserk attack</span><br/><br />
<br/><br />
=== Better Protected from Physical Blows (2% Better Resistances; +4% Resist Impact) &ndash; armour ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 4%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 2%</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Divine Emissary (Stormrider) ==<br />
<span style='color:#808080'><i>Sometimes a paladin swores to a good god an oath to fight the evil that may pose a thread to the entire world, gaining new powers. They can feel where is a danger to the entire world starts and they try destroy it in the beginning of its growth.<br/><br />
Special Notes: Using a charging attack doubles both damage dealt and received; this does not affect defensive retaliation. This unit’s arcane attack deals tremendous damage to magical creatures, and even some to mundane creatures. This unit is capable of basic healing. This unit has magical attacks, which always have a high chance of hitting an opponent.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Swinging Faster with the Sword &ndash; sword ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<span style='color:green'>1 more attacks for the sword attack</span><br/><br />
<br/><br />
=== Swinging More Precisely with the Sword &ndash; sword1_precision ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Swinging_Faster_with_the_Sword_.E2.80.93_sword|sword]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the sword attack: marksman</span><br/><br />
<br/><br />
=== Swinging Better with the Sword &ndash; sword2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Swinging_Faster_with_the_Sword_.E2.80.93_sword|sword]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<br/><br />
=== Swinging Better with the Sword &ndash; sword3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Swinging_Faster_with_the_Sword_.E2.80.93_sword|sword]] and [[#Swinging_Better_with_the_Sword_.E2.80.93_sword2|sword2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<br/><br />
=== Swinging Faster with the Sword &ndash; sword3_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Swinging_Faster_with_the_Sword_.E2.80.93_sword|sword]], [[#Swinging_Better_with_the_Sword_.E2.80.93_sword2|sword2]] and [[#Swinging_Better_with_the_Sword_.E2.80.93_sword3|sword3]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the sword attack</span><br/><br />
<br/><br />
=== Swinging Better with the Sword &ndash; sword4 ===<br />
<span style='color:#808080'><i>This advancement can be taken 30 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Swinging_Faster_with_the_Sword_.E2.80.93_sword|sword]], [[#Swinging_Better_with_the_Sword_.E2.80.93_sword2|sword2]] and [[#Swinging_Better_with_the_Sword_.E2.80.93_sword3|sword3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<br/><br />
=== Striking Better with Lance and Charging More Powerfully (2.5 Times More Damage) &ndash; lance ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>New weapon special for the lance attack: [[LotI_Abilities#charge_.E2.80.93_damage|charge (2.5)]]</span><br/><br />
<span style='color:green'>Remove weapon special for the lance attack: charge</span><br/><br />
<span style='color:green'>Damage increased by 1 for the lance attack</span><br/><br />
<br/><br />
=== Striking Better with the Lance &ndash; lance2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Striking_Better_with_Lance_and_Charging_More_Powerfully_(2.5_Times_More_Damage)_.E2.80.93_lance|lance]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the lance attack</span><br/><br />
<br/><br />
=== Striking Faster with the Lance &ndash; lance2_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Striking_Better_with_Lance_and_Charging_More_Powerfully_(2.5_Times_More_Damage)_.E2.80.93_lance|lance]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 2 for the lance attack</span><br/><br />
<span style='color:green'>1 more attacks for the lance attack</span><br/><br />
<br/><br />
=== Striking Better with the Lance &ndash; lance3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Striking_Better_with_the_Lance_.E2.80.93_lance2|lance2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the lance attack</span><br/><br />
<br/><br />
=== Charging More Powerfully with the Lance (3 Times More Damage) &ndash; lance3_damage ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Striking_Better_with_Lance_and_Charging_More_Powerfully_(2.5_Times_More_Damage)_.E2.80.93_lance|lance]] and [[#Striking_Better_with_the_Lance_.E2.80.93_lance2|lance2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the lance attack: [[LotI_Abilities#charge_.E2.80.93_damage|charge (3)]]</span><br/><br />
<span style='color:green'>Remove weapon special for the lance attack: charge</span><br/><br />
<br/><br />
=== Charging Even More Powerfully with the Lance (3.5 Times More Damage) &ndash; lance4_damage ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Striking_Better_with_Lance_and_Charging_More_Powerfully_(2.5_Times_More_Damage)_.E2.80.93_lance|lance]], [[#Striking_Better_with_the_Lance_.E2.80.93_lance2|lance2]] and [[#Charging_More_Powerfully_with_the_Lance_(3_Times_More_Damage)_.E2.80.93_lance3_damage|lance3_damage]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the lance attack: [[LotI_Abilities#charge_.E2.80.93_damage|charge (3.5)]]</span><br/><br />
<span style='color:green'>Remove weapon special for the lance attack: charge</span><br/><br />
<br/><br />
=== Striking Better with the Lance &ndash; lance4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Striking_Better_with_Lance_and_Charging_More_Powerfully_(2.5_Times_More_Damage)_.E2.80.93_lance|lance]], [[#Striking_Better_with_the_Lance_.E2.80.93_lance2|lance2]] and [[#Striking_Better_with_the_Lance_.E2.80.93_lance3|lance3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the lance attack</span><br/><br />
<br/><br />
=== Striking Even Better with the Lance &ndash; lance5 ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Striking_Better_with_Lance_and_Charging_More_Powerfully_(2.5_Times_More_Damage)_.E2.80.93_lance|lance]], [[#Striking_Better_with_the_Lance_.E2.80.93_lance2|lance2]], [[#Striking_Better_with_the_Lance_.E2.80.93_lance3|lance3]] and [[#Striking_Better_with_the_Lance_.E2.80.93_lance4|lance4]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the lance attack</span><br/><br />
<br/><br />
=== Throwing Stronger Lightnings &ndash; storm ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the stormride attack</span><br/><br />
<br/><br />
=== Throwing More Lightnings &ndash; storm_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>1 more attacks for the stormride attack</span><br/><br />
<br/><br />
=== Throwing Stronger Lightnings &ndash; storm2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Throwing_Stronger_Lightnings_.E2.80.93_storm|storm]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the stormride attack</span><br/><br />
<br/><br />
=== Charging with Lightnings &ndash; storm2_charge ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Throwing_Stronger_Lightnings_.E2.80.93_storm|storm]] and [[#Throwing_Stronger_Lightnings_.E2.80.93_storm2|storm2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the stormride attack: charge</span><br/><br />
<br/><br />
=== Throwing Stronger Lightnings &ndash; storm3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Throwing_Stronger_Lightnings_.E2.80.93_storm|storm]] and [[#Throwing_Stronger_Lightnings_.E2.80.93_storm2|storm2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the stormride attack</span><br/><br />
<br/><br />
=== Throwing More Lightnings &ndash; storm3_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Throwing_Stronger_Lightnings_.E2.80.93_storm|storm]], [[#Throwing_Stronger_Lightnings_.E2.80.93_storm2|storm2]], [[#Throwing_Stronger_Lightnings_.E2.80.93_storm3|storm3]] and [[#Throwing_More_Lightnings_.E2.80.93_storm_speed|storm_speed]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the stormride attack</span><br/><br />
<br/><br />
=== Casting Better Lightnings &ndash; storm4 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Throwing_Stronger_Lightnings_.E2.80.93_storm|storm]], [[#Throwing_Stronger_Lightnings_.E2.80.93_storm2|storm2]] and [[#Throwing_Stronger_Lightnings_.E2.80.93_storm3|storm3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the stormride attack</span><br/><br />
<br/><br />
=== Able to Summon a Powerful Thunder that Can Kill with a Single Hit &ndash; thunder ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Throwing_Stronger_Lightnings_.E2.80.93_storm|storm]] and [[#Throwing_Stronger_Lightnings_.E2.80.93_storm2|storm2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New attack: thunder (60 - 1, lightning)</span><br/><br />
<br/><br />
=== Better with Thunders &ndash; thunder2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Throwing_Stronger_Lightnings_.E2.80.93_storm|storm]], [[#Throwing_Stronger_Lightnings_.E2.80.93_storm2|storm2]] and [[#Able_to_Summon_a_Powerful_Thunder_that_Can_Kill_with_a_Single_Hit_.E2.80.93_thunder|thunder]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 10 for the thunder attack</span><br/><br />
<br/><br />
=== Surrounded by an Aura that Hurts Nearby Enemies (-8 HP) &ndash; aura ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#burns foes (POWER)_.E2.80.93_heals|burns foes (8)]]</span><br/><br />
<br/><br />
=== Better with the Enemy Hurting Aura (-16 HP) &ndash; aura2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Surrounded_by_an_Aura_that_Hurts_Nearby_Enemies_(-8_HP)_.E2.80.93_aura|aura]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#burns foes (POWER)_.E2.80.93_heals|burns foes (8)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#burns foes (POWER)_.E2.80.93_heals|burns foes (16)]]</span><br/><br />
<br/><br />
=== Better with the Enemy Hurting Aura (-24 HP) &ndash; aura3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Surrounded_by_an_Aura_that_Hurts_Nearby_Enemies_(-8_HP)_.E2.80.93_aura|aura]] and [[#Better_with_the_Enemy_Hurting_Aura_(-16_HP)_.E2.80.93_aura2|aura2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#burns foes (POWER)_.E2.80.93_heals|burns foes (16)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#burns foes (POWER)_.E2.80.93_heals|burns foes (24)]]</span><br/><br />
<br/><br />
=== Able to Illuminate Everything Around &ndash; aura_illuminate ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>New ability: illuminates</span><br/><br />
<br/><br />
=== Able to Illuminate Even the Day &ndash; aura_illuminate2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Illuminate_Everything_Around_.E2.80.93_aura_illuminate|aura_illuminate]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: illuminates</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#improved illumination_.E2.80.93_illuminates|improved illumination]]</span><br/><br />
<br/><br />
=== Illuminating Everything Around Better &ndash; aura_illuminate3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Illuminate_Even_the_Day_.E2.80.93_aura_illuminate2|aura_illuminate2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#improved illumination_.E2.80.93_illuminates|improved illumination]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#great illumination_.E2.80.93_illuminates|great illumination]]</span><br/><br />
<br/><br />
=== Healing Nearby Allies Better &ndash; healing ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: heals</span><br/><br />
<span style='color:#60A0FF'>New ability: cures</span><br/><br />
<br/><br />
=== Healing Nearby Allies Better &ndash; healing2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Healing_Nearby_Allies_Better_.E2.80.93_healing|healing]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: cures</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#heals +VALUE_.E2.80.93_heals|heals (16)]]</span><br/><br />
<br/><br />
=== Healing Nearby Allies Better &ndash; healing3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Healing_Nearby_Allies_Better_.E2.80.93_healing2|healing2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#heals +VALUE_.E2.80.93_heals|heals (16)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#heals +VALUE_.E2.80.93_heals|heals (24)]]</span><br/><br />
<br/><br />
=== More Resistant to Damage (4% Better Resistances) &ndash; armor ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 4%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 4%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 5%</span><br/><br />
<br/><br />
=== Able to Move Faster &ndash; movement1 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Doppelgänger (Efraim Doppelganger) ==<br />
<span style='color:#808080'><i>Throught dark magic, it is possible to grab a part of one's soul and make it appear as a material being. The soul essentially becomes a part of two bodies. The creator and the doppelgänger have their minds interconnected. The doppelgänger is controlled as tightly as possible without annoying his master, being incapable of individual opinions but able to perform most activities and make necessary decisions by itself.<br/><br />
Special Notes: This unit regenerates, which allows it to heal as though always stationed in a village. This unit can move unseen in deep water, requiring no air from the surface. The victims of this unit’s poison will continually take damage until they can be cured in town or by a unit which cures. This unit has magical attacks, which always have a high chance of hitting an opponent. During battle, this unit can drain life from victims to renew its own health.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Better at Melee Combat &ndash; melee ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (melee attacks only)</span><br/><br />
<br/><br />
=== Better at Melee Combat &ndash; melee2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_at_Melee_Combat_.E2.80.93_melee_2|melee]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 (melee attacks only)</span><br/><br />
<span style='color:green'>1 more attacks (melee attacks only)</span><br/><br />
<br/><br />
=== Better at Melee Combat &ndash; melee3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_at_Melee_Combat_.E2.80.93_melee2_2|melee2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (melee attacks only)</span><br/><br />
<br/><br />
=== Better in Ranged Combat &ndash; ranged ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (ranged attacks only)</span><br/><br />
<br/><br />
=== Better in Ranged Combat &ndash; ranged2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_in_Ranged_Combat_.E2.80.93_ranged|ranged]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 (ranged attacks only)</span><br/><br />
<span style='color:green'>1 more attacks (ranged attacks only)</span><br/><br />
<br/><br />
=== Better in Ranged Combat &ndash; ranged3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_in_Ranged_Combat_.E2.80.93_ranged2|ranged2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (ranged attacks only)</span><br/><br />
<br/><br />
=== Better at Dodging (Lowering the Chance to be Hit by 2%) &ndash; dodge ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in deep water reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit above unwalkable places reduced by 2%</span><br/><br />
<br/><br />
=== Better Protected from Physical Blows (2% Better Resistances) &ndash; armour ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 2%</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 4 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Doppelgänger (Lethalia Doppelganger) ==<br />
<span style='color:#808080'><i>Throught dark magic, it is possible to grab a part of one's soul and make it appear as a material being. The soul essentially becomes a part of two bodies. The creator and the doppelgänger have their minds interconnected. The doppelgänger is controlled as tightly as possible without annoying his master, being incapable of individual opinions but able to perform most activities and make necessary decisions by itself.<br/><br />
Special Notes: This unit regenerates, which allows it to heal as though always stationed in a village. This unit can move unseen in deep water, requiring no air from the surface. The swarming attacks of this unit become less deadly whenever its members are wounded. This unit has magical attacks, which always have a high chance of hitting an opponent. During battle, this unit can drain life from victims to renew its own health. This unit is capable of healing those around it, and curing them of poison.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Better at Axe Combat &ndash; melee ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (melee attacks only)</span><br/><br />
<br/><br />
=== Better with Axe &ndash; melee2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_at_Axe_Combat_.E2.80.93_melee|melee]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 (melee attacks only)</span><br/><br />
<span style='color:green'>1 more attacks (melee attacks only)</span><br/><br />
<br/><br />
=== Better with Axe &ndash; melee3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Axe_.E2.80.93_melee2|melee2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (melee attacks only)</span><br/><br />
<br/><br />
=== Better in Ranged Combat &ndash; ranged ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (ranged attacks only)</span><br/><br />
<br/><br />
=== Better in Ranged Combat &ndash; ranged2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_in_Ranged_Combat_.E2.80.93_ranged_2|ranged]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 (ranged attacks only)</span><br/><br />
<span style='color:green'>1 more attacks (ranged attacks only)</span><br/><br />
<br/><br />
=== Better in Ranged Combat &ndash; ranged3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_in_Ranged_Combat_.E2.80.93_ranged2_2|ranged2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (ranged attacks only)</span><br/><br />
<br/><br />
=== Better at Dodging (Lowering the Chance to be Hit by 2%) &ndash; dodge ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in deep water reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit above unwalkable places reduced by 2%</span><br/><br />
<br/><br />
=== Better Protected from Physical Blows (2% Better Resistances) &ndash; armour ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 2%</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 4 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Dragon Rider ==<br />
<span style='color:#808080'><i>The greatest elite of human warriors is sometimes invited to join a special order, the Dragon Riders. Relatively unknown to the world, they managed to control the mightiest creatures of the world. They appear when the world is in danger.<br/><br />
Special Notes: Using a charging attack doubles both damage dealt and received; this does not affect defensive retaliation.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Commanding the Dragon to Bite Better &ndash; bite ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the bite attack</span><br/><br />
<br/><br />
=== Able to Order the Dragon to Eat Bits of Freshly Torn Meat During Battle &ndash; bite-drain ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Commanding_the_Dragon_to_Bite_Better_.E2.80.93_bite|bite]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the bite attack: drain</span><br/><br />
<br/><br />
=== Striking Better with Lance &ndash; lance ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the lance attack</span><br/><br />
<br/><br />
=== Striking Faster with Lance &ndash; lance2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Striking_Better_with_Lance_.E2.80.93_lance|lance]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 3 for the lance attack</span><br/><br />
<span style='color:green'>1 more attacks for the lance attack</span><br/><br />
<br/><br />
=== Charging More Powerfully with Lance (2.5 Times More Damage) &ndash; lance3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Striking_Better_with_Lance_.E2.80.93_lance|lance]] and [[#Striking_Faster_with_Lance_.E2.80.93_lance2|lance2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the lance attack: [[LotI_Abilities#charge_.E2.80.93_damage|charge (2.5)]]</span><br/><br />
<span style='color:green'>Remove weapon special for the lance attack: charge</span><br/><br />
<br/><br />
=== Charging Even More Powerfully with the Lance (3 Times More Damage) &ndash; lance4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Striking_Better_with_Lance_.E2.80.93_lance|lance]], [[#Striking_Faster_with_Lance_.E2.80.93_lance2|lance2]] and [[#Charging_More_Powerfully_with_Lance_(2.5_Times_More_Damage)_.E2.80.93_lance3|lance3]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the lance attack: [[LotI_Abilities#charge_.E2.80.93_damage|charge (3)]]</span><br/><br />
<span style='color:green'>Remove weapon special for the lance attack: charge</span><br/><br />
<br/><br />
=== Striking Even Better with the Lance &ndash; lance5 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Striking_Better_with_Lance_.E2.80.93_lance|lance]] and [[#Striking_Faster_with_Lance_.E2.80.93_lance2|lance2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the lance attack</span><br/><br />
<br/><br />
=== Commanding the Dragon to Breathe Fire Better &ndash; fire ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the fire breath attack</span><br/><br />
<br/><br />
=== Commanding the Dragon to Breathe Fire Faster &ndash; fire2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Commanding_the_Dragon_to_Breathe_Fire_Better_.E2.80.93_fire|fire]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the fire breath attack</span><br/><br />
<br/><br />
=== Commanding the Dragon to Breathe Fire Better &ndash; fire3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Commanding_the_Dragon_to_Breathe_Fire_Faster_.E2.80.93_fire2|fire2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the fire breath attack</span><br/><br />
<br/><br />
=== Incinerating Enemies with Dragon Breath &ndash; fire-incinerate ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Commanding_the_Dragon_to_Breathe_Fire_Better_.E2.80.93_fire3|fire3]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the fire breath attack: [[LotI_Abilities#incinerate_.E2.80.93_dummy|incinerate]]</span><br/><br />
<br/><br />
=== Able to Lead Allies into Battle (Like a Level 2 Unit) &ndash; leadership ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#leadership (as level LEVEL unit)_.E2.80.93_leadership|leadership (as level 2 unit)]]</span><br/><br />
<br/><br />
=== Able to Lead Allies into Battle (Like a Level 3 Unit) &ndash; leadership2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Lead_Allies_into_Battle_(Like_a_Level_2_Unit)_.E2.80.93_leadership|leadership]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#leadership (as level LEVEL unit)_.E2.80.93_leadership|leadership (as level 2 unit)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#leadership (as level LEVEL unit)_.E2.80.93_leadership|leadership (as level 3 unit)]]</span><br/><br />
<br/><br />
=== A Greater Leader in Battle (Like a Level 4 Unit) &ndash; leadership3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Lead_Allies_into_Battle_(Like_a_Level_3_Unit)_.E2.80.93_leadership2|leadership2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#leadership (as level LEVEL unit)_.E2.80.93_leadership|leadership (as level 3 unit)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#leadership (as level LEVEL unit)_.E2.80.93_leadership|leadership (as level 4 unit)]]</span><br/><br />
<br/><br />
=== A Greater Leader in Battle (Like a Proper Level 5 Unit) &ndash; leadership4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#A_Greater_Leader_in_Battle_(Like_a_Level_4_Unit)_.E2.80.93_leadership3|leadership3]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#leadership (as level LEVEL unit)_.E2.80.93_leadership|leadership (as level 4 unit)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#leadership (as level LEVEL unit)_.E2.80.93_leadership|leadership (as level 5 unit)]]</span><br/><br />
<br/><br />
=== Riding a Tougher Dragon (2% Better Resistances; +3% Resist Pierce) &ndash; armour ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 3%</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Duelist Wizard ==<br />
<span style='color:#808080'><i>Duelist Wizards are a rare group of mages, who instead of studying magic deeper and deeper decided to start using it to defeat other mages. The main motivation of this was of course the desire to get higher in ranks among other magi, who usually underestimate them because of their weaker knowledge of magical theories. Their philosophy is not based on the seek of knowledge, but on the desire to be stronger than other magi.<br/><br />
Special Notes:SPECIAL_NOTE^ Duelist Wizards are well-attuned to their magical natures and are highly resistant to non-physical damage. This unit has magical attacks, which always have a high chance of hitting an opponent. This unit can use one move to teleport between any two empty villages controlled by its side.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Better with Magic &ndash; magic ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (ranged attacks only)</span><br/><br />
<br/><br />
=== Better with Magic Missile &ndash; missile ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Magic_.E2.80.93_magic|magic]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the missile attack</span><br/><br />
<br/><br />
=== Faster with Magic Missile &ndash; missile2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Magic_.E2.80.93_magic|magic]] and [[#Better_with_Magic_Missile_.E2.80.93_missile|missile]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the missile attack</span><br/><br />
<span style='color:green'>1 more attacks for the missile attack</span><br/><br />
<br/><br />
=== Better with Magic Missile &ndash; missile3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Magic_.E2.80.93_magic|magic]] and [[#Faster_with_Magic_Missile_.E2.80.93_missile2|missile2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the missile attack</span><br/><br />
<br/><br />
=== Better with Fireball &ndash; fireball ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Magic_.E2.80.93_magic|magic]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 3 for the fireball attack</span><br/><br />
<br/><br />
=== Better with Chill Tempest &ndash; chill ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Magic_.E2.80.93_magic|magic]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the chill tempest attack</span><br/><br />
<br/><br />
=== Better with Staff &ndash; melee ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the staff attack</span><br/><br />
<br/><br />
=== Able to Return 2 Pierce Damage to Every Attacker &ndash; retribution ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#thorns_.E2.80.93_dummy|thorns]]</span><br/><br />
<br/><br />
=== Able to Return a Part of Damage to the Attacker &ndash; retribution2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Return_2_Pierce_Damage_to_Every_Attacker_.E2.80.93_retribution|retribution]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#retribution_.E2.80.93_dummy|retribution]]</span><br/><br />
<br/><br />
=== Able to Heal from Enemies' Attacks &ndash; absorb1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#absorbs (1)_.E2.80.93_dummy|absorbs (1)]]</span><br/><br />
<br/><br />
=== Able to Heal from Enemies' Attacks Better &ndash; absorb2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Heal_from_Enemies'_Attacks_.E2.80.93_absorb1|absorb1]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#absorbs (1)_.E2.80.93_dummy|absorbs (1)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#absorbs (2)_.E2.80.93_dummy|absorbs (2)]]</span><br/><br />
<br/><br />
=== Able to Heal from Enemies' Attacks Better &ndash; absorb3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Able_to_Heal_from_Enemies'_Attacks_Better_.E2.80.93_absorb2|absorb2]] and [[#Able_to_Heal_from_Enemies'_Attacks_.E2.80.93_absorb1|absorb1]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#absorbs (2)_.E2.80.93_dummy|absorbs (2)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#absorbs (3)_.E2.80.93_dummy|absorbs (3)]]</span><br/><br />
<br/><br />
=== -15% to Magical Resistances of All Adjacent Enemies &ndash; conviction ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Able_to_Heal_from_Enemies'_Attacks_Better_.E2.80.93_absorb2|absorb2]] and [[#Able_to_Return_a_Part_of_Damage_to_the_Attacker_.E2.80.93_retribution2|retribution2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#conviction (INTENSITY)_.E2.80.93_resistance|conviction (15)]]</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Duke ==<br />
<span style='color:#808080'><i>If those who have earned the title of Grand Marshal are fearsome, those leaders of battle known as Dukes make them seem like lowly corporals. Few other commanders leave such a great mark on battlefield and state alike, as the sheer strategic prowess of the Duke inevitably carries over into political life. Though some may best him in single combat, few have ever triumphed over a Duke in charge of a full army; not only can he exhort those in his command to greater efficiency as a unit, his mere presence is enough to stir his troops to rash death-or-glory charges against the enemy.<br/><br />
Special Notes: The leadership of this unit enables adjacent units of the same side to deal more damage in combat, though this only applies to units of lower level. This unit can fanaticise all units adjacent to him into a frenzy, making them deal and take double damage, but only offensively.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Faster at Melee &ndash; melee ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 (melee attacks only)</span><br/><br />
<span style='color:green'>1 more attacks (melee attacks only)</span><br/><br />
<br/><br />
=== Better at Melee &ndash; melee2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_at_Melee_.E2.80.93_melee|melee]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (melee attacks only)</span><br/><br />
<br/><br />
=== Better with Crossbow &ndash; xbow ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the crossbow attack</span><br/><br />
<br/><br />
=== Faster with Crossbow &ndash; xbow2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Crossbow_.E2.80.93_xbow_2|xbow]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the crossbow attack</span><br/><br />
<br/><br />
=== Better with Crossbow &ndash; xbow3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Faster_with_Crossbow_.E2.80.93_xbow2_2|xbow2]] and [[#Better_with_Crossbow_.E2.80.93_xbow_2|xbow]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the crossbow attack</span><br/><br />
<br/><br />
=== Better Protected from Physical Blows (3% Better Resistances) &ndash; armour ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 3%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 3%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 3%</span><br/><br />
<br/><br />
=== Possessing the Leadership of a Level 6 Unit &ndash; leadership ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: leadership</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#leadership (as level LEVEL unit)_.E2.80.93_leadership|leadership (as level 6 unit)]]</span><br/><br />
<br/><br />
=== Able to Make All Adjacent Allies Capable to Attack First Even when Defending &ndash; leadership2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Possessing_the_Leadership_of_a_Level_6_Unit_.E2.80.93_leadership|leadership]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#zeal aura_.E2.80.93_dummy|zeal aura]]</span><br/><br />
<br/><br />
=== Able to Let All Adjacent Allies Gain 1 Movement Point After Attacking &ndash; leadership3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Possessing_the_Leadership_of_a_Level_6_Unit_.E2.80.93_leadership|leadership]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#push_.E2.80.93_dummy|push]]</span><br/><br />
<br/><br />
=== Able to Heal Allies &ndash; heal1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>New ability: cures</span><br/><br />
<br/><br />
=== Able to Heal Allies Better &ndash; heal2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Heal_Allies_.E2.80.93_heal1|heal1]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: cures</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#heals +VALUE_.E2.80.93_heals|heals (12)]]</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Dwarvish Battlerager ==<br />
<span style='color:#808080'><i>Dwarvish Lords are always thinking about ways to make their army more powerful. One of their frequent decisions is that Berserkers, a rare caste of Dwarves, who work themselves into a towering rage before combat, disdain all notion of defense, thinking only of the unrelenting assaults for which they are legendary, should wear armours. Berserkers usually refuse, because armour would prevent them from attacking as strongly as possible. Sometimes a cunning Dwarvish Lord decides to forge an armour to appeal to them. These armours are black, heavy, and there is a lot of spikes on them, that attires the attention of any Berserker. Clad in a spiky armour, a Berserker becomes a Battlerager, an even more scary warrior than Berserkers.<br/><br />
Special Notes: Whenever its berserk attack is used, this unit continues to push the attack until either it or its enemy lies dead.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Frenzying Better &ndash; axe ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the berserker frenzy attack</span><br/><br />
<br/><br />
=== Frenzying Faster &ndash; axe2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Frenzying_Better_.E2.80.93_axe|axe]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the berserker frenzy attack</span><br/><br />
<span style='color:green'>1 more attacks for the berserker frenzy attack</span><br/><br />
<br/><br />
=== Frenzying Better &ndash; axe3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Frenzying_Better_.E2.80.93_axe|axe]] and [[#Frenzying_Faster_.E2.80.93_axe2|axe2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the berserker frenzy attack</span><br/><br />
<br/><br />
=== Frenzying Better &ndash; axe4 ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Frenzying_Better_.E2.80.93_axe|axe]], [[#Frenzying_Faster_.E2.80.93_axe2|axe2]] and [[#Frenzying_Better_.E2.80.93_axe3|axe3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the berserker frenzy attack</span><br/><br />
<br/><br />
=== Tougher (2-3% Better Resistances) &ndash; armour ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 3%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 3%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 2%</span><br/><br />
<br/><br />
=== Impaling Enemies on Spikes on Armour Better, Also in Range &ndash; spikes ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#thorns_.E2.80.93_dummy|thorns]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#weak reflect_.E2.80.93_dummy|weak reflect]]</span><br/><br />
<br/><br />
=== Impaling Enemies on Spikes on Armour Better &ndash; spikes2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Impaling_Enemies_on_Spikes_on_Armour_Better,_Also_in_Range_.E2.80.93_spikes|spikes]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#weak reflect_.E2.80.93_dummy|weak reflect]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#reflect_.E2.80.93_dummy|reflect]]</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 4 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Dwarvish Hero ==<br />
<span style='color:#808080'><i>Dwarvish Heroes are the strongest, toughest and wisest from the dwarves. Hardened by centuries of warfare under the ground and also above it, their strength and wisdom grew beyond measure. Their incredible skill with smithing granted them the mightiest hammers and most solid armours ever, and even dwarvish kings have a strong respect towards them.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Striking Stronger with Axe &ndash; axe ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the battle axe attack</span><br/><br />
<br/><br />
=== Faster with Axe &ndash; axe2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Striking_Stronger_with_Axe_.E2.80.93_axe|axe]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the battle axe attack</span><br/><br />
<span style='color:green'>1 more attacks for the battle axe attack</span><br/><br />
<br/><br />
=== Faster with Axe &ndash; axe3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Striking_Stronger_with_Axe_.E2.80.93_axe|axe]] and [[#Faster_with_Axe_.E2.80.93_axe2|axe2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 2 for the battle axe attack</span><br/><br />
<span style='color:green'>1 more attacks for the battle axe attack</span><br/><br />
<br/><br />
=== Better with Axe &ndash; axe4 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Striking_Stronger_with_Axe_.E2.80.93_axe|axe]] and [[#Faster_with_Axe_.E2.80.93_axe2|axe2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the battle axe attack</span><br/><br />
<br/><br />
=== Stronger with Hammer &ndash; hammer ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the hammer attack</span><br/><br />
<br/><br />
=== Stronger with Hammer &ndash; hammer2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Stronger_with_Hammer_.E2.80.93_hammer|hammer]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the hammer attack</span><br/><br />
<br/><br />
=== Faster with Hammer &ndash; hammer_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Stronger_with_Hammer_.E2.80.93_hammer2|hammer2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 9 for the hammer attack</span><br/><br />
<span style='color:green'>1 more attacks for the hammer attack</span><br/><br />
<br/><br />
=== Stronger with Hammer &ndash; hammer3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Stronger_with_Hammer_.E2.80.93_hammer2|hammer2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the hammer attack</span><br/><br />
<br/><br />
=== Stronger with Hatchet &ndash; hatchet ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the hatchet attack</span><br/><br />
<br/><br />
=== Faster with Hatchet &ndash; hatchet2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Stronger_with_Hatchet_.E2.80.93_hatchet_2|hatchet]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 2 for the hatchet attack</span><br/><br />
<span style='color:green'>1 more attacks for the hatchet attack</span><br/><br />
<br/><br />
=== Stronger with Hatchet &ndash; hatchet3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_with_Hatchet_.E2.80.93_hatchet2_2|hatchet2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the hatchet attack</span><br/><br />
<br/><br />
=== Better at Blocking (Lowering the Chance to be Hit by 2-4%) &ndash; block ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on coastal reefs reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 4%</span><br/><br />
<br/><br />
=== Capable to Use Lightning (New Attack) &ndash; lightning ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>New attack: lightning (22 - 2, fire)</span><br/><br />
<span style='color:green'>New weapon special for the lightning attack: magical</span><br/><br />
<br/><br />
=== Casting Stronger Lightnings &ndash; lightning2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Capable_to_Use_Lightning_(New_Attack)_.E2.80.93_lightning|lightning]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 3 for the lightning attack</span><br/><br />
<br/><br />
=== Casting Lightnings Faster &ndash; lightning3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Casting_Stronger_Lightnings_.E2.80.93_lightning2|lightning2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 7 for the lightning attack</span><br/><br />
<span style='color:green'>1 more attacks for the lightning attack</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 2 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Dwarvish Protector ==<br />
<span style='color:#808080'><i>Dwarvish Protectors are the hardiest from all dwarves. A wall of Dwarvish Protectors can resist enemy blows better than a stone wall - and is much more dangerous.<br/><br />
Special Notes: The steadiness of this unit reduces damage from some attacks, but only while defending.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Striking Better with Spear &ndash; spear ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the spear attack</span><br/><br />
<br/><br />
=== Striking Faster with Spear &ndash; spear2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Striking_Better_with_Spear_.E2.80.93_spear|spear]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 2 for the spear attack</span><br/><br />
<span style='color:green'>1 more attacks for the spear attack</span><br/><br />
<br/><br />
=== Striking Better with Spear &ndash; spear3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Striking_Faster_with_Spear_.E2.80.93_spear2|spear2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the spear attack</span><br/><br />
<br/><br />
=== Throwing Javelins Faster &ndash; javelin ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage decreased by 2 for the javelin attack</span><br/><br />
<span style='color:green'>1 more attacks for the javelin attack</span><br/><br />
<br/><br />
=== Throwing Javelins Better &ndash; javelin2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Throwing_Javelins_Faster_.E2.80.93_javelin|javelin]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the javelin attack</span><br/><br />
<br/><br />
=== Able to Charge into Battle (New Attack) &ndash; charge ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>New bonus attack: charge (100%, 100% melee)</span><br/><br />
<span style='color:green'>New weapon special for the charge attack: charge</span><br/><br />
<br/><br />
=== Better Resistances when Defending &ndash; adamant ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#unyielding_.E2.80.93_resistance|unyielding]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#adamant_.E2.80.93_resistance|adamant]]</span><br/><br />
<br/><br />
=== Better at Blocking (Lowering the Chance to be Hit by 2-4%) &ndash; block ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on coastal reefs reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 4%</span><br/><br />
<br/><br />
=== Better Protected from Physical Blows (3% Better Resistances) &ndash; armour ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 3%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 3%</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 2 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Dwarvish Technocrat ==<br />
<span style='color:#808080'><i>Dwarves always have some secrets they never tell even to their closest friends if they are not dwarves too. One of them is also the secret of their technical invention, the thunderstick. Although it is a very powerful weapon itself, they still seek to improve it and make it even more powerful.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Better at Shooting &ndash; gun ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 10 for the thunderstick attack</span><br/><br />
<br/><br />
=== Better at Shooting &ndash; gun2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_at_Shooting_.E2.80.93_gun|gun]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 8 for the thunderstick attack</span><br/><br />
<br/><br />
=== Better at Shooting &ndash; gun3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_at_Shooting_.E2.80.93_gun2|gun2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 6 for the thunderstick attack</span><br/><br />
<br/><br />
=== Better at Shooting &ndash; gun4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_at_Shooting_.E2.80.93_gun3|gun3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 5 for the thunderstick attack</span><br/><br />
<br/><br />
=== Better at Shooting &ndash; gun5 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_at_Shooting_.E2.80.93_gun4|gun4]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 4 for the thunderstick attack</span><br/><br />
<br/><br />
=== Better with Dagger &ndash; dagger ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the dagger attack</span><br/><br />
<br/><br />
=== Able to Backstab with the Dagger &ndash; dagger2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Dagger_.E2.80.93_dagger|dagger]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the dagger attack: backstab</span><br/><br />
<br/><br />
=== More Technically Skilled, Using a Gun that Can Fire Very Quickly (New Attack) &ndash; storm ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>New bonus attack: bullet storm (-90% - 500% ranged)</span><br/><br />
<br/><br />
=== Shooting Bullet Storms Faster &ndash; storm2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#More_Technically_Skilled,_Using_a_Gun_that_Can_Fire_Very_Quickly_(New_Attack)_.E2.80.93_storm|storm]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 3% for the bullet storm attack</span><br/><br />
<span style='color:green'>100% more attacks for the bullet storm attack</span><br/><br />
<br/><br />
=== More Technically Skilled, Using a Very Precise Gun (New Attack) &ndash; blunderbuss ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>New bonus attack: blunderbuss (-40% - 100% ranged)</span><br/><br />
<span style='color:green'>New weapon special for the blunderbuss attack: marksman</span><br/><br />
<br/><br />
=== Doing More Damage when Shooting Precisely &ndash; blunderbuss2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#More_Technically_Skilled,_Using_a_Very_Precise_Gun_(New_Attack)_.E2.80.93_blunderbuss|blunderbuss]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 20% for the blunderbuss attack</span><br/><br />
<br/><br />
=== Shooting Bullets that Penetrate Armour Better (+10% Pierce Resistance Penetration) &ndash; bullets ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Enemy resistances to pierce decreased by 10%</span><br/><br />
<br/><br />
=== Shooting Bullets that Penetrate Armour Better (+5% Pierce Resistance Penetration) &ndash; bullets2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 4 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Shooting_Bullets_that_Penetrate_Armour_Better_(+10%_Pierce_Resistance_Penetration)_.E2.80.93_bullets|bullets]] to be achieved first</i></span><br/><br />
<span style='color:green'>Enemy resistances to pierce decreased by 5%</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Elder Mage ==<br />
<span style='color:#808080'><i>Great Magi spread rumours that only several mages per century are given the title of a great mage, but the truth is quite different. They are speaking about Elder Magi, and misuse the similarity and the rarity of them. Among them, there is an even sparser number who, despite their blessed age, are more progressive than the younger professional fraternity. Elder Magi are the real masters of magic, the ones who make new spells and truly understand the arcane. Even if they are not trained for battle, their powerful magic can destroy most enemies before the need for quick reflexes comes.<br/><br />
Special Notes: This unit has magical attacks, which always have a high chance of hitting an opponent.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Better with Fireball &ndash; fireball ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the fireball attack</span><br/><br />
<br/><br />
=== Breaking Through Enemy Fire Resistances Better (8%) &ndash; fire-penetrate ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Fireball_.E2.80.93_fireball_4|fireball]] to be achieved first</i></span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 8%</span><br/><br />
<br/><br />
=== Breaking Through Enemy Fire Resistances Better (7%) &ndash; fire-penetrate2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Fireball_.E2.80.93_fireball_4|fireball]] and [[#Breaking_Through_Enemy_Fire_Resistances_Better_(8%)_.E2.80.93_fire-penetrate|fire-penetrate]] to be achieved first</i></span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 7%</span><br/><br />
<br/><br />
=== Breaking Through Enemy Fire Resistances Better (5%) &ndash; fire-penetrate3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Fireball_.E2.80.93_fireball_4|fireball]] and [[#Breaking_Through_Enemy_Fire_Resistances_Better_(7%)_.E2.80.93_fire-penetrate2|fire-penetrate2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 5%</span><br/><br />
<br/><br />
=== Faster with Fireball &ndash; fireball2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Fireball_.E2.80.93_fireball_4|fireball]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the fireball attack</span><br/><br />
<span style='color:green'>1 more attacks for the fireball attack</span><br/><br />
<br/><br />
=== Better with Fireball &ndash; fireball3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 15 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_with_Fireball_.E2.80.93_fireball2_3|fireball2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the fireball attack</span><br/><br />
<br/><br />
=== Dealing Damage to Multiple Enemies with Fireball &ndash; fireball3-explosion ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Fireball_.E2.80.93_fireball3_3|fireball3]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the fireball attack: [[LotI_Abilities#explosive_.E2.80.93_damage|explosive]]</span><br/><br />
<span style='color:green'>1 fewer attacks for the fireball attack</span><br/><br />
<br/><br />
=== Better with Lightning &ndash; lightning ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the lightning attack</span><br/><br />
<br/><br />
=== Faster with Lightning &ndash; lightning2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Lightning_.E2.80.93_lightning|lightning]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 3 for the lightning attack</span><br/><br />
<span style='color:green'>1 more attacks for the lightning attack</span><br/><br />
<br/><br />
=== Breaking Through Enemy Arcane Resistances Better (8%) &ndash; arcane-penetrate ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_with_Lightning_.E2.80.93_lightning2|lightning2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 8%</span><br/><br />
<br/><br />
=== Breaking Through Enemy Arcane Resistances Better (7%) &ndash; arcane-penetrate2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Faster_with_Lightning_.E2.80.93_lightning2|lightning2]] and [[#Breaking_Through_Enemy_Arcane_Resistances_Better_(8%)_.E2.80.93_arcane-penetrate|arcane-penetrate]] to be achieved first</i></span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 7%</span><br/><br />
<br/><br />
=== Breaking Through Enemy Arcane Resistances Better (5%) &ndash; arcane-penetrate3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Faster_with_Lightning_.E2.80.93_lightning2|lightning2]] and [[#Breaking_Through_Enemy_Arcane_Resistances_Better_(7%)_.E2.80.93_arcane-penetrate2|arcane-penetrate2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 5%</span><br/><br />
<br/><br />
=== Ignoring Enemy Resistances (and Vulnerabilities) with Lightning &ndash; lightning3-lightning ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Lightning_.E2.80.93_lightning3|lightning3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Sets damage type to lightning for the lightning attack</span><br/><br />
<br/><br />
=== Better with Lightning &ndash; lightning3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_with_Lightning_.E2.80.93_lightning2|lightning2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the lightning attack</span><br/><br />
<br/><br />
=== Capable to Cast Fire Blast (New Attack) &ndash; fireblast1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>New attack: fire blast (12 - 3, fire)</span><br/><br />
<span style='color:green'>New weapon special for the fire blast attack: magical</span><br/><br />
<span style='color:green'>New weapon special for the fire blast attack: [[LotI_Abilities#hose_.E2.80.93_dummy|hose]]</span><br/><br />
<br/><br />
=== Casting Fire Blasts Better &ndash; fireblast2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Capable_to_Cast_Fire_Blast_(New_Attack)_.E2.80.93_fireblast1|fireblast1]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the fire blast attack</span><br/><br />
<br/><br />
=== Casting Fire Blasts Faster &ndash; fireblast2_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Casting_Fire_Blasts_Better_.E2.80.93_fireblast2|fireblast2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the fire blast attack</span><br/><br />
<span style='color:green'>1 more attacks for the fire blast attack</span><br/><br />
<br/><br />
=== Casting Fire Blasts Better &ndash; fireblast3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Casting_Fire_Blasts_Better_.E2.80.93_fireblast2|fireblast2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the fire blast attack</span><br/><br />
<br/><br />
=== Able to Curse Enemies to Cut Their Resistances &ndash; curse ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>New attack: curse (2 - 5, arcane)</span><br/><br />
<span style='color:green'>New weapon special for the curse attack: [[LotI_Abilities#doom_.E2.80.93_dummy|doom]]</span><br/><br />
<br/><br />
=== Better with Staff &ndash; melee ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the staff attack</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Elvish Assassin ==<br />
<span style='color:#808080'><i>Unlike human assassins, elvish assassins are honoured warriors who have proven their incredible skill in archery by killing the enemy warband's leader just by shooting him from a distance, or even a whole enemy clump by covering them by a deadly arrow storm before they came to him. Even when cornered and forced to fight in melee range, they can defeat their enemies with trickery, without properly fighting them.<br/><br />
Special Notes: This unit’s marksmanship gives it a high chance of hitting targeted enemies, but only on the attack. If there is an enemy of the target on the opposite side of the target while attacking it, this unit may backstab, inflicting double damage by creeping around behind that enemy.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Faster at Melee &ndash; melee ===<br />
<span style='color:#808080'><i>This advancement can be taken 2 times</i></span><br/><br />
<span style='color:green'>1 more attacks (melee attacks only)</span><br/><br />
<br/><br />
=== Better at Melee &ndash; melee2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_at_Melee_.E2.80.93_melee_2|melee]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (melee attacks only)</span><br/><br />
<br/><br />
=== Faster with the Bow &ndash; bow ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>1 more attacks for the longbow attack</span><br/><br />
<br/><br />
=== Better with Bow &ndash; bow2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_with_the_Bow_.E2.80.93_bow|bow]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the longbow attack</span><br/><br />
<br/><br />
=== Shooting Insanely Precisely &ndash; bow-precise ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Faster_with_the_Bow_.E2.80.93_bow|bow]] and [[#Better_with_Bow_.E2.80.93_bow2|bow2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the longbow attack: [[LotI_Abilities#focused_.E2.80.93_chance_to_hit|focused]]</span><br/><br />
<span style='color:green'>Remove weapon special for the longbow attack: marksman</span><br/><br />
<span style='color:green'>Damage decreased by 1 for the longbow attack</span><br/><br />
<br/><br />
=== Faster with the Bow &ndash; bow3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Faster_with_the_Bow_.E2.80.93_bow|bow]] and [[#Better_with_Bow_.E2.80.93_bow2|bow2]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the longbow attack</span><br/><br />
<br/><br />
=== Better with the Bow &ndash; bow4 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Faster_with_the_Bow_.E2.80.93_bow|bow]], [[#Better_with_Bow_.E2.80.93_bow2|bow2]] and [[#Faster_with_the_Bow_.E2.80.93_bow3|bow3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the longbow attack</span><br/><br />
<br/><br />
=== Able to Shoot a Storm of Arrows Without Giving the Enemy a Chance to Counterattack (New Attack) &ndash; arrowstorm ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>New bonus attack: arrow storm (-20% - -40% ranged, copy of longbow)</span><br/><br />
<span style='color:green'>New weapon special for the arrow storm attack: [[LotI_Abilities#distant attack_.E2.80.93_attacks|distant attack]]</span><br/><br />
<br/><br />
=== Shooting Arrow Storms Better &ndash; arrowstorm2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Shoot_a_Storm_of_Arrows_Without_Giving_the_Enemy_a_Chance_to_Counterattack_(New_Attack)_.E2.80.93_arrowstorm|arrowstorm]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 10% for the arrow storm attack</span><br/><br />
<span style='color:green'>5% more attacks for the arrow storm attack</span><br/><br />
<br/><br />
=== Executing Enemy Bosses Better &ndash; execution ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:green'>Damage increased by 10% for the execution_bonus_attack attack</span><br/><br />
<br/><br />
=== Better at Dodging (Lowering the Chance to be Hit by 2%) &ndash; dodge ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in deep water reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit above unwalkable places reduced by 2%</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Elvish Gryphon Rider ==<br />
<span style='color:#808080'><i>With enough skill in archery and horse riding, an elf can decide to ride giant birds instead of horses, gaining incredible mobility and an ability to shoot his foes from above, relatively protected from enemy blows.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Better at Commanding the Gryphon to Attack Fast &ndash; melee ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage decreased by 2 (melee attacks only)</span><br/><br />
<span style='color:green'>1 more attacks (melee attacks only)</span><br/><br />
<br/><br />
=== Better at Commanding the Gryphon to Attack Fast &ndash; melee2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_at_Commanding_the_Gryphon_to_Attack_Fast_.E2.80.93_melee|melee]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 (melee attacks only)</span><br/><br />
<span style='color:green'>1 more attacks (melee attacks only)</span><br/><br />
<br/><br />
=== Better at Commanding the Gryphon &ndash; melee3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_at_Commanding_the_Gryphon_to_Attack_Fast_.E2.80.93_melee|melee]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (melee attacks only)</span><br/><br />
<br/><br />
=== Faster with the Bow &ndash; bow ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>1 more attacks for the longbow attack</span><br/><br />
<br/><br />
=== Better with Bow &ndash; bow2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_with_the_Bow_.E2.80.93_bow_2|bow]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the longbow attack</span><br/><br />
<br/><br />
=== Shooting Very Precisely &ndash; bow-precise ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Faster_with_the_Bow_.E2.80.93_bow_2|bow]] and [[#Better_with_Bow_.E2.80.93_bow2_2|bow2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the longbow attack: marksman</span><br/><br />
<span style='color:green'>Damage decreased by 1 for the longbow attack</span><br/><br />
<br/><br />
=== Faster with the Bow &ndash; bow3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Faster_with_the_Bow_.E2.80.93_bow_2|bow]] and [[#Better_with_Bow_.E2.80.93_bow2_2|bow2]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the longbow attack</span><br/><br />
<br/><br />
=== Better with the Bow &ndash; bow4 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Faster_with_the_Bow_.E2.80.93_bow_2|bow]], [[#Better_with_Bow_.E2.80.93_bow2_2|bow2]] and [[#Faster_with_the_Bow_.E2.80.93_bow3_2|bow3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the longbow attack</span><br/><br />
<br/><br />
=== Able to Move One Hex After Attacking an Enemy &ndash; penetrate ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#penetrates_.E2.80.93_dummy|penetrates]]</span><br/><br />
<br/><br />
=== Able to Move More Hexes After Attacking an Enemy (Only After Bow Attack) &ndash; penetrate2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Move_One_Hex_After_Attacking_an_Enemy_.E2.80.93_penetrate|penetrate]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the longbow attack: [[LotI_Abilities#hit and run_.E2.80.93_dummy|hit and run]]</span><br/><br />
<br/><br />
=== More Nimble (Lowering the Chance to be Hit by 4%) &ndash; dodge ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in deep water reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit above unwalkable places reduced by 4%</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Elvish Juggernaut ==<br />
<span style='color:#808080'><i>Elves are known to be excellent archers, but that is only because they prefer bows as primary weapons. They can be equally good with swords, but only a few elves develop this talent. They can whirl their swords in their hands like if they were just small sticks, but with the force of a furious storm, cutting their enemies asunder.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Striking Better with Sword &ndash; sword ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<br/><br />
=== Striking Faster with Sword &ndash; sword2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Striking_Better_with_Sword_.E2.80.93_sword_3|sword]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the sword attack</span><br/><br />
<span style='color:green'>1 more attacks for the sword attack</span><br/><br />
<br/><br />
=== Striking Better with Sword &ndash; sword3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Striking_Faster_with_Sword_.E2.80.93_sword2_3|sword2]] and [[#Striking_Better_with_Sword_.E2.80.93_sword_3|sword]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<br/><br />
=== Faster with the Bow &ndash; bow ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>1 more attacks for the bow attack</span><br/><br />
<br/><br />
=== Better with the Bow &ndash; bow2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_with_the_Bow_.E2.80.93_bow_3|bow]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the bow attack</span><br/><br />
<br/><br />
=== More Precise with Bow &ndash; bow-precise ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Faster_with_the_Bow_.E2.80.93_bow_3|bow]] and [[#Better_with_the_Bow_.E2.80.93_bow2|bow2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the bow attack: marksman</span><br/><br />
<span style='color:green'>Damage decreased by 1 for the bow attack</span><br/><br />
<br/><br />
=== Better with the Bow &ndash; bow3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Faster_with_the_Bow_.E2.80.93_bow_3|bow]] and [[#Better_with_the_Bow_.E2.80.93_bow2|bow2]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the bow attack</span><br/><br />
<br/><br />
=== Better with the Bow &ndash; bow4 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Faster_with_the_Bow_.E2.80.93_bow_3|bow]], [[#Better_with_the_Bow_.E2.80.93_bow2|bow2]] and [[#Better_with_the_Bow_.E2.80.93_bow3|bow3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the bow attack</span><br/><br />
<br/><br />
=== Able to Attack in a Terribly Scary Way (New Attack) &ndash; horrid ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>New bonus attack: grim strike (-20% - 100% melee)</span><br/><br />
<span style='color:green'>New weapon special for the grim strike attack: [[LotI_Abilities#horrid_.E2.80.93_dummy|horrid]]</span><br/><br />
<br/><br />
=== Scaring Enemies with the Sword Attack Better &ndash; horrid2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 2 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Attack_in_a_Terribly_Scary_Way_(New_Attack)_.E2.80.93_horrid|horrid]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 15% for the grim strike attack</span><br/><br />
<br/><br />
=== Able to Maim Enemies, Lowering Their Damage Until They Advance (New Attack) &ndash; mayhem ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Striking_Better_with_Sword_.E2.80.93_sword_3|sword]] to be achieved first</i></span><br/><br />
<span style='color:green'>New bonus attack: mayhem (-20% - -40% melee)</span><br/><br />
<span style='color:green'>New weapon special for the mayhem attack: [[LotI_Abilities#mayhem_.E2.80.93_dummy|mayhem]]</span><br/><br />
<br/><br />
=== Striking Better when Maiming Enemies &ndash; mayhem2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 4 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Maim_Enemies,_Lowering_Their_Damage_Until_They_Advance_(New_Attack)_.E2.80.93_mayhem|mayhem]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 10% for the mayhem attack</span><br/><br />
<span style='color:green'>5% more attacks for the mayhem attack</span><br/><br />
<br/><br />
=== Regenerating 6 Hitpoints per Turn &ndash; regeneration1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#regenerates (VALUE)_.E2.80.93_regenerate|regenerates (6)]]</span><br/><br />
<br/><br />
=== Regenerating 12 Hitpoints per Turn &ndash; regeneration2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Regenerating_6_Hitpoints_per_Turn_.E2.80.93_regeneration1|regeneration1]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#regenerates (VALUE)_.E2.80.93_regenerate|regenerates (6)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#regenerates (VALUE)_.E2.80.93_regenerate|regenerates (12)]]</span><br/><br />
<br/><br />
=== Regenerating 18 Hitpoints per Turn &ndash; regeneration3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Regenerating_12_Hitpoints_per_Turn_.E2.80.93_regeneration2|regeneration2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#regenerates (VALUE)_.E2.80.93_regenerate|regenerates (12)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#regenerates (VALUE)_.E2.80.93_regenerate|regenerates (18)]]</span><br/><br />
<br/><br />
=== Better at Blocking (Lowering the Chance to be Hit by 2%) &ndash; dodge ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in deep water reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit above unwalkable places reduced by 2%</span><br/><br />
<br/><br />
=== Better Protected from Physical Blows (2% Better Resistances) &ndash; armour ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 2%</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Elvish Nightprowler ==<br />
<span style='color:#808080'><i>Sometimes, elvish avengers will become so good at stealth, that they can even leave the forest at night, remaining concealed.<br/><br />
Special Notes: In woodlands, this unit’s ambush skill renders it invisible to enemies unless it is immediately adjacent or has revealed itself by attacking. This unit is able to hide at night, leaving no trace of its presence.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Better with the Bow &ndash; bow ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (ranged attacks only)</span><br/><br />
<br/><br />
=== Faster with Bow &ndash; bow2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_the_Bow_.E2.80.93_bow|bow]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks (ranged attacks only)</span><br/><br />
<br/><br />
=== Shooting Very Precisely &ndash; bow-precise ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_the_Bow_.E2.80.93_bow|bow]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special (ranged attacks only): marksman</span><br/><br />
<br/><br />
=== Faster with the Bow &ndash; bow3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_the_Bow_.E2.80.93_bow|bow]] and [[#Faster_with_Bow_.E2.80.93_bow2|bow2]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks (ranged attacks only)</span><br/><br />
<br/><br />
=== Better with the Bow &ndash; bow4 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_the_Bow_.E2.80.93_bow|bow]], [[#Faster_with_Bow_.E2.80.93_bow2|bow2]] and [[#Faster_with_the_Bow_.E2.80.93_bow3_3|bow3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (ranged attacks only)</span><br/><br />
<br/><br />
=== Faster at Melee Combat &ndash; sword ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>1 more attacks (melee attacks only)</span><br/><br />
<br/><br />
=== Better at Melee Combat &ndash; sword2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_at_Melee_Combat_.E2.80.93_sword_2|sword]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (melee attacks only)</span><br/><br />
<br/><br />
=== Faster at Melee Combat &ndash; sword3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Faster_at_Melee_Combat_.E2.80.93_sword_2|sword]] and [[#Better_at_Melee_Combat_.E2.80.93_sword2|sword2]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks (melee attacks only)</span><br/><br />
<br/><br />
=== Better at Melee Combat &ndash; sword4 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Faster_at_Melee_Combat_.E2.80.93_sword_2|sword]], [[#Better_at_Melee_Combat_.E2.80.93_sword2|sword2]] and [[#Faster_at_Melee_Combat_.E2.80.93_sword3|sword3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (melee attacks only)</span><br/><br />
<br/><br />
=== Able to Stab Backs &ndash; sword-backstab ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Faster_at_Melee_Combat_.E2.80.93_sword_2|sword]] and [[#Better_at_Melee_Combat_.E2.80.93_sword2|sword2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special (melee attacks only): backstab</span><br/><br />
<br/><br />
=== Able to Enter a Shooting Frenzy Like Dwarves with Axes, But Only when Attacking (New Attack) &ndash; berserk ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_with_Bow_.E2.80.93_bow2|bow2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New bonus attack: bow_berserk (-30% - 100% ranged, copy of bow)</span><br/><br />
<span style='color:green'>New weapon special for the bow_berserk attack: [[LotI_Abilities#lesser berserk (COUNT)_.E2.80.93_berserk|lesser berserk (3)]]</span><br/><br />
<br/><br />
=== Shooting Faster when in Shooting Frenzy &ndash; berserk2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Enter_a_Shooting_Frenzy_Like_Dwarves_with_Axes,_But_Only_when_Attacking_(New_Attack)_.E2.80.93_berserk|berserk]] to be achieved first</i></span><br/><br />
<span style='color:green'>10% more attacks for the bow_berserk attack</span><br/><br />
<br/><br />
=== Shooting Better when in Shooting Frenzy &ndash; berserk2_damage ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Enter_a_Shooting_Frenzy_Like_Dwarves_with_Axes,_But_Only_when_Attacking_(New_Attack)_.E2.80.93_berserk|berserk]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 15% for the bow_berserk attack</span><br/><br />
<br/><br />
=== Better at Blocking (Lowering the Chance to be Hit by 2%) &ndash; dodge ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in deep water reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit above unwalkable places reduced by 2%</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Elvish Overlord ==<br />
<span style='color:#808080'><i>Some elvish fighters who use faerie powers a lot may eventually become a male half-fairy. It gives them unusual dexterity and their skill with swords will get even better. The main problem with it is that touching iron causes pain to them - that is why they use weapons made from various rare metals.<br/><br />
Special Notes: This unit has magical attacks, which always have a high chance of hitting an opponent. This unit’s arcane attack deals tremendous damage to magical creatures, and even some to mundane creatures. The leadership of this unit enables adjacent units of the same side to deal more damage in combat, though this only applies to units of lower level.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Faster at Melee Combat &ndash; sword ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>1 more attacks (melee attacks only)</span><br/><br />
<br/><br />
=== Faster at Melee Combat &ndash; sword2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_at_Melee_Combat_.E2.80.93_sword_3|sword]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks (melee attacks only)</span><br/><br />
<br/><br />
=== Better at Melee Combat &ndash; sword3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Faster_at_Melee_Combat_.E2.80.93_sword_3|sword]] and [[#Faster_at_Melee_Combat_.E2.80.93_sword2|sword2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (melee attacks only)</span><br/><br />
<br/><br />
=== A Faster Caster &ndash; faerie ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>1 more attacks (ranged attacks only)</span><br/><br />
<br/><br />
=== A Better Caster &ndash; faerie2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#A_Faster_Caster_.E2.80.93_faerie|faerie]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (ranged attacks only)</span><br/><br />
<br/><br />
=== A Faster Caster &ndash; faerie3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#A_Faster_Caster_.E2.80.93_faerie|faerie]] and [[#A_Better_Caster_.E2.80.93_faerie2|faerie2]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks (ranged attacks only)</span><br/><br />
<br/><br />
=== A Better Caster &ndash; faerie4 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#A_Faster_Caster_.E2.80.93_faerie|faerie]], [[#A_Better_Caster_.E2.80.93_faerie2|faerie2]] and [[#A_Faster_Caster_.E2.80.93_faerie3|faerie3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (ranged attacks only)</span><br/><br />
<br/><br />
=== Able to Cover His Sword in Sticky Spiderwebs to Slow Enemies (New Attack) &ndash; gossamer ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#A_Better_Caster_.E2.80.93_faerie2|faerie2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New bonus attack: spiderweb sword (-40% - 100% melee)</span><br/><br />
<span style='color:green'>New weapon special for the spiderweb sword attack: slow</span><br/><br />
<br/><br />
=== Dealing More Damage with the Spiderweb Sword &ndash; gossamer2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 2 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Cover_His_Sword_in_Sticky_Spiderwebs_to_Slow_Enemies_(New_Attack)_.E2.80.93_gossamer|gossamer]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 15% for the spiderweb sword attack</span><br/><br />
<br/><br />
=== Better Protected from Physical Blows (2% Better Resistances) &ndash; armour ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 2%</span><br/><br />
<br/><br />
=== Able to Hide in Deciduous Forests &ndash; ambush ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#lesser ambush_.E2.80.93_hides|lesser ambush]]</span><br/><br />
<br/><br />
=== Able to Hide in All Forests &ndash; ambush2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Hide_in_Deciduous_Forests_.E2.80.93_ambush|ambush]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#lesser ambush_.E2.80.93_hides|lesser ambush]]</span><br/><br />
<span style='color:#60A0FF'>New ability: ambush</span><br/><br />
<br/><br />
=== Able to Lead Allies into Battle (Like a Level 3 Unit) &ndash; leadership ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#leadership (as level LEVEL unit)_.E2.80.93_leadership|leadership (as level 3 unit)]]</span><br/><br />
<br/><br />
=== A Greater Leader in Battle (Like a Proper Level 4 Unit) &ndash; leadership2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Lead_Allies_into_Battle_(Like_a_Level_3_Unit)_.E2.80.93_leadership|leadership]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#leadership (as level LEVEL unit)_.E2.80.93_leadership|leadership (as level 3 unit)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#leadership (as level LEVEL unit)_.E2.80.93_leadership|leadership (as level 4 unit)]]</span><br/><br />
<br/><br />
=== Better at Blocking (Lowering the Chance to be Hit by 3%) &ndash; dodge ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in deep water reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit above unwalkable places reduced by 3%</span><br/><br />
<br/><br />
=== Better Protected from Magical Attacks (7/3/3% Better Resistances to Arcane/Fire/Cold) &ndash; magic_resilience ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 3%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 3%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 7%</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Elvish Seer ==<br />
<span style='color:#808080'><i>Sometimes, an elf can get so close to the faerie world, that it grants her a knowledge all the other beings never even dreamed about. This allows her to be both a good healer and a powerful spell-caster.<br/><br />
Special Notes: This unit is able to slow its enemies, halving their movement speed and attack damage until they end a turn. This unit is capable of basic healing. This unit has magical attacks, which always have a high chance of hitting an opponent.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Faster at Melee Combat &ndash; melee ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>1 more attacks for the faerie touch attack</span><br/><br />
<br/><br />
=== Better at Melee Combat &ndash; melee2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_at_Melee_Combat_.E2.80.93_melee_3|melee]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the faerie touch attack</span><br/><br />
<br/><br />
=== Able to Create a Sword from Pure Magic (New Attack) &ndash; sabre ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>New bonus attack: faerie sabre (10% - 20% melee arcane)</span><br/><br />
<span style='color:green'>New weapon special for the faerie sabre attack: [[LotI_Abilities#struggle_.E2.80.93_chance_to_hit|struggle]]</span><br/><br />
<br/><br />
=== Doing More Damage with Faerie Sabre &ndash; sabre2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Create_a_Sword_from_Pure_Magic_(New_Attack)_.E2.80.93_sabre|sabre]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 15% for the faerie sabre attack</span><br/><br />
<br/><br />
=== Faster with Spiderwebs &ndash; web ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>1 more attacks for the gossamer attack</span><br/><br />
<br/><br />
=== Better with Spiderwebs &ndash; web2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_with_Spiderwebs_.E2.80.93_web|web]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the gossamer attack</span><br/><br />
<br/><br />
=== Faster with Faerie Fire &ndash; magic ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>1 more attacks for the faerie fire attack</span><br/><br />
<br/><br />
=== Better with Faerie Fire &ndash; magic2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_with_Faerie_Fire_.E2.80.93_magic|magic]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the faerie fire attack</span><br/><br />
<br/><br />
=== Decreasing Arcane Resistance to All Adjacent Enemies by 10% &ndash; arcane_penetrate ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 10%</span><br/><br />
<br/><br />
=== Decreasing Arcane Resistance to All Adjacent Enemies by 5% More &ndash; arcane_penetrate2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Decreasing_Arcane_Resistance_to_All_Adjacent_Enemies_by_10%_.E2.80.93_arcane_penetrate|arcane_penetrate]] to be achieved first</i></span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 5%</span><br/><br />
<br/><br />
=== Able to Heal Allies Better &ndash; heal ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: heals</span><br/><br />
<span style='color:#60A0FF'>New ability: cures</span><br/><br />
<br/><br />
=== Able to Heal Allies Better &ndash; heal2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Heal_Allies_Better_.E2.80.93_heal_2|heal]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: cures</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#heals +VALUE_.E2.80.93_heals|heals (12)]]</span><br/><br />
<br/><br />
=== Better at Defending (Lowering the Chance to be Hit by 2%) &ndash; block ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on coastal reefs reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 2%</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Elvish Sprite ==<br />
<span style='color:#808080'><i>Some elves who chose to walk the path of faerie decided to use their supernatural dexterity in melee combat. Clad in armour of magical metal, that does not burn faerie beings, Elvish Sprites make potent melee combatants and spellcasters in the same person.<br/><br />
Special Notes: This unit is able to slow its enemies, halving their movement speed and attack damage until they end a turn. This unit is capable of healing those around it, and curing them of poison. This unit has magical attacks, which always have a high chance of hitting an opponent.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Faster at Melee Combat &ndash; melee ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 (melee attacks only)</span><br/><br />
<span style='color:green'>1 more attacks (melee attacks only)</span><br/><br />
<br/><br />
=== Better at Melee Combat &ndash; melee2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_at_Melee_Combat_.E2.80.93_melee_4|melee]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (melee attacks only)</span><br/><br />
<br/><br />
=== Faster with Spiderwebs &ndash; web ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>1 more attacks for the gossamer attack</span><br/><br />
<br/><br />
=== Better with Spiderwebs &ndash; web2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_with_Spiderwebs_.E2.80.93_web_2|web]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the gossamer attack</span><br/><br />
<br/><br />
=== Faster with Faerie Fire &ndash; magic ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>1 more attacks (arcane attacks only)</span><br/><br />
<br/><br />
=== Better with Faerie Fire &ndash; magic2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_with_Faerie_Fire_.E2.80.93_magic_2|magic]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (arcane attacks only)</span><br/><br />
<br/><br />
=== Better at Defending &ndash; block ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on coastal reefs reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 2%</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Elvish Warlord ==<br />
<span style='color:#808080'><i>Some elves are not so peace-loving as others, and intentionally seek war. They are not trying to start wars, just joining wars where they know which side is evil. Their skill at leading allies into combat is incredibly good, so that trying to outsmart an Elvish Warlord usually results in an even more humiliating defeat than fighting them using usual strategies.<br/><br />
Special Notes: The leadership of this unit enables adjacent units of the same side to deal more damage in combat, though this only applies to units of lower level.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Striking Better with Sword &ndash; sword ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<br/><br />
=== Striking Faster with Sword &ndash; sword2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Striking_Better_with_Sword_.E2.80.93_sword_4|sword]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the sword attack</span><br/><br />
<span style='color:green'>1 more attacks for the sword attack</span><br/><br />
<br/><br />
=== Striking Better with Sword &ndash; sword3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Striking_Faster_with_Sword_.E2.80.93_sword2_4|sword2]] and [[#Striking_Better_with_Sword_.E2.80.93_sword_4|sword]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<br/><br />
=== Faster with the Bow &ndash; bow ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage decreased by 2 (ranged attacks only)</span><br/><br />
<span style='color:green'>1 more attacks (ranged attacks only)</span><br/><br />
<br/><br />
=== Better with Bow &ndash; bow2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_with_the_Bow_.E2.80.93_bow_4|bow]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the bow attack</span><br/><br />
<br/><br />
=== Shooting Very Precisely &ndash; bow-precise ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Faster_with_the_Bow_.E2.80.93_bow_4|bow]] and [[#Better_with_Bow_.E2.80.93_bow2_3|bow2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the bow attack: marksman</span><br/><br />
<span style='color:green'>Damage decreased by 1 for the bow attack</span><br/><br />
<br/><br />
=== Faster with the Bow &ndash; bow3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Faster_with_the_Bow_.E2.80.93_bow_4|bow]] and [[#Better_with_Bow_.E2.80.93_bow2_3|bow2]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the bow attack</span><br/><br />
<br/><br />
=== Better with the Bow &ndash; bow4 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Faster_with_the_Bow_.E2.80.93_bow_4|bow]], [[#Better_with_Bow_.E2.80.93_bow2_3|bow2]] and [[#Faster_with_the_Bow_.E2.80.93_bow3_4|bow3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the bow attack</span><br/><br />
<br/><br />
=== A Better Leader (Like a Level 5 Unit) &ndash; leadership ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: leadership</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#leadership (as level LEVEL unit)_.E2.80.93_leadership|leadership (as level 5 unit)]]</span><br/><br />
<br/><br />
=== Able to Improve Nearby Allies' Reactions &ndash; leadership2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#A_Better_Leader_(Like_a_Level_5_Unit)_.E2.80.93_leadership|leadership]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#zeal aura_.E2.80.93_dummy|zeal aura]]</span><br/><br />
<br/><br />
=== Able to Attack in a Terribly Scary Way (New Attack) &ndash; horrid ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>New bonus attack: grim strike (-20% - 100% melee)</span><br/><br />
<span style='color:green'>New weapon special for the grim strike attack: [[LotI_Abilities#horrid_.E2.80.93_dummy|horrid]]</span><br/><br />
<br/><br />
=== Scaring Enemies with the Sword Attack Better &ndash; horrid2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 2 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Attack_in_a_Terribly_Scary_Way_(New_Attack)_.E2.80.93_horrid_2|horrid]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 15% for the grim strike attack</span><br/><br />
<br/><br />
=== Better at Blocking (Lowering the Chance to be Hit by 2%) &ndash; dodge ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in deep water reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit above unwalkable places reduced by 2%</span><br/><br />
<br/><br />
=== Better Protected from Physical Blows (2% Better Resistances) &ndash; armour ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 2%</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 2 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Exterminator ==<br />
<span style='color:#808080'><i>Masters of the Assassins are almost always sent to slay their victims rather than to steal something. Their favourite technique is to stab enemies from behind with a dagger, but because not all murders can be done silently, they also practised standard combat, and carry a scythe they can wield with scary skill, that is particularly useful when surrounded. Deadly at night, exterminators are less able fighting under the sun.<br/><br />
Special Notes: If there is an enemy of the target on the opposite side of the target while attacking it, this unit may backstab, inflicting double damage by creeping around behind that enemy. The victims of this unit’s poison will continually take damage until they can be cured in town or by a unit which cures. This unit’s skill at skirmishing allows it to ignore enemies’ zones of control and thus move unhindered around them.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Faster with Dagger &ndash; dagger ===<br />
<span style='color:#808080'><i>This advancement can be taken 2 times</i></span><br/><br />
<span style='color:green'>1 more attacks for the dagger attack</span><br/><br />
<br/><br />
=== Better at Backstabbing &ndash; dagger2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_with_Dagger_.E2.80.93_dagger|dagger]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the dagger attack: [[LotI_Abilities#greater backstab_.E2.80.93_damage|greater backstab]]</span><br/><br />
<span style='color:green'>Remove weapon special for the dagger attack: backstab</span><br/><br />
<span style='color:green'>Damage decreased by 1 for the dagger attack</span><br/><br />
<br/><br />
=== Better with Dagger &ndash; dagger2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_with_Dagger_.E2.80.93_dagger|dagger]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the dagger attack</span><br/><br />
<br/><br />
=== Better with Scythe &ndash; scythe ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the scythe attack</span><br/><br />
<br/><br />
=== Faster with Scythe &ndash; scythe2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Scythe_.E2.80.93_scythe|scythe]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 3 for the scythe attack</span><br/><br />
<span style='color:green'>1 more attacks for the scythe attack</span><br/><br />
<br/><br />
=== Better with Scythe &ndash; scythe3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_with_Scythe_.E2.80.93_scythe2|scythe2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the scythe attack</span><br/><br />
<br/><br />
=== Faster with Knives &ndash; knife ===<br />
<span style='color:#808080'><i>This advancement can be taken 2 times</i></span><br/><br />
<span style='color:green'>1 more attacks for the knife attack</span><br/><br />
<br/><br />
=== Insanely Precise with Knives &ndash; knife2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_with_Knives_.E2.80.93_knife|knife]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the knife attack: [[LotI_Abilities#focused_.E2.80.93_chance_to_hit|focused]]</span><br/><br />
<span style='color:green'>Remove weapon special for the knife attack: marksman</span><br/><br />
<br/><br />
=== Better with Knives &ndash; knife3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Faster_with_Knives_.E2.80.93_knife|knife]] and [[#Insanely_Precise_with_Knives_.E2.80.93_knife2|knife2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the knife attack</span><br/><br />
<br/><br />
=== Able to Charge at Enemies when Backstabbing if Selected (New Attack) &ndash; murderous_frenzy ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>New bonus attack: murderous frenzy (-30% - 100% melee, copy of dagger)</span><br/><br />
<span style='color:green'>New weapon special for the murderous frenzy attack: [[LotI_Abilities#charging backstab_.E2.80.93_damage|charging backstab]]</span><br/><br />
<br/><br />
=== Charging at Enemy Backs Better &ndash; murderous_frenzy2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 2 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Charge_at_Enemies_when_Backstabbing_if_Selected_(New_Attack)_.E2.80.93_murderous_frenzy|murderous_frenzy]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 10% for the murderous frenzy attack</span><br/><br />
<br/><br />
=== Able to Perform a Whirlwind Attack (New Attack) &ndash; whirlwind ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>New bonus attack: whirlwind-scythe (-30% - -30% melee, copy of scythe)</span><br/><br />
<span style='color:green'>New weapon special for the whirlwind-scythe attack: [[LotI_Abilities#whirlwind_.E2.80.93_attacks|whirlwind]]</span><br/><br />
<span style='color:green'>New weapon special for the whirlwind-scythe attack: magical</span><br/><br />
<br/><br />
=== Whirling Better &ndash; whirlwind2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 2 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Perform_a_Whirlwind_Attack_(New_Attack)_.E2.80.93_whirlwind|whirlwind]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 15% for the whirlwind-scythe attack</span><br/><br />
<br/><br />
=== Able to Move at Night Without Being Seen on Useful Terrains &ndash; nightstalk ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#lesser nightstalk_.E2.80.93_hides|lesser nightstalk]]</span><br/><br />
<br/><br />
=== Able to Move at Night Without Being Seen on All Accessible Terrains &ndash; nightstalk2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Move_at_Night_Without_Being_Seen_on_Useful_Terrains_.E2.80.93_nightstalk|nightstalk]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#lesser nightstalk_.E2.80.93_hides|lesser nightstalk]]</span><br/><br />
<span style='color:#60A0FF'>New ability: nightstalk</span><br/><br />
<br/><br />
=== Better at Defending (Lowering the Chance to be Hit by 3%) &ndash; block ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on coastal reefs reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 3%</span><br/><br />
<br/><br />
=== Better at Defending (Lowering the Chance to be Hit by 2%) &ndash; block2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_at_Defending_(Lowering_the_Chance_to_be_Hit_by_3%)_.E2.80.93_block_2|block]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on coastal reefs reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 2%</span><br/><br />
<br/><br />
=== Better at Defending (Lowering the Chance to be Hit by 1%) &ndash; block3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_at_Defending_(Lowering_the_Chance_to_be_Hit_by_3%)_.E2.80.93_block_2|block]] and [[#Better_at_Defending_(Lowering_the_Chance_to_be_Hit_by_2%)_.E2.80.93_block2|block2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on coastal reefs reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 1%</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 4 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Faerie Incarnation ==<br />
<span style='color:#808080'><i>Some elves have gone so far on the faerie path, that they are much more a fairy than an elf. This gives them unearthly beauty and otherworldly powers commanding plants. However, this transformation also includes behavioral changes, and their integration into elvish society is problematic.<br/><br />
Special Notes: This unit is able to slow its enemies, halving their movement speed and attack damage until they end a turn. This unit is capable of healing those around it, and curing them of poison. This unit has magical attacks, which always have a high chance of hitting an opponent. During battle, this unit can drain life from victims to renew its own health. The victims of this unit’s poison will continually take damage until they can be cured in town or by a unit which cures. This unit regenerates, which allows it to heal as though always stationed in a village, if it is standing in a forest.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Commanding Vines to Attack Faster &ndash; melee ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>1 more attacks (melee attacks only)</span><br/><br />
<br/><br />
=== Commanding Vines Better &ndash; melee2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 4 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Commanding_Vines_to_Attack_Faster_.E2.80.93_melee|melee]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (melee attacks only)</span><br/><br />
<br/><br />
=== Ensnaring Faster &ndash; ensnare ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>1 more attacks for the ensnare attack</span><br/><br />
<br/><br />
=== Ensnaring Better &ndash; ensnare2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Ensnaring_Faster_.E2.80.93_ensnare|ensnare]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the ensnare attack</span><br/><br />
<br/><br />
=== Piercing with Thorns Better &ndash; thorns ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the thorns attack</span><br/><br />
<br/><br />
=== Piercing with Thorns Faster &ndash; thorns2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 2 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Piercing_with_Thorns_Better_.E2.80.93_thorns|thorns]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the thorns attack</span><br/><br />
<span style='color:green'>1 more attacks for the thorns attack</span><br/><br />
<br/><br />
=== Piercing with Thorns Better &ndash; thorns3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Piercing_with_Thorns_Faster_.E2.80.93_thorns2|thorns2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the thorns attack</span><br/><br />
<br/><br />
=== Slowly Draining Adjacent Enemies &ndash; leeches ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Piercing_with_Thorns_Better_.E2.80.93_thorns|thorns]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#leeches_.E2.80.93_dummy|leech]]</span><br/><br />
<br/><br />
=== Able to Heal Allies Better &ndash; heal ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#heals +VALUE_.E2.80.93_heals|heals (16)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#heals +VALUE_.E2.80.93_heals|heals (22)]]</span><br/><br />
<br/><br />
=== Able to Heal Allies Better &ndash; heal2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Heal_Allies_Better_.E2.80.93_heal_3|heal]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#heals +VALUE_.E2.80.93_heals|heals (22)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#heals +VALUE_.E2.80.93_heals|heals (28)]]</span><br/><br />
<br/><br />
=== Able to Heal Allies Better &ndash; heal3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Able_to_Heal_Allies_Better_.E2.80.93_heal_3|heal]] and [[#Able_to_Heal_Allies_Better_.E2.80.93_heal2_4|heal2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#heals +VALUE_.E2.80.93_heals|heals (28)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#heals +VALUE_.E2.80.93_heals|heals (34)]]</span><br/><br />
<br/><br />
=== Decreasing Non-Physical Resistances of Adjacent Enemies (-20%) &ndash; conviction ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#conviction (INTENSITY)_.E2.80.93_resistance|conviction (20)]]</span><br/><br />
<br/><br />
=== Decreasing Non-Physical Resistances of Adjacent Enemies (-30%) &ndash; conviction2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Decreasing_Non-Physical_Resistances_of_Adjacent_Enemies_(-20%)_.E2.80.93_conviction|conviction]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#conviction (INTENSITY)_.E2.80.93_resistance|conviction (20)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#conviction (INTENSITY)_.E2.80.93_resistance|conviction (30)]]</span><br/><br />
<br/><br />
=== Decreasing Non-Physical Resistances of Adjacent Enemies (-40%) &ndash; conviction3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Decreasing_Non-Physical_Resistances_of_Adjacent_Enemies_(-30%)_.E2.80.93_conviction2|conviction2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#conviction (INTENSITY)_.E2.80.93_resistance|conviction (30)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#conviction (INTENSITY)_.E2.80.93_resistance|conviction (40)]]</span><br/><br />
<br/><br />
=== Able to Poison All Adjacent Enemy Units &ndash; vine_toxic ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Decreasing_Non-Physical_Resistances_of_Adjacent_Enemies_(-20%)_.E2.80.93_conviction|conviction]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#dark aura_.E2.80.93_dummy|dark aura]]</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Fencer ==<br />
<span style='color:#808080'><i>Fencers belong to a school of thought that considers the armor most soldiers wear in combat to be their own worst enemy. While armor can only soften a blow, evading it leaves the defender completely unharmed. Being able to reliably dodge any offensive move is a luxury only afforded to the fit of body, and then only to those who endure rigorous training.<br/><br />
Outfitted with only a dagger and saber, fencers are light on their feet and useful in many situations where their armor-bound peers are at a disadvantage. They relish dancing circles around troops like heavy infantry, mocking the weight of their full armor.<br/><br />
Special Notes: This unit’s skill at skirmishing allows it to ignore enemies’ zones of control and thus move unhindered around them. This unit’s arcane attack deals tremendous damage to magical creatures, and even some to mundane creatures. This unit has magical attacks, which always have a high chance of hitting an opponent.</i></span><br />
<br />
=== Better with Sword &ndash; sword ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (melee attacks only)</span><br/><br />
<span style='color:green'>1 more attacks (melee attacks only)</span><br/><br />
<br/><br />
=== Better with Magic &ndash; magic ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (arcane attacks only)</span><br/><br />
<span style='color:green'>1 more attacks (arcane attacks only)</span><br/><br />
<br/><br />
=== Much Better at Defending &ndash; block ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests increased by 25%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places increased by 40%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains increased by 30%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves increased by 35%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves increased by 35%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages increased by 25%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles increased by 25%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters increased by 50%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on coastal reefs increased by 40%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps increased by 50%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills increased by 25%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains increased by 25%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands increased by 50%</span><br/><br />
<br/><br />
=== Better with Sword &ndash; sword ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (melee attacks only)</span><br/><br />
<span style='color:green'>1 more attacks (melee attacks only)</span><br/><br />
<br/><br />
=== Better with Crossbow &ndash; crossbow ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage decreased by 5 (pierce attacks only)</span><br/><br />
<span style='color:green'>1 more attacks (pierce attacks only)</span><br/><br />
<br/><br />
=== Better with Magic &ndash; magic ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (arcane attacks only)</span><br/><br />
<span style='color:green'>1 more attacks (arcane attacks only)</span><br/><br />
<br/><br />
=== Much Better at Defending &ndash; block ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests increased by 25%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places increased by 40%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains increased by 30%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves increased by 35%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves increased by 35%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages increased by 25%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles increased by 25%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters increased by 50%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on coastal reefs increased by 40%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps increased by 50%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills increased by 25%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains increased by 25%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands increased by 50%</span><br/><br />
<br/><br />
=== Better with Sword &ndash; sword2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Sword_.E2.80.93_sword_3|sword]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (melee attacks only)</span><br/><br />
<span style='color:green'>1 more attacks (melee attacks only)</span><br/><br />
<br/><br />
=== Better with Magic &ndash; magic2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Magic_.E2.80.93_magic_4|magic]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (arcane attacks only)</span><br/><br />
<span style='color:green'>1 more attacks (arcane attacks only)</span><br/><br />
<br/><br />
=== Ridiculously Good at Defending &ndash; block2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Much_Better_at_Defending_.E2.80.93_block_3|block]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places increased by 30%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves increased by 30%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves increased by 30%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters increased by 40%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on coastal reefs increased by 30%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps increased by 40%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands increased by 40%</span><br/><br />
<br/><br />
=== Better with Sword &ndash; sword ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (melee attacks only)</span><br/><br />
<span style='color:green'>1 more attacks (melee attacks only)</span><br/><br />
<span style='color:green'>Damage increased by 3 (arcane attacks only)</span><br/><br />
<span style='color:green'>1 more attacks (arcane attacks only)</span><br/><br />
<br/><br />
=== Better with Crossbow &ndash; crossbow ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage decreased by 5 (pierce attacks only)</span><br/><br />
<span style='color:green'>1 more attacks (pierce attacks only)</span><br/><br />
<span style='color:green'>Damage increased by 3 (arcane attacks only)</span><br/><br />
<span style='color:green'>1 more attacks (arcane attacks only)</span><br/><br />
<br/><br />
=== Better with Magic &ndash; magic ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (arcane attacks only)</span><br/><br />
<span style='color:green'>1 more attacks (arcane attacks only)</span><br/><br />
<span style='color:green'>Damage increased by 3 (arcane attacks only)</span><br/><br />
<span style='color:green'>1 more attacks (arcane attacks only)</span><br/><br />
<br/><br />
=== Much Better at Defending &ndash; block ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests increased by 25%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places increased by 40%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains increased by 30%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves increased by 35%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves increased by 35%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages increased by 25%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles increased by 25%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters increased by 50%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on coastal reefs increased by 40%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps increased by 50%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills increased by 25%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains increased by 25%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands increased by 50%</span><br/><br />
<span style='color:green'>Damage increased by 3 (arcane attacks only)</span><br/><br />
<span style='color:green'>1 more attacks (arcane attacks only)</span><br/><br />
<br/><br />
=== Better with Sword &ndash; sword2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Sword_.E2.80.93_sword_3|sword]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (melee attacks only)</span><br/><br />
<span style='color:green'>1 more attacks (melee attacks only)</span><br/><br />
<span style='color:green'>Damage increased by 3 (arcane attacks only)</span><br/><br />
<span style='color:green'>1 more attacks (arcane attacks only)</span><br/><br />
<br/><br />
=== Better with Magic &ndash; magic2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Magic_.E2.80.93_magic_4|magic]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (arcane attacks only)</span><br/><br />
<span style='color:green'>1 more attacks (arcane attacks only)</span><br/><br />
<span style='color:green'>Damage increased by 3 (arcane attacks only)</span><br/><br />
<span style='color:green'>1 more attacks (arcane attacks only)</span><br/><br />
<br/><br />
=== Ridiculously Good at Defending &ndash; block2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Much_Better_at_Defending_.E2.80.93_block_3|block]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places increased by 30%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves increased by 30%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves increased by 30%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters increased by 40%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on coastal reefs increased by 30%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps increased by 40%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands increased by 40%</span><br/><br />
<span style='color:green'>Damage increased by 3 (arcane attacks only)</span><br/><br />
<span style='color:green'>1 more attacks (arcane attacks only)</span><br/><br />
<br/><br />
=== Better with Sword &ndash; sword3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Sword_.E2.80.93_sword_3|sword]] and [[#Better_with_Sword_.E2.80.93_sword2_4|sword2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (melee attacks only)</span><br/><br />
<span style='color:green'>Damage increased by 3 (arcane attacks only)</span><br/><br />
<span style='color:green'>1 more attacks (arcane attacks only)</span><br/><br />
<br/><br />
=== Better with Crossbow &ndash; crossbow2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Crossbow_.E2.80.93_crossbow_2|crossbow]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 2 (pierce attacks only)</span><br/><br />
<span style='color:green'>Damage increased by 3 (arcane attacks only)</span><br/><br />
<span style='color:green'>1 more attacks (arcane attacks only)</span><br/><br />
<br/><br />
=== Better with Magic &ndash; magic3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Magic_.E2.80.93_magic_4|magic]] and [[#Better_with_Magic_.E2.80.93_magic2_2|magic2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (arcane attacks only)</span><br/><br />
<span style='color:green'>Damage increased by 3 (arcane attacks only)</span><br/><br />
<span style='color:green'>1 more attacks (arcane attacks only)</span><br/><br />
<br/><br />
<br />
== Forester ==<br />
<span style='color:#808080'><i>Foresters are people who abandoned the life with other people, craving for the solitude in wild places. They can live in places where others would lack food and shelter, and no animal can escape their precise shot.<br/><br />
Due to their solitude, they lack any relation to other humans, and so they do not have any problem to kill anyone they do not like. This lack of understanding can be exploited by bandits, who occasionally persuade them to join their cause.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Striking Better with Bow &ndash; bow ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the bow attack</span><br/><br />
<br/><br />
=== Striking Faster with Bow &ndash; bow2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Striking_Better_with_Bow_.E2.80.93_bow_2|bow]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the bow attack</span><br/><br />
<span style='color:green'>1 more attacks for the bow attack</span><br/><br />
<br/><br />
=== Striking Better with Bow &ndash; bow3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Striking_Faster_with_Bow_.E2.80.93_bow2_2|bow2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the bow attack</span><br/><br />
<br/><br />
=== Shooting Insanely Precisely &ndash; bow-precise ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Striking_Better_with_Bow_.E2.80.93_bow_2|bow]], [[#Striking_Faster_with_Bow_.E2.80.93_bow2_2|bow2]] and [[#Striking_Better_with_Bow_.E2.80.93_bow3_2|bow3]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the bow attack: [[LotI_Abilities#focused_.E2.80.93_chance_to_hit|focused]]</span><br/><br />
<span style='color:green'>Remove weapon special for the bow attack: marksman</span><br/><br />
<span style='color:green'>Damage decreased by 1 for the bow attack</span><br/><br />
<br/><br />
=== Striking Better with Sword &ndash; sword ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<br/><br />
=== Striking Faster with Sword &ndash; sword2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Striking_Better_with_Sword_.E2.80.93_sword_5|sword]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the sword attack</span><br/><br />
<span style='color:green'>1 more attacks for the sword attack</span><br/><br />
<br/><br />
=== Striking Better with Sword &ndash; sword3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Striking_Faster_with_Sword_.E2.80.93_sword2_5|sword2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<br/><br />
=== Able to Attack Parrying Enemy Blows (New Attack) &ndash; parry ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>New bonus attack: parry (-20% - -70% melee)</span><br/><br />
<span style='color:green'>New weapon special for the parry attack: [[LotI_Abilities#parry_.E2.80.93_dummy|parry]]</span><br/><br />
<br/><br />
=== Parrying Better &ndash; parry2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Attack_Parrying_Enemy_Blows_(New_Attack)_.E2.80.93_parry|parry]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 10% for the parry attack</span><br/><br />
<span style='color:green'>5% more attacks for the parry attack</span><br/><br />
<br/><br />
=== Better Protected from Physical Blows (2% Better Resistances; +1% Resist Impact) &ndash; armour ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 1%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 2%</span><br/><br />
<br/><br />
=== Better at Defending (Lowering the Chance to be Hit by 2%) &ndash; block ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on coastal reefs reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in deep water reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 2%</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Goblin Ravager ==<br />
<span style='color:#808080'><i>To perform their destructive work effectfully, Goblin Pillagers must be able to move fast. In the event of a shortage of wolves, another mount has to fill in. Though giant spiders are far less intelligent than wolves, the fear spread by their sight makes up for this imperfection. Taming those beasts claims high casualties and their appetite for riders in front of them is detrimental – but one has to overlook such little mishaps leniently: Goblins are numerous, useless for most other jobs, and since birth used to submit to their fates.<br/><br />
Special Notes: This unit is able to slow its enemies, halving their movement speed and attack damage until they end a turn. The victims of this unit’s poison will continually take damage until they can be cured in town or by a unit which cures.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Biting Better &ndash; fangs1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the fangs attack</span><br/><br />
<br/><br />
=== Biting Faster &ndash; fangs2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Biting_Better_.E2.80.93_fangs1|fangs1]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the fangs attack</span><br/><br />
<span style='color:green'>1 more attacks for the fangs attack</span><br/><br />
<br/><br />
=== Feasting on Enemies when Biting &ndash; fangs2-leech ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Biting_Better_.E2.80.93_fangs1|fangs1]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the fangs attack: [[LotI_Abilities#leeches_.E2.80.93_damage|leech]]</span><br/><br />
<span style='color:green'>Damage decreased by 1 for the fangs attack</span><br/><br />
<br/><br />
=== Biting Better &ndash; fangs3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Biting_Faster_.E2.80.93_fangs2|fangs2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the fangs attack</span><br/><br />
<br/><br />
=== Torching Better &ndash; torch ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the torch attack</span><br/><br />
<br/><br />
=== Torching Faster &ndash; torch2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 2 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Torching_Better_.E2.80.93_torch|torch]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 2 for the torch attack</span><br/><br />
<span style='color:green'>1 more attacks for the torch attack</span><br/><br />
<br/><br />
=== Incinerating with Torch &ndash; torch3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Torching_Faster_.E2.80.93_torch2|torch2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the torch attack: [[LotI_Abilities#incinerate_.E2.80.93_dummy|incinerate]]</span><br/><br />
<span style='color:green'>Damage decreased by 1 for the torch attack</span><br/><br />
<br/><br />
=== Throwing Nets Better &ndash; net ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the net attack</span><br/><br />
<br/><br />
=== Throwing Nets Faster &ndash; net2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 2 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Throwing_Nets_Better_.E2.80.93_net|net]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the net attack</span><br/><br />
<span style='color:green'>1 more attacks for the net attack</span><br/><br />
<br/><br />
=== More Nimble (Lowering the Chance to be Hit by 4%) &ndash; dodge ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in deep water reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit above unwalkable places reduced by 4%</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Goblin Warbanner (Goblin Warbaner) ==<br />
<span style='color:#808080'><i>Some goblins, after surviving an improbably high number of fights, become experienced enough to lead other goblins to battle, or even weaker orcs. These goblins are no longer bullied by orcs, but still used to lead a tiring force.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Striking Better with Spear &ndash; spear ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the spear attack</span><br/><br />
<br/><br />
=== Striking Faster with Spear &ndash; spear2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Striking_Better_with_Spear_.E2.80.93_spear_2|spear]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 2 for the spear attack</span><br/><br />
<span style='color:green'>1 more attacks for the spear attack</span><br/><br />
<br/><br />
=== Striking Better with Spear &ndash; spear3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Striking_Faster_with_Spear_.E2.80.93_spear2_2|spear2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the spear attack</span><br/><br />
<br/><br />
=== Throwing Spears Faster &ndash; javelin ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage decreased by 2 for the javelin attack</span><br/><br />
<span style='color:green'>1 more attacks for the javelin attack</span><br/><br />
<br/><br />
=== Throwing Spears Better &ndash; javelin2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Throwing_Spears_Faster_.E2.80.93_javelin|javelin]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the javelin attack</span><br/><br />
<br/><br />
=== Throwing Spears More Precisely &ndash; javelin3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Throwing_Spears_Better_.E2.80.93_javelin2|javelin2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the javelin attack: marksman</span><br/><br />
<br/><br />
=== Able to Drum in a Way that Makes Allies March Faster &ndash; wardrums ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#wardrums_.E2.80.93_dummy|wardrums]]</span><br/><br />
<br/><br />
=== A Better Leader &ndash; leadership ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: leadership</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#leadership (as level LEVEL unit)_.E2.80.93_leadership|leadership (as level 3 unit)]]</span><br/><br />
<br/><br />
=== Better at Dodging Enemy Attacks (Lowering the Chance to be Hit by 2%) &ndash; dodge ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in deep water reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit above unwalkable places reduced by 2%</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Grim Knight ==<br />
<span style='color:#808080'><i>Grim Knights are undead who can ride a living horse thanks to dark magic controlling the horse's mind and altering its body. Undead legions use them for approximately the same purposes as living armies use their horsemen.<br/><br />
Special Notes: Using a charging attack doubles both damage dealt and received; this does not affect defensive retaliation.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Striking Better with Lance &ndash; lance ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the lance attack</span><br/><br />
<br/><br />
=== Striking Faster with Lance &ndash; lance2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Striking_Better_with_Lance_.E2.80.93_lance_2|lance]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 3 for the lance attack</span><br/><br />
<span style='color:green'>1 more attacks for the lance attack</span><br/><br />
<br/><br />
=== Charging More Powerfully with Lance (2.5 Times More Damage) &ndash; lance3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Striking_Better_with_Lance_.E2.80.93_lance_2|lance]] and [[#Striking_Faster_with_Lance_.E2.80.93_lance2_2|lance2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the lance attack: [[LotI_Abilities#charge_.E2.80.93_damage|charge (2.5)]]</span><br/><br />
<span style='color:green'>Remove weapon special for the lance attack: charge</span><br/><br />
<br/><br />
=== Charging Even More Powerfully with the Lance (3 Times More Damage) &ndash; lance4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Striking_Better_with_Lance_.E2.80.93_lance_2|lance]], [[#Striking_Faster_with_Lance_.E2.80.93_lance2_2|lance2]] and [[#Charging_More_Powerfully_with_Lance_(2.5_Times_More_Damage)_.E2.80.93_lance3_2|lance3]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the lance attack: [[LotI_Abilities#charge_.E2.80.93_damage|charge (3)]]</span><br/><br />
<span style='color:green'>Remove weapon special for the lance attack: charge</span><br/><br />
<br/><br />
=== Striking Even Better with the Lance &ndash; lance5 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Striking_Better_with_Lance_.E2.80.93_lance_2|lance]], [[#Striking_Faster_with_Lance_.E2.80.93_lance2_2|lance2]] and [[#Charging_More_Powerfully_with_Lance_(2.5_Times_More_Damage)_.E2.80.93_lance3_2|lance3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the lance attack</span><br/><br />
<br/><br />
=== Able to Knock Enemies Back (New Attack) &ndash; knockback ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>New bonus attack: knockback (100%, 100% melee, copy of lance)</span><br/><br />
<span style='color:green'>New weapon special for the knockback attack: [[LotI_Abilities#knockback_.E2.80.93_damage|knockback]]</span><br/><br />
<br/><br />
=== Better at Axe Combat &ndash; axe ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the axe attack</span><br/><br />
<br/><br />
=== Better at Axe Combat &ndash; axe2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_at_Axe_Combat_.E2.80.93_axe|axe]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the axe attack</span><br/><br />
<br/><br />
=== Faster at Axe Combat &ndash; axe3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_at_Axe_Combat_.E2.80.93_axe|axe]] and [[#Better_at_Axe_Combat_.E2.80.93_axe2|axe2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the axe attack</span><br/><br />
<span style='color:green'>1 more attacks for the axe attack</span><br/><br />
<br/><br />
=== Better at Axe Combat &ndash; axe4 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_at_Axe_Combat_.E2.80.93_axe|axe]], [[#Better_at_Axe_Combat_.E2.80.93_axe2|axe2]] and [[#Faster_at_Axe_Combat_.E2.80.93_axe3|axe3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the axe attack</span><br/><br />
<br/><br />
=== More Undead-Like Resistance (Improved Resistances, Slightly Worsened Weaknesses) &ndash; armour ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by -1%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 3%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by -1%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 3%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by -2%</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Half-Robotic Freak (Akula Steel Finale) ==<br />
<span style='color:#808080'><i>She was once a normal person. Until she found some forgotten ruins with weapons of great technical level, and manipulating with one of them transformed her into this. She survived it only thanks to necromancy, but now she is a whole new level freak.<br/><br />
Special Notes: When this unit is attacked in melee range, the attacker takes a huge amount of impact damage from her tentacles, because he strayed too close. This unit regenerates, which allows it to heal as though always stationed in a village. This unit’s arcane attack deals tremendous damage to magical creatures, and even some to mundane creatures. This unit has magical attacks, which always have a high chance of hitting an opponent.</i></span><br />
<br />
=== Better at Melee Combat &ndash; sword ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>1 more attacks (melee attacks only)</span><br/><br />
<br/><br />
=== Better at Melee Combat &ndash; sword2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_at_Melee_Combat_.E2.80.93_sword|sword]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks (melee attacks only)</span><br/><br />
<br/><br />
=== Better at Melee Combat &ndash; sword3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_at_Melee_Combat_.E2.80.93_sword|sword]] and [[#Better_at_Melee_Combat_.E2.80.93_sword2_2|sword2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (melee attacks only)</span><br/><br />
<br/><br />
=== A Better Caster &ndash; magic ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>1 more attacks (ranged attacks only)</span><br/><br />
<br/><br />
=== A Better Caster &ndash; magic2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#A_Better_Caster_.E2.80.93_magic_3|magic]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (ranged attacks only)</span><br/><br />
<br/><br />
=== A Better Caster &ndash; magic3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#A_Better_Caster_.E2.80.93_magic_3|magic]] and [[#A_Better_Caster_.E2.80.93_magic2|magic2]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks (ranged attacks only)</span><br/><br />
<br/><br />
=== A Better Caster &ndash; magic4 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#A_Better_Caster_.E2.80.93_magic_3|magic]], [[#A_Better_Caster_.E2.80.93_magic2|magic2]] and [[#A_Better_Caster_.E2.80.93_magic3|magic3]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks (ranged attacks only)</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Half-Robotic Freak (Akula Steel) ==<br />
<span style='color:#808080'><i>She was once a normal person. Until she found some forgotten ruins with weapons of great technical level, and manipulating with one of them transformed her into this. She survived it only thanks to necromancy, but now she is a whole new level freak.<br/><br />
Special Notes: When this unit is attacked in melee range, the attacker takes 15 impact damage from her tentacles, because he strayed too close. This unit regenerates, which allows it to heal as though always stationed in a village. This unit’s arcane attack deals tremendous damage to magical creatures, and even some to mundane creatures. This unit has magical attacks, which always have a high chance of hitting an opponent.</i></span><br />
<br />
=== Better at Melee Combat &ndash; sword ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>1 more attacks (melee attacks only)</span><br/><br />
<br/><br />
=== Better at Melee Combat &ndash; sword2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_at_Melee_Combat_.E2.80.93_sword_2|sword]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks (melee attacks only)</span><br/><br />
<br/><br />
=== Better at Melee Combat &ndash; sword3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_at_Melee_Combat_.E2.80.93_sword_2|sword]] and [[#Better_at_Melee_Combat_.E2.80.93_sword2_3|sword2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (melee attacks only)</span><br/><br />
<br/><br />
=== A Better Caster &ndash; magic ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>1 more attacks (ranged attacks only)</span><br/><br />
<br/><br />
=== A Better Caster &ndash; magic2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#A_Better_Caster_.E2.80.93_magic_4|magic]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (ranged attacks only)</span><br/><br />
<br/><br />
=== A Better Caster &ndash; magic3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#A_Better_Caster_.E2.80.93_magic_4|magic]] and [[#A_Better_Caster_.E2.80.93_magic2_2|magic2]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks (ranged attacks only)</span><br/><br />
<br/><br />
=== A Better Caster &ndash; magic4 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#A_Better_Caster_.E2.80.93_magic_4|magic]], [[#A_Better_Caster_.E2.80.93_magic2_2|magic2]] and [[#A_Better_Caster_.E2.80.93_magic3_2|magic3]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks (ranged attacks only)</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Infernal Knight ==<br />
<span style='color:#808080'><i>Tales are told of the mightiest warriors and generals, who, cursed with hate and stung by betrayal, have experimented with demonic magic and returned back to this world as Infernal Knights. Wielding the same weapons as in life, they command both fire and the Undead in their quest for revenge.<br/><br />
Special Notes: The leadership of this unit enables adjacent units of the same side to deal more damage in combat, though this only applies to units of lower level. This unit has magical attacks, which always have a high chance of hitting an opponent.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Casting Random Fire Spells on Enemies when Attacking Them with an Axe &ndash; firecast ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Fireball_.E2.80.93_fireball_5|fireball]] and [[#Faster_at_Melee_Combat_.E2.80.93_axe3_2|axe3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 2</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#firecast_.E2.80.93_dummy|firecast]]</span><br/><br />
<br/><br />
=== Better at Melee Combat &ndash; axe ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (melee attacks only)</span><br/><br />
<br/><br />
=== Better at Melee Combat &ndash; axe2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_at_Melee_Combat_.E2.80.93_axe_2|axe]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (melee attacks only)</span><br/><br />
<br/><br />
=== Faster at Melee Combat &ndash; axe3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_at_Melee_Combat_.E2.80.93_axe_2|axe]] and [[#Better_at_Melee_Combat_.E2.80.93_axe2_2|axe2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 (melee attacks only)</span><br/><br />
<span style='color:green'>1 more attacks (melee attacks only)</span><br/><br />
<br/><br />
=== Better at Melee Combat &ndash; axe4 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_at_Melee_Combat_.E2.80.93_axe_2|axe]], [[#Better_at_Melee_Combat_.E2.80.93_axe2_2|axe2]] and [[#Faster_at_Melee_Combat_.E2.80.93_axe3_2|axe3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (melee attacks only)</span><br/><br />
<br/><br />
=== Better with Fireball &ndash; fireball ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the fireball attack</span><br/><br />
<br/><br />
=== Faster with Fireball &ndash; fireball2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Fireball_.E2.80.93_fireball_5|fireball]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 2 for the fireball attack</span><br/><br />
<span style='color:green'>1 more attacks for the fireball attack</span><br/><br />
<br/><br />
=== Better with Fireball &ndash; fireball3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_with_Fireball_.E2.80.93_fireball2_4|fireball2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the fireball attack</span><br/><br />
<br/><br />
=== Dealing Damage to Multiple Enemies with Fireball &ndash; fireball3-explosion ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Fireball_.E2.80.93_fireball3_4|fireball3]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the fireball attack: [[LotI_Abilities#explosive_.E2.80.93_damage|explosive]]</span><br/><br />
<span style='color:green'>1 fewer attacks for the fireball attack</span><br/><br />
<br/><br />
=== A Greater Leader in Battle (Like a Level 5 Unit) &ndash; leadership ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: leadership</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#leadership (as level LEVEL unit)_.E2.80.93_leadership|leadership (as level 5 unit)]]</span><br/><br />
<br/><br />
=== 10% More Resistant to Fire &ndash; fire_resist ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Lesser Demigod (Krux Later) ==<br />
<span style='color:#808080'><i>Divine blood flows in the veins of those whose parents were gods. They can learn to be powerful and wise incredibly fast, their bodies show supernatural abilities, and they radiate an aura that affects everything around in a way that suits them.<br/><br />
Being an offspring of an elf and human, he looks like a human to elves and like an elf to humans.<br/><br />
Special Notes: This unit has magical attacks, which always have a high chance of hitting an opponent. This unit’s arcane attack deals tremendous damage to magical creatures, and even some to mundane creatures.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Better with Sword &ndash; sword1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<span style='color:green'>Damage increased by 1 for the spectral blades attack</span><br/><br />
<br/><br />
=== Faster with Sword &ndash; sword1_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Sword_.E2.80.93_sword3_3|sword3]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the sword attack</span><br/><br />
<span style='color:green'>Damage increased by 1 for the spectral blades attack</span><br/><br />
<br/><br />
=== Better with Sword &ndash; sword2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Sword_.E2.80.93_sword1_2|sword1]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<span style='color:green'>Damage increased by 1 for the spectral blades attack</span><br/><br />
<br/><br />
=== More Precise with Sword &ndash; sword2_marksman ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Sword_.E2.80.93_sword1_2|sword1]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the sword attack: marksman</span><br/><br />
<br/><br />
=== Better with Sword &ndash; sword3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Sword_.E2.80.93_sword1_2|sword1]] and [[#Better_with_Sword_.E2.80.93_sword2_5|sword2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<span style='color:green'>Damage increased by 1 for the spectral blades attack</span><br/><br />
<br/><br />
=== Better with Sword &ndash; sword4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Sword_.E2.80.93_sword1_2|sword1]], [[#Better_with_Sword_.E2.80.93_sword2_5|sword2]] and [[#Better_with_Sword_.E2.80.93_sword3_3|sword3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<br/><br />
=== Slowing Enemies with Sword &ndash; sword4_plague ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Sword_.E2.80.93_sword1_2|sword1]], [[#Better_with_Sword_.E2.80.93_sword2_5|sword2]], [[#Better_with_Sword_.E2.80.93_sword3_3|sword3]] and [[#Better_with_Sword_.E2.80.93_sword4_3|sword4]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the sword attack: slow</span><br/><br />
<br/><br />
=== Better with Sword &ndash; sword5 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Sword_.E2.80.93_sword1_2|sword1]], [[#Better_with_Sword_.E2.80.93_sword2_5|sword2]], [[#Better_with_Sword_.E2.80.93_sword3_3|sword3]] and [[#Better_with_Sword_.E2.80.93_sword4_3|sword4]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<br/><br />
=== Faster with Sword &ndash; sword5_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Sword_.E2.80.93_sword1_2|sword1]], [[#Better_with_Sword_.E2.80.93_sword2_5|sword2]], [[#Better_with_Sword_.E2.80.93_sword3_3|sword3]], [[#Better_with_Sword_.E2.80.93_sword4_3|sword4]], [[#Better_with_Sword_.E2.80.93_sword5_2|sword5]] and [[#Faster_with_Sword_.E2.80.93_sword1_speed|sword1_speed]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the sword attack</span><br/><br />
<br/><br />
=== Better with Sword &ndash; sword6 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Sword_.E2.80.93_sword1_2|sword1]], [[#Better_with_Sword_.E2.80.93_sword2_5|sword2]], [[#Better_with_Sword_.E2.80.93_sword3_3|sword3]], [[#Better_with_Sword_.E2.80.93_sword4_3|sword4]] and [[#Better_with_Sword_.E2.80.93_sword5_2|sword5]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<br/><br />
=== Faster with Spectral Blades &ndash; spectral_blades_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:green'>1 more attacks for the spectral blades attack</span><br/><br />
<br/><br />
=== Better with Spectral Blades &ndash; spectral_blades ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_with_Spectral_Blades_.E2.80.93_spectral_blades_speed|spectral_blades_speed]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the spectral blades attack</span><br/><br />
<br/><br />
=== Better with Spectral Blades &ndash; spectral_blades_2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Faster_with_Spectral_Blades_.E2.80.93_spectral_blades_speed|spectral_blades_speed]] and [[#Better_with_Spectral_Blades_.E2.80.93_spectral_blades|spectral_blades]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the spectral blades attack</span><br/><br />
<br/><br />
=== More Precise with Spectral Blades &ndash; spectral_blades_marksman ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Spectral_Blades_.E2.80.93_spectral_blades_2|spectral_blades_2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the spectral blades attack: marksman</span><br/><br />
<br/><br />
=== Causing More Havoc with Faerie Fire &ndash; faerie1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the faerie fire attack</span><br/><br />
<span style='color:green'>1 more attacks for the faerie fire attack</span><br/><br />
<br/><br />
=== Causing More Havoc with Faerie Fire &ndash; faerie2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1_2|faerie1]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the faerie fire attack</span><br/><br />
<span style='color:green'>1 more attacks for the faerie fire attack</span><br/><br />
<br/><br />
=== Decreasing Enemies' Arcane Resistance by 8% &ndash; faerie2_penetrate ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1_2|faerie1]] and [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie2_2|faerie2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 8%</span><br/><br />
<br/><br />
=== Causing More Havoc with Faerie Fire &ndash; faerie3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1_2|faerie1]] and [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie2_2|faerie2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the faerie fire attack</span><br/><br />
<br/><br />
=== Faster with Faerie Fire &ndash; faerie3_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1_2|faerie1]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie2_2|faerie2]] and [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie3_2|faerie3]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the faerie fire attack</span><br/><br />
<br/><br />
=== Causing More Havoc with Faerie Fire &ndash; faerie4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1_2|faerie1]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie2_2|faerie2]] and [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie3_2|faerie3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the faerie fire attack</span><br/><br />
<br/><br />
=== Decreasing Enemies' Arcane Resistance by 7% &ndash; faerie4_penetrate ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1_2|faerie1]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie2_2|faerie2]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie3_2|faerie3]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie4_2|faerie4]] and [[#Decreasing_Enemies'_Arcane_Resistance_by_8%_.E2.80.93_faerie2_penetrate_2|faerie2_penetrate]] to be achieved first</i></span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 7%</span><br/><br />
<br/><br />
=== Causing More Havoc with Faerie Fire &ndash; faerie5 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1_2|faerie1]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie2_2|faerie2]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie3_2|faerie3]] and [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie4_2|faerie4]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the faerie fire attack</span><br/><br />
<br/><br />
=== Faster with Faerie Fire &ndash; faerie5_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1_2|faerie1]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie2_2|faerie2]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie3_2|faerie3]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie4_2|faerie4]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie5_2|faerie5]] and [[#Faster_with_Faerie_Fire_.E2.80.93_faerie3_speed_2|faerie3_speed]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the faerie fire attack</span><br/><br />
<br/><br />
=== Causing More Havoc with Faerie Fire &ndash; faerie6 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1_2|faerie1]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie2_2|faerie2]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie3_2|faerie3]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie4_2|faerie4]] and [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie5_2|faerie5]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the faerie fire attack</span><br/><br />
<br/><br />
=== Faster with Faerie Fire &ndash; faerie6_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1_2|faerie1]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie2_2|faerie2]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie3_2|faerie3]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie4_2|faerie4]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie5_2|faerie5]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie6_2|faerie6]] and [[#Faster_with_Faerie_Fire_.E2.80.93_faerie5_speed_2|faerie5_speed]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the faerie fire attack</span><br/><br />
<br/><br />
=== Causing More Havoc with Faerie Fire &ndash; faerie7 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1_2|faerie1]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie2_2|faerie2]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie3_2|faerie3]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie4_2|faerie4]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie5_2|faerie5]] and [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie6_2|faerie6]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the faerie fire attack</span><br/><br />
<br/><br />
=== Faster with Faerie Fire &ndash; faerie7_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1_2|faerie1]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie2_2|faerie2]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie3_2|faerie3]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie4_2|faerie4]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie5_2|faerie5]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie6_2|faerie6]], [[#Faster_with_Faerie_Fire_.E2.80.93_faerie6_speed_2|faerie6_speed]] and [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie7_2|faerie7]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the faerie fire attack</span><br/><br />
<br/><br />
=== Causing More Havoc with Faerie Fire &ndash; faerie8 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1_2|faerie1]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie2_2|faerie2]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie3_2|faerie3]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie4_2|faerie4]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie5_2|faerie5]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie6_2|faerie6]] and [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie7_2|faerie7]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the faerie fire attack</span><br/><br />
<br/><br />
=== Casting Fireballs Better &ndash; fireball ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 3 for the fireball attack</span><br/><br />
<br/><br />
=== Casting Fireballs Better &ndash; fireball2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Casting_Fireballs_Better_.E2.80.93_fireball_2|fireball]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the fireball attack</span><br/><br />
<br/><br />
=== Casting Fireballs with Better Precision &ndash; fireball2_precision ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Casting_Fireballs_Better_.E2.80.93_fireball_2|fireball]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the fireball attack: [[LotI_Abilities#focused_.E2.80.93_chance_to_hit|focused]]</span><br/><br />
<span style='color:green'>Remove weapon special for the fireball attack: magical</span><br/><br />
<br/><br />
=== Casting Fireballs Better &ndash; fireball3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Casting_Fireballs_Better_.E2.80.93_fireball2_2|fireball2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 3 for the fireball attack</span><br/><br />
<br/><br />
=== Better with Magic &ndash; magic ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the fireball attack</span><br/><br />
<span style='color:green'>Damage increased by 1 for the faerie fire attack</span><br/><br />
<br/><br />
=== Dealing More Damage with Burning Aura &ndash; burning_aura ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#burns foes (POWER)_.E2.80.93_heals|burns foes (24)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#burns foes (POWER)_.E2.80.93_heals|burns foes (32)]]</span><br/><br />
<br/><br />
=== Dealing More Damage with Burning Aura &ndash; burning_aura2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Dealing_More_Damage_with_Burning_Aura_.E2.80.93_burning_aura|burning_aura]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#burns foes (POWER)_.E2.80.93_heals|burns foes (32)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#burns foes (POWER)_.E2.80.93_heals|burns foes (40)]]</span><br/><br />
<br/><br />
=== Dealing More Damage with Burning Aura &ndash; burning_aura3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Dealing_More_Damage_with_Burning_Aura_.E2.80.93_burning_aura2|burning_aura2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#burns foes (POWER)_.E2.80.93_heals|burns foes (40)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#burns foes (POWER)_.E2.80.93_heals|burns foes (48)]]</span><br/><br />
<br/><br />
=== Possessing the Leadership of a Level 3 Unit &ndash; leadership1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#leadership (as level LEVEL unit)_.E2.80.93_leadership|leadership (as level 3 unit)]]</span><br/><br />
<br/><br />
=== Possessing the Leadership of a Level 4 Unit &ndash; leadership2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Possessing_the_Leadership_of_a_Level_3_Unit_.E2.80.93_leadership1|leadership1]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#leadership (as level LEVEL unit)_.E2.80.93_leadership|leadership (as level 3 unit)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#leadership (as level LEVEL unit)_.E2.80.93_leadership|leadership (as level 4 unit)]]</span><br/><br />
<br/><br />
=== Possessing the Leadership of a Level 5 Unit &ndash; leadership3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Possessing_the_Leadership_of_a_Level_4_Unit_.E2.80.93_leadership2|leadership2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#leadership (as level LEVEL unit)_.E2.80.93_leadership|leadership (as level 4 unit)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#leadership (as level LEVEL unit)_.E2.80.93_leadership|leadership (as level 5 unit)]]</span><br/><br />
<br/><br />
=== Able to Heal Allies Better &ndash; heal ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#heals +VALUE_.E2.80.93_heals|heals (16)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#heals +VALUE_.E2.80.93_heals|heals (22)]]</span><br/><br />
<br/><br />
=== Able to Heal Allies Better &ndash; heal2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Heal_Allies_Better_.E2.80.93_heal_4|heal]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#heals +VALUE_.E2.80.93_heals|heals (22)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#heals +VALUE_.E2.80.93_heals|heals (28)]]</span><br/><br />
<br/><br />
=== Able to Heal Allies Better &ndash; heal3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Able_to_Heal_Allies_Better_.E2.80.93_heal_4|heal]] and [[#Able_to_Heal_Allies_Better_.E2.80.93_heal2_5|heal2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#heals +VALUE_.E2.80.93_heals|heals (28)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#heals +VALUE_.E2.80.93_heals|heals (34)]]</span><br/><br />
<br/><br />
=== Causing an Even Worse Frailty Complex in Enemies' Minds (-20% Physical Resistances) &ndash; conviction ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#frail tide (INTENSITY)_.E2.80.93_resistance|frail tide (15)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#frail tide (INTENSITY)_.E2.80.93_resistance|frail tide (20)]]</span><br/><br />
<br/><br />
=== Causing a Really Terrible Frailty Complex in Enemies' Minds (-25% Physical Resistances) &ndash; conviction2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Causing_an_Even_Worse_Frailty_Complex_in_Enemies'_Minds_(-20%_Physical_Resistances)_.E2.80.93_conviction|conviction]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#frail tide (INTENSITY)_.E2.80.93_resistance|frail tide (20)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#frail tide (INTENSITY)_.E2.80.93_resistance|frail tide (25)]]</span><br/><br />
<br/><br />
=== Better at Defending (Lowering the Chance to be Hit by 2%) &ndash; block ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on coastal reefs reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 2%</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Lesser Demigod (Krux) ==<br />
<span style='color:#808080'><i>Divine blood flows in the veins of those whose parents were gods. They can learn to be powerful and wise incredibly fast, their bodies show supernatural abilities, and they radiate an aura that affects everything around in a way that suits them.<br/><br />
Being an offspring of an elf and human, he looks like a human to elves and like an elf to humans.<br/><br />
Special Notes: This unit has magical attacks, which always have a high chance of hitting an opponent. This unit’s arcane attack deals tremendous damage to magical creatures, and even some to mundane creatures.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Better with Sword &ndash; sword1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<span style='color:green'>Damage increased by 1 for the spectral blades attack</span><br/><br />
<br/><br />
=== Faster with Sword &ndash; sword1_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Sword_.E2.80.93_sword3_4|sword3]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the sword attack</span><br/><br />
<span style='color:green'>Damage increased by 1 for the spectral blades attack</span><br/><br />
<br/><br />
=== Better with Sword &ndash; sword2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Sword_.E2.80.93_sword1_3|sword1]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<span style='color:green'>Damage increased by 1 for the spectral blades attack</span><br/><br />
<br/><br />
=== More Precise with Sword &ndash; sword2_marksman ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Sword_.E2.80.93_sword1_3|sword1]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the sword attack: marksman</span><br/><br />
<br/><br />
=== Better with Sword &ndash; sword3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Sword_.E2.80.93_sword1_3|sword1]] and [[#Better_with_Sword_.E2.80.93_sword2_6|sword2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<span style='color:green'>Damage increased by 1 for the spectral blades attack</span><br/><br />
<br/><br />
=== Better with Sword &ndash; sword4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Sword_.E2.80.93_sword1_3|sword1]], [[#Better_with_Sword_.E2.80.93_sword2_6|sword2]] and [[#Better_with_Sword_.E2.80.93_sword3_4|sword3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<br/><br />
=== Slowing Enemies with Sword &ndash; sword4_plague ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Sword_.E2.80.93_sword1_3|sword1]], [[#Better_with_Sword_.E2.80.93_sword2_6|sword2]], [[#Better_with_Sword_.E2.80.93_sword3_4|sword3]] and [[#Better_with_Sword_.E2.80.93_sword4_4|sword4]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the sword attack: slow</span><br/><br />
<br/><br />
=== Better with Sword &ndash; sword5 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Sword_.E2.80.93_sword1_3|sword1]], [[#Better_with_Sword_.E2.80.93_sword2_6|sword2]], [[#Better_with_Sword_.E2.80.93_sword3_4|sword3]] and [[#Better_with_Sword_.E2.80.93_sword4_4|sword4]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<br/><br />
=== Faster with Sword &ndash; sword5_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Sword_.E2.80.93_sword1_3|sword1]], [[#Better_with_Sword_.E2.80.93_sword2_6|sword2]], [[#Better_with_Sword_.E2.80.93_sword3_4|sword3]], [[#Better_with_Sword_.E2.80.93_sword4_4|sword4]], [[#Better_with_Sword_.E2.80.93_sword5_3|sword5]] and [[#Faster_with_Sword_.E2.80.93_sword1_speed_2|sword1_speed]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the sword attack</span><br/><br />
<br/><br />
=== Better with Sword &ndash; sword6 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Sword_.E2.80.93_sword1_3|sword1]], [[#Better_with_Sword_.E2.80.93_sword2_6|sword2]], [[#Better_with_Sword_.E2.80.93_sword3_4|sword3]], [[#Better_with_Sword_.E2.80.93_sword4_4|sword4]] and [[#Better_with_Sword_.E2.80.93_sword5_3|sword5]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<br/><br />
=== Faster with Spectral Blades &ndash; spectral_blades_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:green'>1 more attacks for the spectral blades attack</span><br/><br />
<br/><br />
=== Better with Spectral Blades &ndash; spectral_blades ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_with_Spectral_Blades_.E2.80.93_spectral_blades_speed_2|spectral_blades_speed]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the spectral blades attack</span><br/><br />
<br/><br />
=== Better with Spectral Blades &ndash; spectral_blades_2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Faster_with_Spectral_Blades_.E2.80.93_spectral_blades_speed_2|spectral_blades_speed]] and [[#Better_with_Spectral_Blades_.E2.80.93_spectral_blades_3|spectral_blades]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the spectral blades attack</span><br/><br />
<br/><br />
=== More Precise with Spectral Blades &ndash; spectral_blades_marksman ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Spectral_Blades_.E2.80.93_spectral_blades_2_2|spectral_blades_2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the spectral blades attack: marksman</span><br/><br />
<br/><br />
=== Causing More Havoc with Faerie Fire &ndash; faerie1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the faerie fire attack</span><br/><br />
<span style='color:green'>1 more attacks for the faerie fire attack</span><br/><br />
<br/><br />
=== Causing More Havoc with Faerie Fire &ndash; faerie2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1_3|faerie1]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the faerie fire attack</span><br/><br />
<span style='color:green'>1 more attacks for the faerie fire attack</span><br/><br />
<br/><br />
=== Decreasing Enemies' Arcane Resistance by 8% &ndash; faerie2_penetrate ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1_3|faerie1]] and [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie2_3|faerie2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 8%</span><br/><br />
<br/><br />
=== Causing More Havoc with Faerie Fire &ndash; faerie3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1_3|faerie1]] and [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie2_3|faerie2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the faerie fire attack</span><br/><br />
<br/><br />
=== Faster with Faerie Fire &ndash; faerie3_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1_3|faerie1]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie2_3|faerie2]] and [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie3_3|faerie3]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the faerie fire attack</span><br/><br />
<br/><br />
=== Causing More Havoc with Faerie Fire &ndash; faerie4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1_3|faerie1]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie2_3|faerie2]] and [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie3_3|faerie3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the faerie fire attack</span><br/><br />
<br/><br />
=== Decreasing Enemies' Arcane Resistance by 7% &ndash; faerie4_penetrate ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1_3|faerie1]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie2_3|faerie2]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie3_3|faerie3]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie4_3|faerie4]] and [[#Decreasing_Enemies'_Arcane_Resistance_by_8%_.E2.80.93_faerie2_penetrate_3|faerie2_penetrate]] to be achieved first</i></span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 7%</span><br/><br />
<br/><br />
=== Causing More Havoc with Faerie Fire &ndash; faerie5 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1_3|faerie1]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie2_3|faerie2]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie3_3|faerie3]] and [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie4_3|faerie4]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the faerie fire attack</span><br/><br />
<br/><br />
=== Faster with Faerie Fire &ndash; faerie5_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1_3|faerie1]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie2_3|faerie2]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie3_3|faerie3]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie4_3|faerie4]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie5_3|faerie5]] and [[#Faster_with_Faerie_Fire_.E2.80.93_faerie3_speed_3|faerie3_speed]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the faerie fire attack</span><br/><br />
<br/><br />
=== Causing More Havoc with Faerie Fire &ndash; faerie6 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1_3|faerie1]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie2_3|faerie2]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie3_3|faerie3]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie4_3|faerie4]] and [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie5_3|faerie5]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the faerie fire attack</span><br/><br />
<br/><br />
=== Faster with Faerie Fire &ndash; faerie6_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1_3|faerie1]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie2_3|faerie2]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie3_3|faerie3]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie4_3|faerie4]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie5_3|faerie5]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie6_3|faerie6]] and [[#Faster_with_Faerie_Fire_.E2.80.93_faerie5_speed_3|faerie5_speed]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the faerie fire attack</span><br/><br />
<br/><br />
=== Causing More Havoc with Faerie Fire &ndash; faerie7 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1_3|faerie1]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie2_3|faerie2]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie3_3|faerie3]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie4_3|faerie4]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie5_3|faerie5]] and [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie6_3|faerie6]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the faerie fire attack</span><br/><br />
<br/><br />
=== Faster with Faerie Fire &ndash; faerie7_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1_3|faerie1]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie2_3|faerie2]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie3_3|faerie3]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie4_3|faerie4]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie5_3|faerie5]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie6_3|faerie6]], [[#Faster_with_Faerie_Fire_.E2.80.93_faerie6_speed_3|faerie6_speed]] and [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie7_3|faerie7]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the faerie fire attack</span><br/><br />
<br/><br />
=== Causing More Havoc with Faerie Fire &ndash; faerie8 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1_3|faerie1]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie2_3|faerie2]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie3_3|faerie3]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie4_3|faerie4]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie5_3|faerie5]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie6_3|faerie6]] and [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie7_3|faerie7]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the faerie fire attack</span><br/><br />
<br/><br />
=== Casting Fireballs Better &ndash; fireball ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 3 for the fireball attack</span><br/><br />
<br/><br />
=== Casting Fireballs Better &ndash; fireball2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Casting_Fireballs_Better_.E2.80.93_fireball_3|fireball]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the fireball attack</span><br/><br />
<br/><br />
=== Casting Fireballs with Better Precision &ndash; fireball2_precision ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Casting_Fireballs_Better_.E2.80.93_fireball_3|fireball]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the fireball attack: [[LotI_Abilities#focused_.E2.80.93_chance_to_hit|focused]]</span><br/><br />
<span style='color:green'>Remove weapon special for the fireball attack: magical</span><br/><br />
<br/><br />
=== Casting Fireballs Better &ndash; fireball3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Casting_Fireballs_Better_.E2.80.93_fireball2_3|fireball2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 3 for the fireball attack</span><br/><br />
<br/><br />
=== Better with Magic &ndash; magic ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the fireball attack</span><br/><br />
<span style='color:green'>Damage increased by 1 for the faerie fire attack</span><br/><br />
<br/><br />
=== Dealing More Damage with Burning Aura &ndash; burning_aura ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#burns foes (POWER)_.E2.80.93_heals|burns foes (16)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#burns foes (POWER)_.E2.80.93_heals|burns foes (24)]]</span><br/><br />
<br/><br />
=== Dealing More Damage with Burning Aura &ndash; burning_aura2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Dealing_More_Damage_with_Burning_Aura_.E2.80.93_burning_aura_2|burning_aura]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#burns foes (POWER)_.E2.80.93_heals|burns foes (24)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#burns foes (POWER)_.E2.80.93_heals|burns foes (32)]]</span><br/><br />
<br/><br />
=== Dealing More Damage with Burning Aura &ndash; burning_aura3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Dealing_More_Damage_with_Burning_Aura_.E2.80.93_burning_aura2_2|burning_aura2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#burns foes (POWER)_.E2.80.93_heals|burns foes (32)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#burns foes (POWER)_.E2.80.93_heals|burns foes (40)]]</span><br/><br />
<br/><br />
=== Possessing the Leadership of a Level 3 Unit &ndash; leadership1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#leadership (as level LEVEL unit)_.E2.80.93_leadership|leadership (as level 3 unit)]]</span><br/><br />
<br/><br />
=== Possessing the Leadership of a Level 4 Unit &ndash; leadership2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Possessing_the_Leadership_of_a_Level_3_Unit_.E2.80.93_leadership1_2|leadership1]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#leadership (as level LEVEL unit)_.E2.80.93_leadership|leadership (as level 3 unit)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#leadership (as level LEVEL unit)_.E2.80.93_leadership|leadership (as level 4 unit)]]</span><br/><br />
<br/><br />
=== Possessing the Leadership of a Level 5 Unit &ndash; leadership3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Possessing_the_Leadership_of_a_Level_4_Unit_.E2.80.93_leadership2_2|leadership2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#leadership (as level LEVEL unit)_.E2.80.93_leadership|leadership (as level 4 unit)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#leadership (as level LEVEL unit)_.E2.80.93_leadership|leadership (as level 5 unit)]]</span><br/><br />
<br/><br />
=== Able to Heal Allies Better &ndash; heal ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: heals</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#heals +VALUE_.E2.80.93_heals|heals (12)]]</span><br/><br />
<br/><br />
=== Able to Heal Allies Better &ndash; heal2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Heal_Allies_Better_.E2.80.93_heal_5|heal]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#heals +VALUE_.E2.80.93_heals|heals (12)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#heals +VALUE_.E2.80.93_heals|heals (18)]]</span><br/><br />
<br/><br />
=== Able to Heal Allies Better &ndash; heal3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Able_to_Heal_Allies_Better_.E2.80.93_heal_5|heal]] and [[#Able_to_Heal_Allies_Better_.E2.80.93_heal2_6|heal2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#heals +VALUE_.E2.80.93_heals|heals (18)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#heals +VALUE_.E2.80.93_heals|heals (24)]]</span><br/><br />
<br/><br />
=== Better at Defending (Lowering the Chance to be Hit by 2%) &ndash; block ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on coastal reefs reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 2%</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Lich King ==<br />
<span style='color:#808080'><i>Lich Kings are powerful undead warriors with free will and magic powers. Unlike other undead, they are not obeying a master, they are raising and controlling their minions, and unlike liches, they are leading their minions into battles.<br/><br />
Special Notes: The leadership of this unit enables adjacent units of the same side to deal more damage in combat, though this only applies to units of lower level. This unit has magical attacks, which always have a high chance of hitting an opponent.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Better at Melee Combat &ndash; axe ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (melee attacks only)</span><br/><br />
<br/><br />
=== Better at Melee Combat &ndash; axe2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_at_Melee_Combat_.E2.80.93_axe_3|axe]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (melee attacks only)</span><br/><br />
<br/><br />
=== Faster at Melee Combat &ndash; axe3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_at_Melee_Combat_.E2.80.93_axe_3|axe]] and [[#Better_at_Melee_Combat_.E2.80.93_axe2_3|axe2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 (melee attacks only)</span><br/><br />
<span style='color:green'>1 more attacks (melee attacks only)</span><br/><br />
<br/><br />
=== Better at Melee Combat &ndash; axe4 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_at_Melee_Combat_.E2.80.93_axe_3|axe]], [[#Better_at_Melee_Combat_.E2.80.93_axe2_3|axe2]] and [[#Faster_at_Melee_Combat_.E2.80.93_axe3_3|axe3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (melee attacks only)</span><br/><br />
<br/><br />
=== Able to Attack in a Terrible Way that Lowers Enemy Resistance (New Attack) &ndash; doom ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>New bonus attack: doom (-30% - -30% melee)</span><br/><br />
<span style='color:green'>New weapon special for the doom attack: [[LotI_Abilities#doom_.E2.80.93_dummy|doom]]</span><br/><br />
<br/><br />
=== Crippling Enemies Better &ndash; doom2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Attack_in_a_Terrible_Way_that_Lowers_Enemy_Resistance_(New_Attack)_.E2.80.93_doom_2|doom]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 15% for the doom attack</span><br/><br />
<span style='color:green'>5% more attacks for the doom attack</span><br/><br />
<br/><br />
=== A Better Caster &ndash; magic ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (ranged attacks only)</span><br/><br />
<br/><br />
=== Casting Chill Tempests Faster &ndash; magic-chill ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>1 more attacks for the chill tempest attack</span><br/><br />
<br/><br />
=== Casting Shadow Waves Faster &ndash; magic-shadow ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>1 more attacks for the shadow wave attack</span><br/><br />
<br/><br />
=== A Better Caster of Chill Tempests &ndash; magic-chill2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Casting_Chill_Tempests_Faster_.E2.80.93_magic-chill|magic-chill]] and [[#A_Better_Caster_.E2.80.93_magic_5|magic]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the chill tempest attack</span><br/><br />
<br/><br />
=== A Better Caster of Shadow Waves &ndash; magic-shadow2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Casting_Shadow_Waves_Faster_.E2.80.93_magic-shadow|magic-shadow]] and [[#A_Better_Caster_.E2.80.93_magic_5|magic]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the shadow wave attack</span><br/><br />
<br/><br />
=== A Greater Leader in Battle (Like a Level 5 Unit) &ndash; leadership ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_at_Melee_Combat_.E2.80.93_axe_3|axe]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: leadership</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#leadership (as level LEVEL unit)_.E2.80.93_leadership|leadership (as level 5 unit)]]</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Lord of the Flies (Beelzebub) ==<br />
<span style='color:#808080'><i>Ancient nobles of demonkind are among the scariest visitors from Inferno. Their vast power and number of followers allow them to destroy armies, bringing death and destruction whenever they come. Fortunately for mankind, they live in Inferno and rarely get out of there. However, some of them have made spells to summon them are known and sometimes come into the hands of the foolish...<br/><br />
Special Notes: This unit regenerates, which allows it to heal as though always stationed in a village. This unit is able to slow its enemies, halving their movement speed and attack damage until they end a turn. This unit’s arcane attack deals tremendous damage to magical creatures, and even some to mundane creatures. This unit can move unseen in deep water, requiring no air from the surface. The victims of this unit’s poison will continually take damage until they can be cured in town or by a unit which cures. This unit has magical attacks, which always have a high chance of hitting an opponent. During battle, this unit can drain life from victims to renew its own health.</i></span><br />
<br />
=== &ndash; amla_demon_lord ===<br />
<span style='color:#808080'><i>This advancement can be taken 100 times</i></span><br/><br />
<span style='color:#60A0FF'>20% more hitpoints per level</span><br/><br />
<span style='color:green'>Damage increased by 6 (in EASY difficulty), 9 (in MEDIUM difficulty), 9 (in HARD difficulty)</span><br/><br />
<br/><br />
<br />
== Lunatic Knight ==<br />
<span style='color:#808080'><i>Lunatic knights are ones of the most zealous warriors a warlord might employ. The reason why they fight is neither glory nor gold. They enjoy the thrill of battles, and that motivates them to join armed conflicts. In battle, they are feared adversaries, their fervour, speed and strength are a huge threat for anyone. They usually die before they realise that Lunatic Knights are not quite well protected, and can fall whenever their charge fails to defeat their target.<br/><br />
Special Notes: Using a charging attack doubles both damage dealt and received; this does not affect defensive retaliation.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Striking Better with Lance &ndash; lance ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the lance attack</span><br/><br />
<br/><br />
=== Striking Faster with Lance &ndash; lance2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Striking_Better_with_Lance_.E2.80.93_lance_3|lance]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 3 for the lance attack</span><br/><br />
<span style='color:green'>1 more attacks for the lance attack</span><br/><br />
<br/><br />
=== Charging More Powerfully with Lance (2.5 Times More Damage) &ndash; lance3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Striking_Better_with_Lance_.E2.80.93_lance_3|lance]] and [[#Striking_Faster_with_Lance_.E2.80.93_lance2_3|lance2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the lance attack: [[LotI_Abilities#charge_.E2.80.93_damage|charge (2.5)]]</span><br/><br />
<span style='color:green'>Remove weapon special for the lance attack: charge</span><br/><br />
<br/><br />
=== Charging Even More Powerfully with the Lance (3 Times More Damage) &ndash; lance4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Striking_Better_with_Lance_.E2.80.93_lance_3|lance]], [[#Striking_Faster_with_Lance_.E2.80.93_lance2_3|lance2]] and [[#Charging_More_Powerfully_with_Lance_(2.5_Times_More_Damage)_.E2.80.93_lance3_3|lance3]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the lance attack: [[LotI_Abilities#charge_.E2.80.93_damage|charge (3)]]</span><br/><br />
<span style='color:green'>Remove weapon special for the lance attack: charge</span><br/><br />
<br/><br />
=== Striking Even Better with the Lance &ndash; lance5 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Striking_Better_with_Lance_.E2.80.93_lance_3|lance]] and [[#Striking_Faster_with_Lance_.E2.80.93_lance2_3|lance2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the lance attack</span><br/><br />
<br/><br />
=== Able to Move One Hex After Attacking an Enemy &ndash; penetrate ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#penetrates_.E2.80.93_dummy|penetrates]]</span><br/><br />
<br/><br />
=== Able to Move More Hexes After Attacking an Enemy &ndash; penetrate2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Move_One_Hex_After_Attacking_an_Enemy_.E2.80.93_penetrate_2|penetrate]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#penetrates_.E2.80.93_dummy|penetrates]]</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#hit and run_.E2.80.93_dummy|hit and run]]</span><br/><br />
<br/><br />
=== Better Protected from Physical Blows (2% Better Resistances; +3% Resist Pierce) &ndash; armour ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 3%</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Monstrosity ==<br />
<span style='color:#808080'><i>When a Walking Corpse kills a victim and reanimates it to unlife, it also drains a part of its soul. This rarely has an effect, but sometimes, when much of the flesh has rotten away already, this accumulated soul energy reshapes the corpse into a horrid, tentaculous form with bones protruding from it that floats around, scaring everything.<br/><br />
Special Notes: Foes who lose their life to the plague will rise again in unlife, unless they are standing on a village.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Hitting Harder &ndash; melee ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (melee attacks only)</span><br/><br />
<br/><br />
=== Hitting Faster &ndash; melee-speed ===<br />
<span style='color:#808080'><i>This advancement can be taken 2 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Hitting_Harder_.E2.80.93_melee|melee]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks (melee attacks only)</span><br/><br />
<br/><br />
=== Transforming Enemies into Soulless Also with the Plague &ndash; soulless ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Hitting_Harder_.E2.80.93_melee|melee]] and [[#Hitting_Faster_.E2.80.93_melee-speed|melee-speed]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special (melee attacks only): [[LotI_Abilities#plague (LANGUAGE_TYPE)_.E2.80.93_plague|plague (Soulless)]]</span><br/><br />
<span style='color:green'>Remove weapon special (melee attacks only): plague</span><br/><br />
<br/><br />
=== Leeching Some Life from Targets &ndash; leeching ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Hitting_Harder_.E2.80.93_melee|melee]], [[#Hitting_Harder_.E2.80.93_melee|melee]], [[#Hitting_Harder_.E2.80.93_melee|melee]] and [[#Hitting_Harder_.E2.80.93_melee|melee]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special (melee attacks only): [[LotI_Abilities#leeches_.E2.80.93_damage|leech]]</span><br/><br />
<br/><br />
=== Spreading a Stronger Feeling of Dread &ndash; haunt ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (10)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (15)]]</span><br/><br />
<br/><br />
=== Spreading a Stronger Feeling of Dread &ndash; haunt2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Spreading_a_Stronger_Feeling_of_Dread_.E2.80.93_haunt|haunt]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (15)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (20)]]</span><br/><br />
<br/><br />
=== Spreading a Stronger Feeling of Dread &ndash; haunt3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Spreading_a_Stronger_Feeling_of_Dread_.E2.80.93_haunt|haunt]] and [[#Spreading_a_Stronger_Feeling_of_Dread_.E2.80.93_haunt2|haunt2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (20)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (25)]]</span><br/><br />
<br/><br />
=== Better at Dodging Enemy Attacks (Lowering the Chance to be Hit by 2%) &ndash; dodge ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in deep water reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit above unwalkable places reduced by 2%</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Orcish Nightblade ==<br />
<span style='color:#808080'><i>A blade in the dark, dripping with poison — for many orcish warlords the last thing they see. Due to their high fees, orcish nightblades specialize in “resolving internal conflicts” and are rarely seen on the battlefield. Practice makes perfect, and few can rival them in that regard: they have long lost count of their victims, though that admittedly isn’t too hard for an orc with only ten fingers.<br/><br />
Special Notes: This unit’s marksmanship gives it a high chance of hitting targeted enemies, but only on the attack. The victims of this unit’s poison will continually take damage until they can be cured in town or by a unit which cures.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Clawing Better &ndash; claws ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the claws attack</span><br/><br />
<br/><br />
=== Clawing Faster &ndash; claws2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 2 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Clawing_Better_.E2.80.93_claws_2|claws]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 2 for the claws attack</span><br/><br />
<span style='color:green'>1 more attacks for the claws attack</span><br/><br />
<br/><br />
=== Clawing with Backstab &ndash; claws3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Clawing_Better_.E2.80.93_claws_2|claws]] and [[#Clawing_Faster_.E2.80.93_claws2|claws2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the claws attack: backstab</span><br/><br />
<br/><br />
=== Kicking Better &ndash; kick ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the kick attack</span><br/><br />
<br/><br />
=== Kicking Faster &ndash; kick2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Kicking_Better_.E2.80.93_kick|kick]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the kick attack</span><br/><br />
<span style='color:green'>1 more attacks for the kick attack</span><br/><br />
<br/><br />
=== Throwing Enemies Back with Kicks &ndash; kick3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Kicking_Better_.E2.80.93_kick|kick]] and [[#Kicking_Faster_.E2.80.93_kick2|kick2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the kick attack: [[LotI_Abilities#knockback_.E2.80.93_damage|knockback]]</span><br/><br />
<br/><br />
=== Throwing Many Enemies Back with Kicks &ndash; kick4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Kicking_Better_.E2.80.93_kick|kick]], [[#Kicking_Faster_.E2.80.93_kick2|kick2]] and [[#Throwing_Enemies_Back_with_Kicks_.E2.80.93_kick3|kick3]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the kick attack: [[LotI_Abilities#shockwave_.E2.80.93_slow|shockwave]]</span><br/><br />
<span style='color:green'>Remove weapon special for the kick attack: knockback</span><br/><br />
<span style='color:green'>1 fewer attacks for the kick attack</span><br/><br />
<br/><br />
=== Faster with Knives &ndash; knife ===<br />
<span style='color:#808080'><i>This advancement can be taken 2 times</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the throwing knives attack</span><br/><br />
<span style='color:green'>1 more attacks for the throwing knives attack</span><br/><br />
<br/><br />
=== Using Fire-Enchanted Knives &ndash; knife2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_with_Knives_.E2.80.93_knife_2|knife]] to be achieved first</i></span><br/><br />
<span style='color:green'>Sets damage type to fire for the throwing knives attack</span><br/><br />
<br/><br />
=== Using Cold-Enchanted Knives &ndash; knife2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_with_Knives_.E2.80.93_knife_2|knife]] to be achieved first</i></span><br/><br />
<span style='color:green'>Sets damage type to cold for the throwing knives attack</span><br/><br />
<br/><br />
=== Using Arcane-Enchanted Knives &ndash; knife2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_with_Knives_.E2.80.93_knife_2|knife]] to be achieved first</i></span><br/><br />
<span style='color:green'>Sets damage type to arcane for the throwing knives attack</span><br/><br />
<br/><br />
=== Better with Knives &ndash; knife3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_with_Knives_.E2.80.93_knife_2|knife]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the throwing knives attack</span><br/><br />
<br/><br />
=== Using Magically Returning Knives (New Berserk Ranged Attack) &ndash; knife-berserk ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Using_Arcane-Enchanted_Knives_.E2.80.93_knife2|knife2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New bonus attack: throwing berserk (100%, 100% ranged, copy of throwing knives)</span><br/><br />
<span style='color:green'>New weapon special for the throwing berserk attack: [[LotI_Abilities#lesser berserk (COUNT)_.E2.80.93_berserk|lesser berserk (3)]]</span><br/><br />
<br/><br />
=== Able to Move at Night Without Being Seen on Useful Terrains &ndash; nightstalk ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#lesser nightstalk_.E2.80.93_hides|lesser nightstalk]]</span><br/><br />
<br/><br />
=== Able to Move at Night Without Being Seen on All Accessible Terrains &ndash; nightstalk2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Move_at_Night_Without_Being_Seen_on_Useful_Terrains_.E2.80.93_nightstalk_2|nightstalk]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#lesser nightstalk_.E2.80.93_hides|lesser nightstalk]]</span><br/><br />
<span style='color:#60A0FF'>New ability: nightstalk</span><br/><br />
<br/><br />
=== Better at Defending (Lowering the Chance to be Hit by 3%) &ndash; block ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on coastal reefs reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 3%</span><br/><br />
<br/><br />
=== Better at Defending &ndash; block2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_at_Defending_(Lowering_the_Chance_to_be_Hit_by_3%)_.E2.80.93_block_3|block]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on coastal reefs reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 2%</span><br/><br />
<br/><br />
=== Better at Defending &ndash; block3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_at_Defending_(Lowering_the_Chance_to_be_Hit_by_3%)_.E2.80.93_block_3|block]] and [[#Better_at_Defending_.E2.80.93_block2|block2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on coastal reefs reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 1%</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Orcish Strafer ==<br />
<span style='color:#808080'><i>Orcs are generally believed to be simple-minded and unable even to manufacture their crossbows. But it is wrong. The intellect of orcs is not inferior by any means, but they usually prefer not to use it. But competition and battle prowess is usually far the greatest motivation, and if better gear looks like a possibility to get stronger, they start thinking about improvements. One of their inventions is the slurbow, some orcs get them from plunder, some manufacture them themselves. However, even slurbows are not the best, and some creative orcs in times of peace manage to improve it so that it can be operated with a single hand. This way, they can carry two ranged weapons into battle, and devastate most enemies with their deadly and quick shots.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Better with Crossbow &ndash; xbow ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the crossbow attack</span><br/><br />
<br/><br />
=== Faster with Crossbow &ndash; xbow2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Crossbow_.E2.80.93_xbow_3|xbow]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the crossbow attack</span><br/><br />
<span style='color:green'>1 more attacks for the crossbow attack</span><br/><br />
<br/><br />
=== Shooting Poisonous Arrows &ndash; xbow-poison ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Crossbow_.E2.80.93_xbow_3|xbow]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the crossbow attack: poison</span><br/><br />
<br/><br />
=== Faster with Crossbow &ndash; xbow3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Faster_with_Crossbow_.E2.80.93_xbow2_3|xbow2]] and [[#Better_with_Crossbow_.E2.80.93_xbow_3|xbow]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the crossbow attack</span><br/><br />
<span style='color:green'>1 more attacks for the crossbow attack</span><br/><br />
<br/><br />
=== Shooting More Precisely &ndash; xbow-marksman ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Faster_with_Crossbow_.E2.80.93_xbow2_3|xbow2]] and [[#Faster_with_Crossbow_.E2.80.93_xbow3|xbow3]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the crossbow attack: marksman</span><br/><br />
<br/><br />
=== Incinerating Enemies with Fiery Shots &ndash; xbow-incinerate ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Faster_with_Crossbow_.E2.80.93_xbow2_3|xbow2]] and [[#Better_with_Crossbow_.E2.80.93_xbow_3|xbow]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the crossbow attack (fire attacks only): [[LotI_Abilities#incinerate_.E2.80.93_dummy|incinerate]]</span><br/><br />
<br/><br />
=== Better with Crossbow &ndash; xbow4 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Faster_with_Crossbow_.E2.80.93_xbow2_3|xbow2]] and [[#Better_with_Crossbow_.E2.80.93_xbow_3|xbow]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the crossbow attack</span><br/><br />
<br/><br />
=== Shooting so Hard that Enemies Behind Targets Will be Hit as Well &ndash; xbow-pierce ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Crossbow_.E2.80.93_xbow4|xbow4]] and [[#Faster_with_Crossbow_.E2.80.93_xbow3|xbow3]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the crossbow attack (pierce attacks only): [[LotI_Abilities#pierce_.E2.80.93_dummy|pierce]]</span><br/><br />
<br/><br />
=== Striking Better with Sword &ndash; sword ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the short sword attack</span><br/><br />
<br/><br />
=== Striking Faster with Sword &ndash; sword2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Striking_Better_with_Sword_.E2.80.93_sword_6|sword]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the short sword attack</span><br/><br />
<span style='color:green'>1 more attacks for the short sword attack</span><br/><br />
<br/><br />
=== Better Protected from Physical Blows (2% Better Resistances) &ndash; armour ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 2%</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 4 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Orcish Warmonger ==<br />
<span style='color:#808080'><i><br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Striking Better with Sword &ndash; sword ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the greatsword attack</span><br/><br />
<br/><br />
=== Striking Faster with Sword &ndash; sword2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Striking_Better_with_Sword_.E2.80.93_sword_7|sword]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 2 for the greatsword attack</span><br/><br />
<span style='color:green'>1 more attacks for the greatsword attack</span><br/><br />
<br/><br />
=== Attacking in a Scary Way &ndash; sword2-horror ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Striking_Better_with_Sword_.E2.80.93_sword_7|sword]] and [[#Striking_Faster_with_Sword_.E2.80.93_sword2_7|sword2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the greatsword attack: [[LotI_Abilities#horrid_.E2.80.93_dummy|horrid]]</span><br/><br />
<span style='color:green'>Remove weapon special for the greatsword attack: horrid,horrid_dummy</span><br/><br />
<span style='color:green'>Damage decreased by 1 for the greatsword attack</span><br/><br />
<br/><br />
=== Striking Better with Sword &ndash; sword3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Striking_Faster_with_Sword_.E2.80.93_sword2_7|sword2]] and [[#Striking_Better_with_Sword_.E2.80.93_sword_7|sword]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the greatsword attack</span><br/><br />
<br/><br />
=== Able to Attack in a Terrible Way that Lowers Enemy Resistance (New Attack) &ndash; doom ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>New bonus attack: doom (-30% - -30% melee)</span><br/><br />
<span style='color:green'>New weapon special for the doom attack: [[LotI_Abilities#doom_.E2.80.93_dummy|doom]]</span><br/><br />
<br/><br />
=== Crippling Enemies Better &ndash; doom2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Attack_in_a_Terrible_Way_that_Lowers_Enemy_Resistance_(New_Attack)_.E2.80.93_doom_3|doom]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 15% for the doom attack</span><br/><br />
<span style='color:green'>5% more attacks for the doom attack</span><br/><br />
<br/><br />
=== Better with Bow &ndash; bow ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the bow attack</span><br/><br />
<br/><br />
=== Faster with Bow &ndash; bow2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Bow_.E2.80.93_bow|bow]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the bow attack</span><br/><br />
<br/><br />
=== Shooting Poisonous Arrows &ndash; bow-poison ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Faster_with_Bow_.E2.80.93_bow2_2|bow2]] and [[#Better_with_Bow_.E2.80.93_bow|bow]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the bow attack: poison</span><br/><br />
<br/><br />
=== Better with Bow &ndash; bow3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Faster_with_Bow_.E2.80.93_bow2_2|bow2]] and [[#Better_with_Bow_.E2.80.93_bow|bow]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the bow attack</span><br/><br />
<br/><br />
=== Able to Lead Allies into Battle (Like a Level 2 Unit) &ndash; leadership ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#leadership (as level LEVEL unit)_.E2.80.93_leadership|leadership (as level 2 unit)]]</span><br/><br />
<br/><br />
=== A Better Leader (Like a Level 3 Unit) &ndash; leadership2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Lead_Allies_into_Battle_(Like_a_Level_2_Unit)_.E2.80.93_leadership_2|leadership]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#leadership (as level LEVEL unit)_.E2.80.93_leadership|leadership (as level 2 unit)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#leadership (as level LEVEL unit)_.E2.80.93_leadership|leadership (as level 3 unit)]]</span><br/><br />
<br/><br />
=== A Better Leader (Like a Level 4 Unit) &ndash; leadership3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#A_Better_Leader_(Like_a_Level_3_Unit)_.E2.80.93_leadership2|leadership2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#leadership (as level LEVEL unit)_.E2.80.93_leadership|leadership (as level 3 unit)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#leadership (as level LEVEL unit)_.E2.80.93_leadership|leadership (as level 4 unit)]]</span><br/><br />
<br/><br />
=== Able to Cause Nearby Allies to Attack Like Bloodthirsty Fanatics &ndash; leadership2_bloodthirst ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#A_Better_Leader_(Like_a_Level_3_Unit)_.E2.80.93_leadership2|leadership2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#warlord's rule_.E2.80.93_dummy|warlord's rule]]</span><br/><br />
<br/><br />
=== Better at Gruesome Things that Arouse Nearby Allies &ndash; evisceration ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#lesser evisceration_.E2.80.93_dummy|lesser evisceration]]</span><br/><br />
<br/><br />
=== Better at Gruesome Things that Arouse Nearby Allies &ndash; evisceration2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_at_Gruesome_Things_that_Arouse_Nearby_Allies_.E2.80.93_evisceration|evisceration]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#lesser evisceration_.E2.80.93_dummy|lesser evisceration]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#evisceration_.E2.80.93_dummy|evisceration]]</span><br/><br />
<br/><br />
=== Better at Gruesome Things that Arouse Nearby Allies &ndash; evisceration3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_at_Gruesome_Things_that_Arouse_Nearby_Allies_.E2.80.93_evisceration2|evisceration2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#evisceration_.E2.80.93_dummy|evisceration]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#greater evisceration_.E2.80.93_dummy|greater evisceration]]</span><br/><br />
<br/><br />
=== Better Protected from Physical Blows (3% Better Resistances) &ndash; armour ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 3%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 3%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 3%</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Phantom ==<br />
<span style='color:#808080'><i>Undead lords sometimes figure out a way to make their deathblades fully use their potiential. They remove their legs, replacing them with a ghostly tail allowing them to float and spin as they want. They also add them an additional pair of arms, to make these minions more destructive. Phantoms are, however, quite vulnerable.<br/><br />
Special Notes: This unit can move unseen in deep water, requiring no air from the surface.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Better at Axe Combat &ndash; axe ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the axe attack</span><br/><br />
<br/><br />
=== Better at Axe Combat &ndash; axe2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_at_Axe_Combat_.E2.80.93_axe_2|axe]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the axe attack</span><br/><br />
<br/><br />
=== Faster at Axe Combat &ndash; axe3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_at_Axe_Combat_.E2.80.93_axe_2|axe]] and [[#Better_at_Axe_Combat_.E2.80.93_axe2_2|axe2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the axe attack</span><br/><br />
<span style='color:green'>1 more attacks for the axe attack</span><br/><br />
<br/><br />
=== Better at Axe Combat &ndash; axe4 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_at_Axe_Combat_.E2.80.93_axe_2|axe]], [[#Better_at_Axe_Combat_.E2.80.93_axe2_2|axe2]] and [[#Faster_at_Axe_Combat_.E2.80.93_axe3_2|axe3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the axe attack</span><br/><br />
<br/><br />
=== Able to Perform a Whirlwind Attack (New Attack) &ndash; whirlwind ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>New bonus attack: whirlwind-axe (-30% - -30% melee)</span><br/><br />
<span style='color:green'>New weapon special for the whirlwind-axe attack: [[LotI_Abilities#whirlwind_.E2.80.93_attacks|whirlwind]]</span><br/><br />
<span style='color:green'>New weapon special for the whirlwind-axe attack: magical</span><br/><br />
<br/><br />
=== Whirling Better &ndash; whirlwind2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 4 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Perform_a_Whirlwind_Attack_(New_Attack)_.E2.80.93_whirlwind_2|whirlwind]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 10% for the whirlwind-axe attack</span><br/><br />
<br/><br />
=== More Nimble (Lowering the Chance to be Hit by 4%) &ndash; dodge ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in deep water reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit above unwalkable places reduced by 4%</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Pilum Master ==<br />
<span style='color:#808080'><i>Some javelineers came to an incredible skill with javelins, and improved their javelins into pilums. These weapons are hard to use, but they can deal heavy damages to anyone before they even come close enough to hit, even if they are attacked. Although many soldiers consider their weapons obsolete, they wield them proudly, because unlike swords or bows, pilums can be used both in melee and ranged combat.<br/><br />
Special Notes: The length of this unit’s weapon allows it to strike first in melee, even in defense.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Striking Better with Pilum &ndash; spear ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the spear attack</span><br/><br />
<br/><br />
=== Striking Faster with Pilum &ndash; spear2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Striking_Better_with_Pilum_.E2.80.93_spear|spear]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 2 for the spear attack</span><br/><br />
<span style='color:green'>1 more attacks for the spear attack</span><br/><br />
<br/><br />
=== Striking Better with Pilum &ndash; spear3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Striking_Faster_with_Pilum_.E2.80.93_spear2|spear2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the spear attack</span><br/><br />
<br/><br />
=== Throwing Pilums Faster &ndash; javelin ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage decreased by 2 for the javelin attack</span><br/><br />
<span style='color:green'>1 more attacks for the javelin attack</span><br/><br />
<br/><br />
=== Throwing Pilums Better &ndash; javelin2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Throwing_Pilums_Faster_.E2.80.93_javelin|javelin]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the javelin attack</span><br/><br />
<br/><br />
=== Throwing Pilums More Precisely &ndash; javelin3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Throwing_Pilums_Better_.E2.80.93_javelin2|javelin2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the javelin attack: marksman</span><br/><br />
<br/><br />
=== Able to Attack in a Tricky Way that Lowers Enemy Defence (New Attack) &ndash; trickery ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>New bonus attack: trickery (-30% - -30% melee)</span><br/><br />
<span style='color:green'>New weapon special for the trickery attack: [[LotI_Abilities#trickery_.E2.80.93_dummy|trickery]]</span><br/><br />
<br/><br />
=== Tricking Enemies Better &ndash; trickery2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Attack_in_a_Tricky_Way_that_Lowers_Enemy_Defence_(New_Attack)_.E2.80.93_trickery|trickery]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 15% for the trickery attack</span><br/><br />
<span style='color:green'>10% more attacks for the trickery attack</span><br/><br />
<br/><br />
=== Better at Blocking (Lowering the Chance to be Hit by 2-3%) &ndash; block ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on coastal reefs reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 3%</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Predator ==<br />
<span style='color:#808080'><i>Master huntsmen often get to like hunting more than anything else. Their deadly passion guides them, and they care only a little if their prey is human or animal. These predators may attack anything they spot, if it is not too numerous. Provided that one has enough guards around, it is possible to parlay with them, or even to employ them.<br/><br />
Special Notes: This unit’s marksmanship gives it a high chance of hitting targeted enemies, but only on the attack.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Striking Better with Bow &ndash; bow ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the bow attack</span><br/><br />
<br/><br />
=== Shooting Insanely Precisely &ndash; bow-precise ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Striking_Better_with_Bow_.E2.80.93_bow_3|bow]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the bow attack: [[LotI_Abilities#focused_.E2.80.93_chance_to_hit|focused]]</span><br/><br />
<span style='color:green'>Remove weapon special for the bow attack: marksman</span><br/><br />
<span style='color:green'>Damage decreased by 1 for the bow attack</span><br/><br />
<br/><br />
=== Striking Faster with Bow &ndash; bow2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Striking_Better_with_Bow_.E2.80.93_bow_3|bow]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the bow attack</span><br/><br />
<span style='color:green'>1 more attacks for the bow attack</span><br/><br />
<br/><br />
=== Striking Better with Bow &ndash; bow3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Striking_Faster_with_Bow_.E2.80.93_bow2_3|bow2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the bow attack</span><br/><br />
<br/><br />
=== Shooting Unbelievably Precisely &ndash; bow-precise2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Striking_Better_with_Bow_.E2.80.93_bow_3|bow]], [[#Striking_Faster_with_Bow_.E2.80.93_bow2_3|bow2]], [[#Striking_Better_with_Bow_.E2.80.93_bow3_3|bow3]] and [[#Shooting_Insanely_Precisely_.E2.80.93_bow-precise_3|bow-precise]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the bow attack: [[LotI_Abilities#guided_.E2.80.93_chance_to_hit|guided]]</span><br/><br />
<span style='color:green'>Remove weapon special for the bow attack: focused</span><br/><br />
<span style='color:green'>Damage decreased by 1 for the bow attack</span><br/><br />
<br/><br />
=== Able to Deal Heavy Damage with a Single Shot (New Attack) &ndash; execution ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>New bonus attack: execution (-45% - 100% ranged)</span><br/><br />
<br/><br />
=== Executing Enemy Bosses Better &ndash; execution2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Deal_Heavy_Damage_with_a_Single_Shot_(New_Attack)_.E2.80.93_execution|execution]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 10% for the execution attack</span><br/><br />
<br/><br />
=== Very Good at Slaying Humans &ndash; bow-hunting-humans ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Striking_Faster_with_Bow_.E2.80.93_bow2_3|bow2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the bow attack: [[LotI_Abilities#misanthropia_.E2.80.93_damage|misanthropia]]</span><br/><br />
<span style='color:green'>Damage decreased by 1 for the bow attack</span><br/><br />
<br/><br />
=== Very Good at Slaying Orcs &ndash; bow-hunting-orcs ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Striking_Faster_with_Bow_.E2.80.93_bow2_3|bow2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the bow attack: [[LotI_Abilities#misorcia_.E2.80.93_damage|misorcia]]</span><br/><br />
<span style='color:green'>Damage decreased by 1 for the bow attack</span><br/><br />
<br/><br />
=== Very Good at Slaying Elves &ndash; bow-hunting-elves ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Striking_Faster_with_Bow_.E2.80.93_bow2_3|bow2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the bow attack: [[LotI_Abilities#misdryadia_.E2.80.93_damage|misdryadia]]</span><br/><br />
<span style='color:green'>Damage decreased by 1 for the bow attack</span><br/><br />
<br/><br />
=== Very Good at Slaying Dragons &ndash; bow-hunting-drakes ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Striking_Faster_with_Bow_.E2.80.93_bow2_3|bow2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the bow attack: [[LotI_Abilities#misdraconia_.E2.80.93_damage|misdraconia]]</span><br/><br />
<span style='color:green'>Damage decreased by 1 for the bow attack</span><br/><br />
<br/><br />
=== Striking Better with Dagger &ndash; dagger ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the dagger attack</span><br/><br />
<br/><br />
=== Striking Faster with Dagger &ndash; dagger2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Striking_Better_with_Dagger_.E2.80.93_dagger|dagger]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the dagger attack</span><br/><br />
<span style='color:green'>1 more attacks for the dagger attack</span><br/><br />
<br/><br />
=== Striking Better with Dagger &ndash; dagger3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Striking_Faster_with_Dagger_.E2.80.93_dagger2|dagger2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the dagger attack</span><br/><br />
<br/><br />
=== Better at Defending (Lowering the Chance to be Hit by 2%) &ndash; block ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on coastal reefs reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in deep water reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 2%</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Preserved Lich (Argan Lich) ==<br />
<span style='color:#808080'><i>Preserved liches are an exotic kind of liches, they are far more powerful than mere liches.<br/><br />
Gameplay notes:<br/><br />
Advancements with sword add marksman and plague, and lots of damage.<br/><br />
Advancements with crossbow add great precision.<br/><br />
Special Notes: This unit regenerates, which allows it to heal as though always stationed in a village. This unit can move unseen in deep water, requiring no air from the surface. The leadership of this unit enables adjacent units of the same side to deal more damage in combat, though this only applies to units of lower level. During battle, this unit can drain life from victims to renew its own health.<br/><br />
This unit also has soul eater AMLA advancements</i></span><br />
<br />
=== Better with Sword &ndash; sword1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the lichsword attack</span><br/><br />
<br/><br />
=== Faster with Sword &ndash; sword1_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Sword_.E2.80.93_sword3_5|sword3]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the lichsword attack</span><br/><br />
<br/><br />
=== Better with Sword &ndash; sword2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Sword_.E2.80.93_sword1_4|sword1]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the lichsword attack</span><br/><br />
<br/><br />
=== More Precise with Sword &ndash; sword2_marksman ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Sword_.E2.80.93_sword1_4|sword1]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the lichsword attack: marksman</span><br/><br />
<br/><br />
=== Better with Sword &ndash; sword3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Sword_.E2.80.93_sword1_4|sword1]] and [[#Better_with_Sword_.E2.80.93_sword2_7|sword2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the lichsword attack</span><br/><br />
<br/><br />
=== Better with Sword &ndash; sword4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Sword_.E2.80.93_sword1_4|sword1]], [[#Better_with_Sword_.E2.80.93_sword2_7|sword2]] and [[#Better_with_Sword_.E2.80.93_sword3_5|sword3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the lichsword attack</span><br/><br />
<br/><br />
=== Raising Undead with Sword &ndash; sword4_plague ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Sword_.E2.80.93_sword1_4|sword1]], [[#Better_with_Sword_.E2.80.93_sword2_7|sword2]], [[#Better_with_Sword_.E2.80.93_sword3_5|sword3]] and [[#Better_with_Sword_.E2.80.93_sword4_5|sword4]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the lichsword attack: plague</span><br/><br />
<br/><br />
=== Better with Sword &ndash; sword5 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Sword_.E2.80.93_sword1_4|sword1]], [[#Better_with_Sword_.E2.80.93_sword2_7|sword2]], [[#Better_with_Sword_.E2.80.93_sword3_5|sword3]] and [[#Better_with_Sword_.E2.80.93_sword4_5|sword4]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the lichsword attack</span><br/><br />
<br/><br />
=== Faster with Sword &ndash; sword5_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Sword_.E2.80.93_sword1_4|sword1]], [[#Better_with_Sword_.E2.80.93_sword2_7|sword2]], [[#Better_with_Sword_.E2.80.93_sword3_5|sword3]], [[#Better_with_Sword_.E2.80.93_sword4_5|sword4]], [[#Better_with_Sword_.E2.80.93_sword5_4|sword5]] and [[#Faster_with_Sword_.E2.80.93_sword1_speed_3|sword1_speed]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the lichsword attack</span><br/><br />
<br/><br />
=== Better with Sword &ndash; sword6 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Sword_.E2.80.93_sword1_4|sword1]], [[#Better_with_Sword_.E2.80.93_sword2_7|sword2]], [[#Better_with_Sword_.E2.80.93_sword3_5|sword3]], [[#Better_with_Sword_.E2.80.93_sword4_5|sword4]] and [[#Better_with_Sword_.E2.80.93_sword5_4|sword5]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the lichsword attack</span><br/><br />
<br/><br />
=== Better and Faster with Crossbow &ndash; xbow ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the crossbow attack</span><br/><br />
<span style='color:green'>1 more attacks for the crossbow attack</span><br/><br />
<br/><br />
=== Striking More Precisely with the Crossbow &ndash; xbow_marksman ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_and_Faster_with_Crossbow_.E2.80.93_xbow|xbow]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the crossbow attack: marksman</span><br/><br />
<br/><br />
=== Better with Crossbow &ndash; xbow2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_and_Faster_with_Crossbow_.E2.80.93_xbow|xbow]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the crossbow attack</span><br/><br />
<br/><br />
=== Faster with Crossbow &ndash; xbow2_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_and_Faster_with_Crossbow_.E2.80.93_xbow|xbow]] and [[#Better_with_Crossbow_.E2.80.93_xbow2|xbow2]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the crossbow attack</span><br/><br />
<br/><br />
=== Better with Crossbow &ndash; xbow3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_and_Faster_with_Crossbow_.E2.80.93_xbow|xbow]] and [[#Better_with_Crossbow_.E2.80.93_xbow2|xbow2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the crossbow attack</span><br/><br />
<br/><br />
=== Striking More Precisely with the Crossbow &ndash; xbow-marksman ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_and_Faster_with_Crossbow_.E2.80.93_xbow|xbow]], [[#Better_with_Crossbow_.E2.80.93_xbow2|xbow2]] and [[#Striking_More_Precisely_with_the_Crossbow_.E2.80.93_xbow_marksman|xbow_marksman]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the crossbow attack: [[LotI_Abilities#focused_.E2.80.93_chance_to_hit|focused]]</span><br/><br />
<span style='color:green'>Remove weapon special for the crossbow attack: marksman</span><br/><br />
<br/><br />
=== Better with Crossbow &ndash; xbow4 ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_and_Faster_with_Crossbow_.E2.80.93_xbow|xbow]], [[#Better_with_Crossbow_.E2.80.93_xbow2|xbow2]] and [[#Better_with_Crossbow_.E2.80.93_xbow3_3|xbow3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the crossbow attack</span><br/><br />
<br/><br />
=== Faster with Crossbow &ndash; xbow2_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_and_Faster_with_Crossbow_.E2.80.93_xbow|xbow]], [[#Better_with_Crossbow_.E2.80.93_xbow2|xbow2]], [[#Faster_with_Crossbow_.E2.80.93_xbow2_speed_2|xbow2_speed]], [[#Better_with_Crossbow_.E2.80.93_xbow3_3|xbow3]] and [[#Better_with_Crossbow_.E2.80.93_xbow4_2|xbow4]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the crossbow attack</span><br/><br />
<br/><br />
=== Blocking Attacks Better (2 % Better Defence) &ndash; block ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on coastal reefs reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in deep water reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 2%</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== Better Protected from Physical Blows (3% Better Resistances) &ndash; armour ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 3%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 3%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 3%</span><br/><br />
<br/><br />
=== Better Protected from Magical Attacks (4% Better Resistances) &ndash; armour ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 4%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 4%</span><br/><br />
<br/><br />
<br />
== Preserved Lich (Delly Lich) ==<br />
<span style='color:#808080'><i>Preserved liches are an exotic kind of liches, they are far more powerful than mere liches.<br/><br />
Special Notes: If there is an enemy of the target on the opposite side of the target while attacking it, this unit may backstab, inflicting double damage by creeping around behind that enemy. This unit’s skill at skirmishing allows it to ignore enemies’ zones of control and thus move unhindered around them.<br/><br />
This unit also has soul eater AMLA advancements</i></span><br />
<br />
=== Faster at Melee Combat &ndash; sword ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (melee attacks only)</span><br/><br />
<span style='color:green'>1 more attacks (melee attacks only)</span><br/><br />
<br/><br />
=== Able to Chop Through More Enemies with Sword &ndash; sword2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_at_Melee_Combat_.E2.80.93_sword_4|sword]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special (melee attacks only): [[LotI_Abilities#cleave_.E2.80.93_damage|cleave]]</span><br/><br />
<br/><br />
=== Faster with Sword &ndash; sword3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Faster_at_Melee_Combat_.E2.80.93_sword_4|sword]] and [[#Able_to_Chop_Through_More_Enemies_with_Sword_.E2.80.93_sword2|sword2]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks (melee attacks only)</span><br/><br />
<br/><br />
=== Leeching with Sword &ndash; sword3-leech ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Faster_at_Melee_Combat_.E2.80.93_sword_4|sword]] and [[#Able_to_Chop_Through_More_Enemies_with_Sword_.E2.80.93_sword2|sword2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special (melee attacks only): [[LotI_Abilities#leeches_.E2.80.93_damage|leech]]</span><br/><br />
<br/><br />
=== Better with Sword &ndash; sword4 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Faster_at_Melee_Combat_.E2.80.93_sword_4|sword]], [[#Able_to_Chop_Through_More_Enemies_with_Sword_.E2.80.93_sword2|sword2]] and [[#Faster_with_Sword_.E2.80.93_sword3_2|sword3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<br/><br />
=== Dealing More Damage with Knives &ndash; knife1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the knife attack</span><br/><br />
<br/><br />
=== Faster with Knives &ndash; knife2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 2 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Dealing_More_Damage_with_Knives_.E2.80.93_knife1|knife1]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the knife attack</span><br/><br />
<br/><br />
=== More Precise with Knives &ndash; knife3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#More_Precise_with_Knives_.E2.80.93_knife3|knife3]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the knife attack: marksman</span><br/><br />
<br/><br />
=== Better with Knives &ndash; knife4 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Dealing_More_Damage_with_Knives_.E2.80.93_knife1|knife1]] and [[#Faster_with_Knives_.E2.80.93_knife2|knife2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the knife attack</span><br/><br />
<br/><br />
=== Able to Move at Night Without Being Seen on Useful Terrains &ndash; nightstalk ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#lesser nightstalk_.E2.80.93_hides|lesser nightstalk]]</span><br/><br />
<br/><br />
=== Able to Move at Night Without Being Seen on All Accessible Terrains &ndash; nightstalk2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Move_at_Night_Without_Being_Seen_on_Useful_Terrains_.E2.80.93_nightstalk_3|nightstalk]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#lesser nightstalk_.E2.80.93_hides|lesser nightstalk]]</span><br/><br />
<span style='color:#60A0FF'>New ability: nightstalk</span><br/><br />
<br/><br />
=== Better at Defending &ndash; block ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on coastal reefs reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 3%</span><br/><br />
<br/><br />
=== Better at Defending &ndash; block2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_at_Defending_.E2.80.93_block_2|block]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on coastal reefs reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 2%</span><br/><br />
<br/><br />
=== Better at Defending &ndash; block3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_at_Defending_.E2.80.93_block_2|block]] and [[#Better_at_Defending_.E2.80.93_block2_2|block2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on coastal reefs reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 1%</span><br/><br />
<br/><br />
=== Able to Attack Parrying Enemy Blows (New Attack) &ndash; parry ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>New bonus attack: parry (-20% - -70% melee)</span><br/><br />
<span style='color:green'>New weapon special for the parry attack: [[LotI_Abilities#parry_.E2.80.93_dummy|parry]]</span><br/><br />
<br/><br />
=== Parrying Better &ndash; parry2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Attack_Parrying_Enemy_Blows_(New_Attack)_.E2.80.93_parry_2|parry]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 10% for the parry attack</span><br/><br />
<span style='color:green'>5% more attacks for the parry attack</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 4 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Preserved Lich (Efraim Lich) ==<br />
<span style='color:#808080'><i>Preserved liches are an exotic kind of liches, they are far more powerful than mere liches.<br/><br />
Gameplay notes:<br/><br />
Advancements with sword add marksman, plague, and berserk-like attacks.<br/><br />
Advancements with whirlwind gain bonuses from sword advancements, and depend on advancements with sword.<br/><br />
Advancements with throwing knives are a potent source of weapon-related ranged damage, it may gain backstab.<br/><br />
Advancements with wave of fear bring huge damage, slow, explosive slow, leech, and after taking a lot of advancements also explosive damage.<br/><br />
Don't neglect defensive abilities. They stack additively with gear, while the effects of different parts of armour stack only multiplicatively.<br/><br />
The soul eater ability will add a lot of other advancements (new attacks, regeneration, healing, various abilities and much more).<br/><br />
Try to avoid learning from books, because while normal advancements add 20 to maximum experience to preserved liches, these advancements add 20% to maximum experience; that might later be an equivalent even to five advancements.<br/><br />
Special Notes: This unit regenerates, which allows it to heal as though always stationed in a village. This unit can move unseen in deep water, requiring no air from the surface. The victims of this unit’s poison will continually take damage until they can be cured in town or by a unit which cures. This unit has magical attacks, which always have a high chance of hitting an opponent. During battle, this unit can drain life from victims to renew its own health.<br/><br />
This unit also has soul eater AMLA advancements</i></span><br />
<br />
=== Better with Sword &ndash; sword1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<br/><br />
=== Faster with Sword (Affects Also Whirlwind) &ndash; sword1_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Sword_.E2.80.93_sword3_6|sword3]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the sword attack</span><br/><br />
<span style='color:green'>1 more attacks for the whirlwind attack</span><br/><br />
<br/><br />
=== Better with Sword &ndash; sword2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Sword_.E2.80.93_sword1_5|sword1]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<br/><br />
=== More Precise with Sword &ndash; sword2_marksman ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Sword_.E2.80.93_sword1_5|sword1]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the sword attack: marksman</span><br/><br />
<br/><br />
=== Better with Sword &ndash; sword3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Sword_.E2.80.93_sword1_5|sword1]] and [[#Better_with_Sword_.E2.80.93_sword2_8|sword2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<br/><br />
=== Better with Sword &ndash; sword4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Sword_.E2.80.93_sword1_5|sword1]], [[#Better_with_Sword_.E2.80.93_sword2_8|sword2]] and [[#Better_with_Sword_.E2.80.93_sword3_6|sword3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<br/><br />
=== Raising Undead with Sword &ndash; sword4_plague ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Sword_.E2.80.93_sword1_5|sword1]], [[#Better_with_Sword_.E2.80.93_sword2_8|sword2]], [[#Better_with_Sword_.E2.80.93_sword3_6|sword3]] and [[#Better_with_Sword_.E2.80.93_sword4_7|sword4]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the sword attack: plague</span><br/><br />
<br/><br />
=== Better with Sword &ndash; sword5 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Sword_.E2.80.93_sword1_5|sword1]], [[#Better_with_Sword_.E2.80.93_sword2_8|sword2]], [[#Better_with_Sword_.E2.80.93_sword3_6|sword3]] and [[#Better_with_Sword_.E2.80.93_sword4_7|sword4]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<br/><br />
=== Faster with Sword (Affects Also Whirlwind) &ndash; sword5_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Sword_.E2.80.93_sword1_5|sword1]], [[#Better_with_Sword_.E2.80.93_sword2_8|sword2]], [[#Better_with_Sword_.E2.80.93_sword3_6|sword3]], [[#Better_with_Sword_.E2.80.93_sword4_7|sword4]], [[#Better_with_Sword_.E2.80.93_sword5_5|sword5]] and [[#Faster_with_Sword_(Affects_Also_Whirlwind)_.E2.80.93_sword1_speed_2|sword1_speed]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the sword attack</span><br/><br />
<span style='color:green'>1 more attacks for the whirlwind attack</span><br/><br />
<br/><br />
=== Better with Sword &ndash; sword6 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Sword_.E2.80.93_sword1_5|sword1]], [[#Better_with_Sword_.E2.80.93_sword2_8|sword2]], [[#Better_with_Sword_.E2.80.93_sword3_6|sword3]], [[#Better_with_Sword_.E2.80.93_sword4_7|sword4]] and [[#Better_with_Sword_.E2.80.93_sword5_5|sword5]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<br/><br />
=== Able to Attack Twice in a Row &ndash; berserk1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>New bonus attack: mberserk2 (-20% - 100% melee blade)</span><br/><br />
<span style='color:green'>New weapon special for the mberserk2 attack: [[LotI_Abilities#lesser berserk (COUNT)_.E2.80.93_berserk|lesser berserk (2)]]</span><br/><br />
<span style='color:green'>New weapon special for the mberserk2 attack: swarm</span><br/><br />
<span style='color:green'>New weapon special for the mberserk2 attack: marksman</span><br/><br />
<br/><br />
=== Able to Attack Thrice in a Row &ndash; berserk2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Attack_Twice_in_a_Row_.E2.80.93_berserk1_2|berserk1]] to be achieved first</i></span><br/><br />
<span style='color:green'>New bonus attack: mberserk3 (-20% - 100% melee blade)</span><br/><br />
<span style='color:green'>New weapon special for the mberserk3 attack: [[LotI_Abilities#lesser berserk (COUNT)_.E2.80.93_berserk|lesser berserk (3)]]</span><br/><br />
<span style='color:green'>New weapon special for the mberserk3 attack: swarm</span><br/><br />
<span style='color:green'>New weapon special for the mberserk3 attack: marksman</span><br/><br />
<br/><br />
=== Able to Attack Five Times in a Row &ndash; berserk3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Attack_Thrice_in_a_Row_.E2.80.93_berserk2_2|berserk2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New bonus attack: mberserk5 (-20% - 100% melee blade)</span><br/><br />
<span style='color:green'>New weapon special for the mberserk5 attack: [[LotI_Abilities#lesser berserk (COUNT)_.E2.80.93_berserk|lesser berserk (5)]]</span><br/><br />
<span style='color:green'>New weapon special for the mberserk5 attack: swarm</span><br/><br />
<span style='color:green'>New weapon special for the mberserk5 attack: marksman</span><br/><br />
<br/><br />
=== Doing More Damage with the Furious Attack &ndash; berserk1_damage ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Attack_Twice_in_a_Row_.E2.80.93_berserk1_2|berserk1]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 10% for the mberserk2 attack</span><br/><br />
<span style='color:green'>Damage increased by 10% for the mberserk3 attack</span><br/><br />
<span style='color:green'>Damage increased by 10% for the mberserk5 attack</span><br/><br />
<br/><br />
=== Whirling Better &ndash; whirlwind ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the whirlwind attack</span><br/><br />
<br/><br />
=== Whirling Better &ndash; whirlwind2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Whirling_Better_.E2.80.93_whirlwind_2|whirlwind]], [[#Whirling_Better_.E2.80.93_whirlwind_2|whirlwind]], [[#Whirling_Better_.E2.80.93_whirlwind_2|whirlwind]] and [[#Better_with_Sword_.E2.80.93_sword4_7|sword4]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the whirlwind attack</span><br/><br />
<br/><br />
=== Whirling Better &ndash; whirlwind3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Whirling_Better_.E2.80.93_whirlwind2_4|whirlwind2]], [[#Whirling_Better_.E2.80.93_whirlwind2_4|whirlwind2]], [[#Whirling_Better_.E2.80.93_whirlwind2_4|whirlwind2]] and [[#Better_with_Sword_.E2.80.93_sword6_5|sword6]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the whirlwind attack</span><br/><br />
<br/><br />
=== Better with Knives &ndash; knives1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the knife attack</span><br/><br />
<br/><br />
=== Backstabbing with Knives &ndash; knives1_backstab ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>New weapon special for the knife attack: backstab</span><br/><br />
<br/><br />
=== Better with Knives &ndash; knives2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Knives_.E2.80.93_knives1_2|knives1]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the knife attack</span><br/><br />
<br/><br />
=== More Precise with Knives &ndash; knives2_precision ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Knives_.E2.80.93_knives1_2|knives1]] and [[#Better_with_Knives_.E2.80.93_knives2_2|knives2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the knife attack: marksman</span><br/><br />
<br/><br />
=== Better with Knives &ndash; knives3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Knives_.E2.80.93_knives1_2|knives1]] and [[#Better_with_Knives_.E2.80.93_knives2_2|knives2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the knife attack</span><br/><br />
<br/><br />
=== Faster with Knives &ndash; knives3_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Knives_.E2.80.93_knives1_2|knives1]], [[#Better_with_Knives_.E2.80.93_knives2_2|knives2]] and [[#Better_with_Knives_.E2.80.93_knives3_2|knives3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the knife attack</span><br/><br />
<span style='color:green'>1 more attacks for the knife attack</span><br/><br />
<br/><br />
=== Better with Knives &ndash; knives4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Knives_.E2.80.93_knives1_2|knives1]], [[#Better_with_Knives_.E2.80.93_knives2_2|knives2]] and [[#Better_with_Knives_.E2.80.93_knives3_2|knives3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the knife attack</span><br/><br />
<br/><br />
=== Backstabbing with Knives Better &ndash; knives4-backstab ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Knives_.E2.80.93_knives4_2|knives4]] and [[#Backstabbing_with_Knives_.E2.80.93_knives1_backstab_2|knives1_backstab]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the knife attack: [[LotI_Abilities#greater backstab_.E2.80.93_damage|greater backstab]]</span><br/><br />
<span style='color:green'>Remove weapon special for the knife attack: backstab</span><br/><br />
<br/><br />
=== Better with Knives &ndash; knives5 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Knives_.E2.80.93_knives1_2|knives1]], [[#Better_with_Knives_.E2.80.93_knives2_2|knives2]], [[#Better_with_Knives_.E2.80.93_knives3_2|knives3]] and [[#Better_with_Knives_.E2.80.93_knives4_2|knives4]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the knife attack</span><br/><br />
<br/><br />
=== Faster with Knives &ndash; knives5_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Knives_.E2.80.93_knives1_2|knives1]], [[#Better_with_Knives_.E2.80.93_knives2_2|knives2]], [[#Better_with_Knives_.E2.80.93_knives3_2|knives3]], [[#Better_with_Knives_.E2.80.93_knives4_2|knives4]] and [[#Faster_with_Knives_.E2.80.93_knives3_speed_2|knives3_speed]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the knife attack</span><br/><br />
<br/><br />
=== Causing a Spine-Chilling Fear &ndash; fear1_spine_chill ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>New weapon special for the wave of fear attack: slow</span><br/><br />
<br/><br />
=== Causing Stronger Fear &ndash; fear1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the wave of fear attack</span><br/><br />
<br/><br />
=== Causing Stronger Fear &ndash; fear2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Causing_Stronger_Fear_.E2.80.93_fear1|fear1]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the wave of fear attack</span><br/><br />
<br/><br />
=== Causing Fear Faster &ndash; fear2_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Causing_Stronger_Fear_.E2.80.93_fear2|fear2]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the wave of fear attack</span><br/><br />
<br/><br />
=== Causing Stronger Fear &ndash; fear3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Causing_Stronger_Fear_.E2.80.93_fear2|fear2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the wave of fear attack</span><br/><br />
<br/><br />
=== Having Fun when Scaring Enemies &ndash; fear3_leech ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Causing_Stronger_Fear_.E2.80.93_fear3|fear3]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the wave of fear attack: [[LotI_Abilities#leeches_.E2.80.93_damage|leech]]</span><br/><br />
<br/><br />
=== Causing Stronger Fear &ndash; fear4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Causing_Stronger_Fear_.E2.80.93_fear3|fear3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the wave of fear attack</span><br/><br />
<br/><br />
=== Causing Fear Faster &ndash; fear4_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_Stronger_Fear_.E2.80.93_fear4|fear4]] and [[#Causing_Fear_Faster_.E2.80.93_fear2_speed|fear2_speed]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the wave of fear attack</span><br/><br />
<br/><br />
=== Causing Stronger Fear &ndash; fear5 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Causing_Stronger_Fear_.E2.80.93_fear4|fear4]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the wave of fear attack</span><br/><br />
<br/><br />
=== Causing Fear to Groups of Enemies &ndash; fear5_mass_scare ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Causing_Stronger_Fear_.E2.80.93_fear5|fear5]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the wave of fear attack: [[LotI_Abilities#explosive slow_.E2.80.93_damage|explosive slow]]</span><br/><br />
<br/><br />
=== Causing Stronger Fear &ndash; fear6 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Causing_Stronger_Fear_.E2.80.93_fear5|fear5]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the wave of fear attack</span><br/><br />
<br/><br />
=== Causing Fear Faster &ndash; fear6-speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_Stronger_Fear_.E2.80.93_fear6|fear6]] and [[#Causing_Fear_Faster_.E2.80.93_fear4_speed|fear4_speed]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the wave of fear attack</span><br/><br />
<br/><br />
=== Causing Stronger Fear &ndash; fear7 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_Stronger_Fear_.E2.80.93_fear6|fear6]] and [[#Causing_Fear_Faster_.E2.80.93_fear4_speed|fear4_speed]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the wave of fear attack</span><br/><br />
<br/><br />
=== Causing Stronger Fear &ndash; fear8 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Causing_Stronger_Fear_.E2.80.93_fear7|fear7]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the wave of fear attack</span><br/><br />
<br/><br />
=== Causing Insane Fear to Groups of Enemies &ndash; fear8_explosive ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Causing_Stronger_Fear_.E2.80.93_fear8|fear8]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the wave of fear attack: [[LotI_Abilities#explosive_.E2.80.93_damage|explosive]]</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== Faster &ndash; movement2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_.E2.80.93_movement_55|movement]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== Able to Muster Enough Mental Powers to Levitate Through Hard Terrains &ndash; movement3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Faster_.E2.80.93_movement_55|movement]] and [[#Faster_.E2.80.93_movement2_2|movement2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Movement costs through forests set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs on frozen lands set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs on flat terrains set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs through dark caves set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs through mushroom groves set to 2</span><br/><br />
<span style='color:#60A0FF'>Movement costs through villages set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs through castles set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs in shallow waters set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs on coastal reefs set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs in deep waters set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs through swampy places set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs on hills set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs on mountains set to 2</span><br/><br />
<span style='color:#60A0FF'>Movement costs across sands set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs above unwalkable places set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs through impassable walls set to {UNREACHABLE}</span><br/><br />
<br/><br />
=== Faster &ndash; movement4 ===<br />
<span style='color:#808080'><i>This advancement can be taken 2 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Muster_Enough_Mental_Powers_to_Levitate_Through_Hard_Terrains_.E2.80.93_movement3_2|movement3]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== Harder to be Hit &ndash; dodge ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on coastal reefs reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in deep water reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 2%</span><br/><br />
<br/><br />
=== Better Protected from Physical Blows (2% Better Resistances) &ndash; armour ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 2%</span><br/><br />
<br/><br />
=== Better Protected from Magical Attacks (3% Better Resistances) &ndash; armour ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 3%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 3%</span><br/><br />
<br/><br />
<br />
== Preserved Lich (Lethalia Lich) ==<br />
<span style='color:#808080'><i>Preserved liches are an exotic kind of liches, they are far more powerful than mere liches.<br/><br />
Gameplay notes:<br/><br />
Advancements with staff add plague, damage and precision.<br/><br />
Advancements with axe unlock a very useful whirlwind attack, and that unlocks most advancements with axe, many advancements with axe improve also whirlwind.<br/><br />
Advancements with faerie fire mostly improve damage; one of them removes swarm, but decreases the number of attacks significantly.<br/><br />
Advancements with gossamer add various weapon specials to it, but its damage is inferior.<br/><br />
Don't neglect defensive abilities. They stack additively with gear, while the effects of different parts of armour stack only multiplicatively.<br/><br />
The soul eater ability will add a lot of other advancements (new attacks, regeneration, healing, various abilities and much more).<br/><br />
Try to avoid learning from books, because while normal advancements add 20 to maximum experience to preserved liches, these advancements add 20% to maximum experience; that might later be an equivalent even to five advancements.<br/><br />
Special Notes: This unit regenerates, which allows it to heal as though always stationed in a village. This unit can move unseen in deep water, requiring no air from the surface. The swarming attacks of this unit become less deadly whenever its members are wounded. This unit has magical attacks, which always have a high chance of hitting an opponent. During battle, this unit can drain life from victims to renew its own health. This unit is capable of healing those around it, and curing them of poison.<br/><br />
This unit also has soul eater AMLA advancements</i></span><br />
<br />
=== Better with Staff &ndash; staff1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the staff attack</span><br/><br />
<br/><br />
=== More Precise with Staff &ndash; staff1_marksman ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Staff_.E2.80.93_staff1_2|staff1]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the staff attack: marksman</span><br/><br />
<br/><br />
=== Better with Staff &ndash; staff2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Staff_.E2.80.93_staff1_2|staff1]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the staff attack</span><br/><br />
<br/><br />
=== More Precise with Staff &ndash; staff2_focused ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Staff_.E2.80.93_staff1_2|staff1]], [[#Better_with_Staff_.E2.80.93_staff2_2|staff2]] and [[#More_Precise_with_Staff_.E2.80.93_staff1_marksman_2|staff1_marksman]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the staff attack: [[LotI_Abilities#focused_.E2.80.93_chance_to_hit|focused]]</span><br/><br />
<span style='color:green'>Remove weapon special for the staff attack: marksman</span><br/><br />
<br/><br />
=== Creating Undead with Staff &ndash; staff2_plague ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Staff_.E2.80.93_staff1_2|staff1]] and [[#Better_with_Staff_.E2.80.93_staff2_2|staff2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the staff attack: plague</span><br/><br />
<br/><br />
=== Better with Staff &ndash; staff3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Staff_.E2.80.93_staff1_2|staff1]] and [[#Better_with_Staff_.E2.80.93_staff2_2|staff2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the staff attack</span><br/><br />
<br/><br />
=== Faster with Staff &ndash; staff3_attacks ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Staff_.E2.80.93_staff1_2|staff1]], [[#Better_with_Staff_.E2.80.93_staff2_2|staff2]] and [[#Better_with_Staff_.E2.80.93_staff3_2|staff3]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the staff attack</span><br/><br />
<br/><br />
=== Better with Staff &ndash; staff4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Staff_.E2.80.93_staff1_2|staff1]], [[#Better_with_Staff_.E2.80.93_staff2_2|staff2]] and [[#Better_with_Staff_.E2.80.93_staff3_2|staff3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the staff attack</span><br/><br />
<br/><br />
=== Faster with Staff &ndash; staff4_attacks ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Staff_.E2.80.93_staff1_2|staff1]], [[#Better_with_Staff_.E2.80.93_staff2_2|staff2]], [[#Better_with_Staff_.E2.80.93_staff3_2|staff3]], [[#Better_with_Staff_.E2.80.93_staff4_2|staff4]] and [[#Faster_with_Staff_.E2.80.93_staff3_attacks_2|staff3_attacks]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the staff attack</span><br/><br />
<br/><br />
=== Better with Staff &ndash; staff5 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Staff_.E2.80.93_staff1_2|staff1]], [[#Better_with_Staff_.E2.80.93_staff2_2|staff2]], [[#Better_with_Staff_.E2.80.93_staff3_2|staff3]] and [[#Better_with_Staff_.E2.80.93_staff4_2|staff4]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the staff attack</span><br/><br />
<br/><br />
=== Creating Better Undead with Staff &ndash; staff5_plague ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Staff_.E2.80.93_staff1_2|staff1]], [[#Better_with_Staff_.E2.80.93_staff2_2|staff2]], [[#Better_with_Staff_.E2.80.93_staff3_2|staff3]], [[#Better_with_Staff_.E2.80.93_staff4_2|staff4]], [[#Better_with_Staff_.E2.80.93_staff5_2|staff5]] and [[#Creating_Undead_with_Staff_.E2.80.93_staff2_plague|staff2_plague]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the staff attack: [[LotI_Abilities#plague (LANGUAGE_TYPE)_.E2.80.93_plague|plague (Soulless)]]</span><br/><br />
<span style='color:green'>Remove weapon special for the staff attack: plague</span><br/><br />
<br/><br />
=== Dealing Fire Damage with Staff &ndash; staff5_fire ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Staff_.E2.80.93_staff1_2|staff1]], [[#Better_with_Staff_.E2.80.93_staff2_2|staff2]], [[#Better_with_Staff_.E2.80.93_staff3_2|staff3]], [[#Better_with_Staff_.E2.80.93_staff4_2|staff4]] and [[#Better_with_Staff_.E2.80.93_staff5_2|staff5]] to be achieved first</i></span><br/><br />
<span style='color:green'>Sets damage type to fire for the staff attack</span><br/><br />
<br/><br />
=== Better with Staff &ndash; staff6 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Staff_.E2.80.93_staff1_2|staff1]], [[#Better_with_Staff_.E2.80.93_staff2_2|staff2]], [[#Better_with_Staff_.E2.80.93_staff3_2|staff3]], [[#Better_with_Staff_.E2.80.93_staff4_2|staff4]] and [[#Better_with_Staff_.E2.80.93_staff5_2|staff5]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the staff attack</span><br/><br />
<br/><br />
=== Faster with Staff &ndash; staff6_attacks ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Staff_.E2.80.93_staff1_2|staff1]], [[#Better_with_Staff_.E2.80.93_staff2_2|staff2]], [[#Better_with_Staff_.E2.80.93_staff3_2|staff3]], [[#Better_with_Staff_.E2.80.93_staff4_2|staff4]], [[#Better_with_Staff_.E2.80.93_staff5_2|staff5]], [[#Better_with_Staff_.E2.80.93_staff6_2|staff6]] and [[#Faster_with_Staff_.E2.80.93_staff4_attacks|staff4_attacks]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the staff attack</span><br/><br />
<br/><br />
=== Better with Staff &ndash; staff7 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Staff_.E2.80.93_staff1_2|staff1]], [[#Better_with_Staff_.E2.80.93_staff2_2|staff2]], [[#Better_with_Staff_.E2.80.93_staff3_2|staff3]], [[#Better_with_Staff_.E2.80.93_staff4_2|staff4]], [[#Better_with_Staff_.E2.80.93_staff5_2|staff5]] and [[#Better_with_Staff_.E2.80.93_staff6_2|staff6]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the staff attack</span><br/><br />
<br/><br />
=== Better with Axe &ndash; axe1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the axe attack</span><br/><br />
<br/><br />
=== Better with Axe &ndash; axe2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Axe_.E2.80.93_axe1_2|axe1]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the axe attack</span><br/><br />
<br/><br />
=== Faster with Axe (Affects Also Whirlwind) &ndash; axe1_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Axe_.E2.80.93_axe1_2|axe1]] and [[#Able_to_Use_Whirlwind_Attack_with_Axe_.E2.80.93_whirlwind|whirlwind]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the axe attack</span><br/><br />
<span style='color:green'>1 more attacks for the axe_whirlwind attack</span><br/><br />
<br/><br />
=== Poisoning Enemies with Axe (Affects Also Whirlwind) &ndash; axe2_poison ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Axe_.E2.80.93_axe1_2|axe1]], [[#Better_with_Axe_.E2.80.93_axe2_2|axe2]] and [[#Able_to_Use_Whirlwind_Attack_with_Axe_.E2.80.93_whirlwind|whirlwind]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the axe attack: poison</span><br/><br />
<span style='color:green'>New weapon special for the axe_whirlwind attack: poison</span><br/><br />
<br/><br />
=== Better with Axe &ndash; axe3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Axe_.E2.80.93_axe1_2|axe1]], [[#Better_with_Axe_.E2.80.93_axe2_2|axe2]] and [[#Able_to_Use_Whirlwind_Attack_with_Axe_.E2.80.93_whirlwind|whirlwind]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the axe attack</span><br/><br />
<br/><br />
=== Faster with Axe (Affects Also Whirlwind) &ndash; axe3_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Axe_.E2.80.93_axe1_2|axe1]], [[#Better_with_Axe_.E2.80.93_axe2_2|axe2]], [[#Better_with_Axe_.E2.80.93_axe3_2|axe3]] and [[#Faster_with_Axe_(Affects_Also_Whirlwind)_.E2.80.93_axe1_speed_2|axe1_speed]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the axe attack</span><br/><br />
<span style='color:green'>1 more attacks for the axe_whirlwind attack</span><br/><br />
<br/><br />
=== Better with Axe &ndash; axe4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Axe_.E2.80.93_axe1_2|axe1]], [[#Better_with_Axe_.E2.80.93_axe2_2|axe2]] and [[#Better_with_Axe_.E2.80.93_axe3_2|axe3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the axe attack</span><br/><br />
<br/><br />
=== Able to Hit Multiple Enemies with Axe &ndash; axe4_cleave ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Axe_.E2.80.93_axe1_2|axe1]], [[#Better_with_Axe_.E2.80.93_axe2_2|axe2]], [[#Better_with_Axe_.E2.80.93_axe3_2|axe3]] and [[#Better_with_Axe_.E2.80.93_axe4_3|axe4]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the axe attack: [[LotI_Abilities#cleave_.E2.80.93_damage|cleave]]</span><br/><br />
<br/><br />
=== Better with Axe &ndash; axe5 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Axe_.E2.80.93_axe1_2|axe1]], [[#Better_with_Axe_.E2.80.93_axe2_2|axe2]], [[#Better_with_Axe_.E2.80.93_axe3_2|axe3]] and [[#Better_with_Axe_.E2.80.93_axe4_3|axe4]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the axe attack</span><br/><br />
<br/><br />
=== Faster with Axe (Affects Also Whirlwind) &ndash; axe5_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Axe_.E2.80.93_axe1_2|axe1]], [[#Better_with_Axe_.E2.80.93_axe2_2|axe2]], [[#Better_with_Axe_.E2.80.93_axe3_2|axe3]], [[#Better_with_Axe_.E2.80.93_axe4_3|axe4]], [[#Better_with_Axe_.E2.80.93_axe5_2|axe5]] and [[#Faster_with_Axe_(Affects_Also_Whirlwind)_.E2.80.93_axe3_speed_2|axe3_speed]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the axe attack</span><br/><br />
<span style='color:green'>1 more attacks for the axe_whirlwind attack</span><br/><br />
<br/><br />
=== Better with Axe &ndash; axe6 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Axe_.E2.80.93_axe1_2|axe1]], [[#Better_with_Axe_.E2.80.93_axe2_2|axe2]], [[#Better_with_Axe_.E2.80.93_axe3_2|axe3]], [[#Better_with_Axe_.E2.80.93_axe4_3|axe4]] and [[#Better_with_Axe_.E2.80.93_axe5_2|axe5]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the axe attack</span><br/><br />
<br/><br />
=== Able to Use Whirlwind Attack with Axe &ndash; whirlwind ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Axe_.E2.80.93_axe1_2|axe1]] to be achieved first</i></span><br/><br />
<span style='color:green'>New attack: axe_whirlwind (7 - 3, blade)</span><br/><br />
<span style='color:green'>New weapon special for the axe_whirlwind attack: [[LotI_Abilities#whirlwind_.E2.80.93_attacks|whirlwind]]</span><br/><br />
<span style='color:green'>New weapon special for the axe_whirlwind attack: magical</span><br/><br />
<br/><br />
=== Better at Whirling &ndash; whirlwind2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Axe_.E2.80.93_axe1_2|axe1]] and [[#Able_to_Use_Whirlwind_Attack_with_Axe_.E2.80.93_whirlwind|whirlwind]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the axe_whirlwind attack</span><br/><br />
<br/><br />
=== Causing More Havoc with Faerie Fire &ndash; faerie1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the faerie fire attack</span><br/><br />
<span style='color:green'>1 more attacks for the faerie fire attack</span><br/><br />
<br/><br />
=== Causing More Havoc with Faerie Fire &ndash; faerie2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1_4|faerie1]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the faerie fire attack</span><br/><br />
<span style='color:green'>1 more attacks for the faerie fire attack</span><br/><br />
<br/><br />
=== Able to Deal Damage to Multiple Units with Faerie Fire &ndash; faerie2_boom ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1_4|faerie1]] and [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie2_4|faerie2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New bonus attack: conical faerie fire (100%, 100%, copy of faerie fire)</span><br/><br />
<span style='color:green'>New weapon special for the conical faerie fire attack: [[LotI_Abilities#cone_.E2.80.93_dummy|cone]]</span><br/><br />
<br/><br />
=== Causing More Havoc with Faerie Fire &ndash; faerie3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1_4|faerie1]] and [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie2_4|faerie2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the faerie fire attack</span><br/><br />
<br/><br />
=== Without Dependence on Health with Faerie Fire (CAUTION: Significantly Fewer Attacks!) &ndash; faerie3_noswarm ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1_4|faerie1]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie2_4|faerie2]] and [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie3_4|faerie3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Remove weapon special for the faerie fire attack: swarm</span><br/><br />
<span style='color:green'>3 fewer attacks for the faerie fire attack</span><br/><br />
<br/><br />
=== Faster with Faerie Fire &ndash; faerie3_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1_4|faerie1]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie2_4|faerie2]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie3_4|faerie3]] and [[#Without_Dependence_on_Health_with_Faerie_Fire_(CAUTION:_Significantly_Fewer_Attacks!)_.E2.80.93_faerie3_noswarm|faerie3_noswarm]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the faerie fire attack</span><br/><br />
<br/><br />
=== Causing More Havoc with Faerie Fire &ndash; faerie4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1_4|faerie1]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie2_4|faerie2]] and [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie3_4|faerie3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the faerie fire attack</span><br/><br />
<br/><br />
=== Able to Deal Damage to Much More Units with Faerie Fire &ndash; faerie4_boom ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1_4|faerie1]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie2_4|faerie2]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie3_4|faerie3]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie4_4|faerie4]] and [[#Able_to_Deal_Damage_to_Multiple_Units_with_Faerie_Fire_.E2.80.93_faerie2_boom|faerie2_boom]] to be achieved first</i></span><br/><br />
<span style='color:green'>New bonus attack: explosive faerie fire (100%, 100%, copy of faerie fire)</span><br/><br />
<span style='color:green'>New weapon special for the explosive faerie fire attack: [[LotI_Abilities#explosive_.E2.80.93_damage|explosive]]</span><br/><br />
<br/><br />
=== Causing More Havoc with Faerie Fire &ndash; faerie5 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1_4|faerie1]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie2_4|faerie2]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie3_4|faerie3]] and [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie4_4|faerie4]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the faerie fire attack</span><br/><br />
<br/><br />
=== Faster with Faerie Fire &ndash; faerie5_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1_4|faerie1]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie2_4|faerie2]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie3_4|faerie3]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie4_4|faerie4]] and [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie5_4|faerie5]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the faerie fire attack</span><br/><br />
<br/><br />
=== Causing More Havoc with Faerie Fire &ndash; faerie6 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1_4|faerie1]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie2_4|faerie2]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie3_4|faerie3]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie4_4|faerie4]] and [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie5_4|faerie5]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the faerie fire attack</span><br/><br />
<br/><br />
=== Faster with Faerie Fire &ndash; faerie6_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1_4|faerie1]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie2_4|faerie2]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie3_4|faerie3]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie4_4|faerie4]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie5_4|faerie5]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie6_4|faerie6]] and [[#Faster_with_Faerie_Fire_.E2.80.93_faerie5_speed_4|faerie5_speed]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the faerie fire attack</span><br/><br />
<br/><br />
=== Causing More Havoc with Faerie Fire &ndash; faerie7 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1_4|faerie1]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie2_4|faerie2]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie3_4|faerie3]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie4_4|faerie4]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie5_4|faerie5]] and [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie6_4|faerie6]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the faerie fire attack</span><br/><br />
<br/><br />
=== Faster with Faerie Fire &ndash; faerie7_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1_4|faerie1]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie2_4|faerie2]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie3_4|faerie3]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie4_4|faerie4]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie5_4|faerie5]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie6_4|faerie6]], [[#Faster_with_Faerie_Fire_.E2.80.93_faerie6_speed_4|faerie6_speed]] and [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie7_4|faerie7]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the faerie fire attack</span><br/><br />
<br/><br />
=== Causing More Havoc with Faerie Fire &ndash; faerie8 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1_4|faerie1]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie2_4|faerie2]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie3_4|faerie3]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie4_4|faerie4]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie5_4|faerie5]], [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie6_4|faerie6]] and [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie7_4|faerie7]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the faerie fire attack</span><br/><br />
<br/><br />
=== Poisoning Enemies with Spiderwebs &ndash; gossamer1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>New weapon special for the gossamer attack: poison</span><br/><br />
<br/><br />
=== Dealing More Damage with Spiderwebs &ndash; gossamer1_damage ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Poisoning_Enemies_with_Spiderwebs_.E2.80.93_gossamer1_2|gossamer1]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the gossamer attack</span><br/><br />
<br/><br />
=== Draining Enemies with Spiderwebs &ndash; gossamer2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Poisoning_Enemies_with_Spiderwebs_.E2.80.93_gossamer1_2|gossamer1]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the gossamer attack: drain</span><br/><br />
<br/><br />
=== Dealing More Damage with Spiderwebs &ndash; gossamer2_damage ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Poisoning_Enemies_with_Spiderwebs_.E2.80.93_gossamer1_2|gossamer1]], [[#Draining_Enemies_with_Spiderwebs_.E2.80.93_gossamer2_2|gossamer2]] and [[#Dealing_More_Damage_with_Spiderwebs_.E2.80.93_gossamer1_damage_2|gossamer1_damage]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the gossamer attack</span><br/><br />
<br/><br />
=== Shooting Spiderwebs More Precisely &ndash; gossamer3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Poisoning_Enemies_with_Spiderwebs_.E2.80.93_gossamer1_2|gossamer1]] and [[#Draining_Enemies_with_Spiderwebs_.E2.80.93_gossamer2_2|gossamer2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the gossamer attack: marksman</span><br/><br />
<br/><br />
=== Dealing More Damage with Spiderwebs &ndash; gossamer3_damage ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Poisoning_Enemies_with_Spiderwebs_.E2.80.93_gossamer1_2|gossamer1]], [[#Draining_Enemies_with_Spiderwebs_.E2.80.93_gossamer2_2|gossamer2]], [[#Dealing_More_Damage_with_Spiderwebs_.E2.80.93_gossamer2_damage_2|gossamer2_damage]] and [[#Shooting_Spiderwebs_More_Precisely_.E2.80.93_gossamer3_2|gossamer3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the gossamer attack</span><br/><br />
<br/><br />
=== Shooting Spiderwebs Even More Precisely &ndash; gossamer4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Poisoning_Enemies_with_Spiderwebs_.E2.80.93_gossamer1_2|gossamer1]], [[#Draining_Enemies_with_Spiderwebs_.E2.80.93_gossamer2_2|gossamer2]] and [[#Shooting_Spiderwebs_More_Precisely_.E2.80.93_gossamer3_2|gossamer3]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the gossamer attack: [[LotI_Abilities#focused_.E2.80.93_chance_to_hit|focused]]</span><br/><br />
<span style='color:green'>Remove weapon special for the gossamer attack: marksman</span><br/><br />
<br/><br />
=== Dealing More Damage with Spiderwebs &ndash; gossamer4_damage ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Poisoning_Enemies_with_Spiderwebs_.E2.80.93_gossamer1_2|gossamer1]], [[#Draining_Enemies_with_Spiderwebs_.E2.80.93_gossamer2_2|gossamer2]], [[#Dealing_More_Damage_with_Spiderwebs_.E2.80.93_gossamer2_damage_2|gossamer2_damage]], [[#Shooting_Spiderwebs_More_Precisely_.E2.80.93_gossamer3_2|gossamer3]], [[#Shooting_Spiderwebs_Even_More_Precisely_.E2.80.93_gossamer4_2|gossamer4]] and [[#Dealing_More_Damage_with_Spiderwebs_.E2.80.93_gossamer3_damage_2|gossamer3_damage]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the gossamer attack</span><br/><br />
<br/><br />
=== Shooting Spiderwebs Faster &ndash; gossamer4_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Poisoning_Enemies_with_Spiderwebs_.E2.80.93_gossamer1_2|gossamer1]], [[#Draining_Enemies_with_Spiderwebs_.E2.80.93_gossamer2_2|gossamer2]], [[#Shooting_Spiderwebs_More_Precisely_.E2.80.93_gossamer3_2|gossamer3]] and [[#Shooting_Spiderwebs_Even_More_Precisely_.E2.80.93_gossamer4_2|gossamer4]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the gossamer attack</span><br/><br />
<br/><br />
=== Shooting Spiderwebs with Incredibly Fast Reactions &ndash; gossamer5 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Poisoning_Enemies_with_Spiderwebs_.E2.80.93_gossamer1_2|gossamer1]], [[#Draining_Enemies_with_Spiderwebs_.E2.80.93_gossamer2_2|gossamer2]], [[#Shooting_Spiderwebs_More_Precisely_.E2.80.93_gossamer3_2|gossamer3]] and [[#Shooting_Spiderwebs_Even_More_Precisely_.E2.80.93_gossamer4_2|gossamer4]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the gossamer attack: firststrike</span><br/><br />
<br/><br />
=== Dealing More Damage with Spiderwebs &ndash; gossamer5_damage ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Poisoning_Enemies_with_Spiderwebs_.E2.80.93_gossamer1_2|gossamer1]], [[#Draining_Enemies_with_Spiderwebs_.E2.80.93_gossamer2_2|gossamer2]], [[#Dealing_More_Damage_with_Spiderwebs_.E2.80.93_gossamer2_damage_2|gossamer2_damage]], [[#Shooting_Spiderwebs_More_Precisely_.E2.80.93_gossamer3_2|gossamer3]], [[#Shooting_Spiderwebs_Even_More_Precisely_.E2.80.93_gossamer4_2|gossamer4]], [[#Dealing_More_Damage_with_Spiderwebs_.E2.80.93_gossamer4_damage_2|gossamer4_damage]] and [[#Shooting_Spiderwebs_with_Incredibly_Fast_Reactions_.E2.80.93_gossamer5_2|gossamer5]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the gossamer attack</span><br/><br />
<br/><br />
=== More Nimble (+1 Movement, 1% Better Defences on All Terrains) &ndash; wings1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on coastal reefs reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in deep water reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit above unwalkable places reduced by 1%</span><br/><br />
<br/><br />
=== More Nimble (+1 Movement, 1% Better Defences on All Terrains) &ndash; wings2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 2 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#More_Nimble_(+1_Movement,_1%_Better_Defences_on_All_Terrains)_.E2.80.93_wings1_2|wings1]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on coastal reefs reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in deep water reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit above unwalkable places reduced by 1%</span><br/><br />
<br/><br />
=== More Nimble (2% Better Defences on All Terrains) &ndash; wings3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 4 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#More_Nimble_(+1_Movement,_1%_Better_Defences_on_All_Terrains)_.E2.80.93_wings1_2|wings1]], [[#More_Nimble_(+1_Movement,_1%_Better_Defences_on_All_Terrains)_.E2.80.93_wings2_2|wings2]] and [[#More_Nimble_(+1_Movement,_1%_Better_Defences_on_All_Terrains)_.E2.80.93_wings2_2|wings2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on coastal reefs reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in deep water reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit above unwalkable places reduced by 2%</span><br/><br />
<br/><br />
=== More Attuned to the Woods &ndash; woods ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#More_Nimble_(+1_Movement,_1%_Better_Defences_on_All_Terrains)_.E2.80.93_wings1_2|wings1]], [[#More_Nimble_(+1_Movement,_1%_Better_Defences_on_All_Terrains)_.E2.80.93_wings2_2|wings2]] and [[#More_Nimble_(2%_Better_Defences_on_All_Terrains)_.E2.80.93_wings3_2|wings3]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#nocturnal ambush_.E2.80.93_hides|nocturnal ambush]]</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 4%</span><br/><br />
<br/><br />
=== Better Protected from Physical Blows (2% Better Resistances) &ndash; armour ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 2%</span><br/><br />
<br/><br />
=== Better Protected from Magical Attacks (4% Better Resistances) &ndash; armour ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 4%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 4%</span><br/><br />
<br/><br />
<br />
== Princess of Shadows (Delly Start) ==<br />
<span style='color:#808080'><i>Although women are not very frequent in criminal gangs, those who are there may use their charm to expand their control over various noblemen. Sometimes, this can create good friendships and alliances between criminals and nobles.<br/><br />
Special Notes: If there is an enemy of the target on the opposite side of the target while attacking it, this unit may backstab, inflicting double damage by creeping around behind that enemy. This unit’s skill at skirmishing allows it to ignore enemies’ zones of control and thus move unhindered around them.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Faster at Melee Combat &ndash; sword ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>1 more attacks (melee attacks only)</span><br/><br />
<br/><br />
=== Better at Melee Combat &ndash; sword2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 2 (melee attacks only)</span><br/><br />
<br/><br />
=== Able to Chop Through More Enemies with Sword &ndash; sword2_cleave ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_at_Melee_Combat_.E2.80.93_sword2_4|sword2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special (melee attacks only): [[LotI_Abilities#cleave_.E2.80.93_damage|cleave]]</span><br/><br />
<span style='color:green'>Damage increased by 2 (melee attacks only)</span><br/><br />
<br/><br />
=== Faster with Sword &ndash; sword3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Faster_at_Melee_Combat_.E2.80.93_sword_5|sword]] and [[#Better_at_Melee_Combat_.E2.80.93_sword2_4|sword2]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks (melee attacks only)</span><br/><br />
<br/><br />
=== Better with Sword &ndash; sword4 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Faster_at_Melee_Combat_.E2.80.93_sword_5|sword]], [[#Better_at_Melee_Combat_.E2.80.93_sword2_4|sword2]] and [[#Faster_with_Sword_.E2.80.93_sword3_3|sword3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<br/><br />
=== Able to Poison Enemies with Knives &ndash; knife-poison ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>New weapon special for the knife attack: poison</span><br/><br />
<br/><br />
=== Faster with Knives &ndash; knife ===<br />
<span style='color:#808080'><i>This advancement can be taken 2 times</i></span><br/><br />
<span style='color:green'>1 more attacks for the knife attack</span><br/><br />
<br/><br />
=== Better with Knives &ndash; knife2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_with_Knives_.E2.80.93_knife_3|knife]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the knife attack: marksman</span><br/><br />
<br/><br />
=== Better with Knives &ndash; knife3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Faster_with_Knives_.E2.80.93_knife_3|knife]] and [[#Better_with_Knives_.E2.80.93_knife2|knife2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the knife attack</span><br/><br />
<br/><br />
=== Able to Move at Night Without Being Seen on Useful Terrains &ndash; nightstalk ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#lesser nightstalk_.E2.80.93_hides|lesser nightstalk]]</span><br/><br />
<br/><br />
=== Able to Move at Night Without Being Seen on All Accessible Terrains &ndash; nightstalk2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Move_at_Night_Without_Being_Seen_on_Useful_Terrains_.E2.80.93_nightstalk_4|nightstalk]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#lesser nightstalk_.E2.80.93_hides|lesser nightstalk]]</span><br/><br />
<span style='color:#60A0FF'>New ability: nightstalk</span><br/><br />
<br/><br />
=== Better at Defending (Lowering the Chance to be Hit by 3%) &ndash; block ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on coastal reefs reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 3%</span><br/><br />
<br/><br />
=== Better at Defending (Lowering the Chance to be Hit by 2%) &ndash; block2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_at_Defending_(Lowering_the_Chance_to_be_Hit_by_3%)_.E2.80.93_block_4|block]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on coastal reefs reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 2%</span><br/><br />
<br/><br />
=== Better at Defending (Lowering the Chance to be Hit by 1%) &ndash; block3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_at_Defending_(Lowering_the_Chance_to_be_Hit_by_3%)_.E2.80.93_block_4|block]] and [[#Better_at_Defending_(Lowering_the_Chance_to_be_Hit_by_2%)_.E2.80.93_block2_2|block2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on coastal reefs reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 1%</span><br/><br />
<br/><br />
=== Able to Attack Parrying Enemy Blows (New Attack) &ndash; parry ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>New bonus attack: parry (-20% - -70% melee)</span><br/><br />
<span style='color:green'>New weapon special for the parry attack: [[LotI_Abilities#parry_.E2.80.93_dummy|parry]]</span><br/><br />
<br/><br />
=== Parrying Better &ndash; parry2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Attack_Parrying_Enemy_Blows_(New_Attack)_.E2.80.93_parry_3|parry]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 10% for the parry attack</span><br/><br />
<span style='color:green'>5% more attacks for the parry attack</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 4 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Prophet ==<br />
<span style='color:#808080'><i>Formerly either Paladins who decided to expand their knowledge of white magic or Magi of Light who decided that evil has to be defeated also by weapons of war, Prophets are the pious knights who both care about destroying the evil and about helping any righteous person.<br/><br />
Special Notes: Using a charging attack doubles both damage dealt and received; this does not affect defensive retaliation. This unit’s arcane attack deals tremendous damage to magical creatures, and even some to mundane creatures. This unit is capable of healing those around it, and curing them of poison. Illumination increases the lighting level in adjacent areas.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Striking Better with Lance &ndash; lance ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the lance attack</span><br/><br />
<br/><br />
=== Striking Faster with Lance &ndash; lance2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Striking_Better_with_Lance_.E2.80.93_lance_4|lance]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 3 for the lance attack</span><br/><br />
<span style='color:green'>1 more attacks for the lance attack</span><br/><br />
<br/><br />
=== Charging More Powerfully with Lance (2.5 Times More Damage) &ndash; lance3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Striking_Better_with_Lance_.E2.80.93_lance_4|lance]] and [[#Striking_Faster_with_Lance_.E2.80.93_lance2_4|lance2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the lance attack: [[LotI_Abilities#charge_.E2.80.93_damage|charge (2.5)]]</span><br/><br />
<span style='color:green'>Remove weapon special for the lance attack: charge</span><br/><br />
<br/><br />
=== Charging Even More Powerfully with the Lance (3 Times More Damage) &ndash; lance4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Striking_Better_with_Lance_.E2.80.93_lance_4|lance]], [[#Striking_Faster_with_Lance_.E2.80.93_lance2_4|lance2]] and [[#Charging_More_Powerfully_with_Lance_(2.5_Times_More_Damage)_.E2.80.93_lance3_4|lance3]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the lance attack: [[LotI_Abilities#charge_.E2.80.93_damage|charge (3)]]</span><br/><br />
<span style='color:green'>Remove weapon special for the lance attack: charge</span><br/><br />
<br/><br />
=== Striking Even Better with the Lance &ndash; lance5 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Striking_Better_with_Lance_.E2.80.93_lance_4|lance]], [[#Striking_Faster_with_Lance_.E2.80.93_lance2_4|lance2]] and [[#Charging_More_Powerfully_with_Lance_(2.5_Times_More_Damage)_.E2.80.93_lance3_4|lance3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the lance attack</span><br/><br />
<br/><br />
=== Faster with Sword &ndash; sword ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>1 more attacks for the sword attack</span><br/><br />
<br/><br />
=== Better with Sword &ndash; sword2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_with_Sword_.E2.80.93_sword|sword]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<br/><br />
=== Faster with Sword &ndash; sword3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Faster_with_Sword_.E2.80.93_sword|sword]] and [[#Better_with_Sword_.E2.80.93_sword2_9|sword2]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the sword attack</span><br/><br />
<br/><br />
=== Better with Sword &ndash; sword4 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Faster_with_Sword_.E2.80.93_sword|sword]], [[#Better_with_Sword_.E2.80.93_sword2_9|sword2]] and [[#Faster_with_Sword_.E2.80.93_sword3_4|sword3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<br/><br />
=== Better with Magic &ndash; lightbeam ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the lightbeam attack</span><br/><br />
<br/><br />
=== Faster with Magic &ndash; lightbeam2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Magic_.E2.80.93_lightbeam_2|lightbeam]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the lightbeam attack</span><br/><br />
<span style='color:green'>1 more attacks for the lightbeam attack</span><br/><br />
<br/><br />
=== Better with Magic &ndash; lightbeam3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_with_Magic_.E2.80.93_lightbeam2_2|lightbeam2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the lightbeam attack</span><br/><br />
<br/><br />
=== Able to Heal Allies Better &ndash; heal ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: cures</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#heals +VALUE_.E2.80.93_heals|heals (11)]]</span><br/><br />
<br/><br />
=== Able to Heal Allies Better &ndash; heal2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Heal_Allies_Better_.E2.80.93_heal_6|heal]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#heals +VALUE_.E2.80.93_heals|heals (11)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#heals +VALUE_.E2.80.93_heals|heals (14)]]</span><br/><br />
<br/><br />
=== Able to Make Allies Resist Damage Better (10% to Resistances) &ndash; shield ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#shield (INTENSITY)_.E2.80.93_resistance|shield (10)]]</span><br/><br />
<br/><br />
=== Able to Make Allies Resist Damage Better (15% to Resistances) &ndash; shield2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Make_Allies_Resist_Damage_Better_(10%_to_Resistances)_.E2.80.93_shield|shield]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#shield (INTENSITY)_.E2.80.93_resistance|shield (10)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#shield (INTENSITY)_.E2.80.93_resistance|shield (15)]]</span><br/><br />
<br/><br />
=== Able to Make Allies Resist Damage Better (20% to Resistances) &ndash; shield3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Make_Allies_Resist_Damage_Better_(15%_to_Resistances)_.E2.80.93_shield2|shield2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#shield (INTENSITY)_.E2.80.93_resistance|shield (15)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#shield (INTENSITY)_.E2.80.93_resistance|shield (20)]]</span><br/><br />
<br/><br />
=== Causing a Severe Frailty Complex in Enemies' Minds (-15% Physical Resistances) &ndash; frail_tide ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#frail tide (INTENSITY)_.E2.80.93_resistance|frail tide (15)]]</span><br/><br />
<br/><br />
=== Causing an Even Worse Frailty Complex in Enemies' Minds (-20% Physical Resistances) &ndash; frail_tide2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Causing_a_Severe_Frailty_Complex_in_Enemies'_Minds_(-15%_Physical_Resistances)_.E2.80.93_frail_tide|frail_tide]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#frail tide (INTENSITY)_.E2.80.93_resistance|frail tide (15)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#frail tide (INTENSITY)_.E2.80.93_resistance|frail tide (20)]]</span><br/><br />
<br/><br />
=== Causing a Really Terrible Frailty Complex in Enemies' Minds (-25% Physical Resistances) &ndash; frail_tide3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Causing_an_Even_Worse_Frailty_Complex_in_Enemies'_Minds_(-20%_Physical_Resistances)_.E2.80.93_frail_tide2|frail_tide2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#frail tide (INTENSITY)_.E2.80.93_resistance|frail tide (20)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#frail tide (INTENSITY)_.E2.80.93_resistance|frail tide (25)]]</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Reaper ==<br />
<span style='color:#808080'><i>Reapers are abominations, brought from the world of the dead into our world, but maintaining connections to their world to drain excessive amounts of power from it, longing for nothing else but bringing as many souls into the world of the dead. In most cases, they are a creation of a necromancer, forcing a spirit to become a reaper, manipulating it to do what he wants.<br/><br />
Special Notes: During battle, this unit can drain life from victims to renew its own health. Spirits have very unusual resistances to damage, and move quite slowly over open water. This unit’s arcane attack deals tremendous damage to magical creatures, and even some to mundane creatures.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Better at Combat with a Scythe &ndash; scythe ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the baneblade attack</span><br/><br />
<br/><br />
=== Faster at Combat with a Scythe &ndash; scythe2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_at_Combat_with_a_Scythe_.E2.80.93_scythe|scythe]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the baneblade attack</span><br/><br />
<span style='color:green'>1 more attacks for the baneblade attack</span><br/><br />
<br/><br />
=== Faster at Combat with a Scythe &ndash; scythe3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_at_Combat_with_a_Scythe_.E2.80.93_scythe|scythe]] and [[#Faster_at_Combat_with_a_Scythe_.E2.80.93_scythe2|scythe2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the baneblade attack</span><br/><br />
<span style='color:green'>1 more attacks for the baneblade attack</span><br/><br />
<br/><br />
=== Better at Combat with a Scythe &ndash; scythe4 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_at_Combat_with_a_Scythe_.E2.80.93_scythe|scythe]], [[#Faster_at_Combat_with_a_Scythe_.E2.80.93_scythe2|scythe2]] and [[#Faster_at_Combat_with_a_Scythe_.E2.80.93_scythe3|scythe3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the baneblade attack</span><br/><br />
<br/><br />
=== Wailing More Times &ndash; wail ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>1 more attacks for the wail attack</span><br/><br />
<br/><br />
=== Wailing Louder &ndash; wail2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Wailing_More_Times_.E2.80.93_wail|wail]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the wail attack</span><br/><br />
<br/><br />
=== Wailing so Badly that the Enemies Will be Slowed by it &ndash; wail-slow ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Wailing_Louder_.E2.80.93_wail2|wail2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the wail attack: slow</span><br/><br />
<br/><br />
=== Able to Attack with Claws, that Has a Chance to Slay the Enemy Regardless of His HP (New Attack) &ndash; claws ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>New attack: claws (7 - 3, blade)</span><br/><br />
<span style='color:green'>New weapon special for the claws attack: [[LotI_Abilities#disintegrate_.E2.80.93_damage|disintegrate]]</span><br/><br />
<br/><br />
=== Clawing Faster &ndash; claws2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Attack_with_Claws,_that_Has_a_Chance_to_Slay_the_Enemy_Regardless_of_His_HP_(New_Attack)_.E2.80.93_claws|claws]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the claws attack</span><br/><br />
<span style='color:green'>1 more attacks for the claws attack</span><br/><br />
<br/><br />
=== Clawing Better &ndash; claws2-damage ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Attack_with_Claws,_that_Has_a_Chance_to_Slay_the_Enemy_Regardless_of_His_HP_(New_Attack)_.E2.80.93_claws|claws]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the claws attack</span><br/><br />
<br/><br />
=== Better at Dodging (Lowering the Chance to be Hit by 5%) &ndash; dodge ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 5%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 5%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 5%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 5%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 5%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 5%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 5%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 5%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in deep water reduced by 5%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 5%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 5%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains reduced by 5%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 5%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit above unwalkable places reduced by 5%</span><br/><br />
<br/><br />
=== Better at Dodging (Lowering the Chance to be Hit by 3%) &ndash; dodge2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_at_Dodging_(Lowering_the_Chance_to_be_Hit_by_5%)_.E2.80.93_dodge|dodge]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in deep water reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit above unwalkable places reduced by 3%</span><br/><br />
<br/><br />
=== More Resistant to Magic (4% Better Resistances) &ndash; magic_resist ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 4%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 4%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 4%</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Scythemaster ==<br />
<span style='color:#808080'><i>The greatest weapon masters will eventually come to master scythes, whose dual-wielding is the most destructive possibility ever.<br/><br />
Special Notes: The length of this unit’s weapon allows it to strike first in melee, even in defense.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Impaling Better with Scythe &ndash; scythe ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the scythe attack</span><br/><br />
<br/><br />
=== Impaling Faster with Scythe &ndash; scythe2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Impaling_Better_with_Scythe_.E2.80.93_scythe|scythe]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 3 for the scythe attack</span><br/><br />
<span style='color:green'>1 more attacks for the scythe attack</span><br/><br />
<br/><br />
=== Impaling Better with Scythe &ndash; scythe3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Impaling_Faster_with_Scythe_.E2.80.93_scythe2|scythe2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the scythe attack</span><br/><br />
<br/><br />
=== Whirling Better with Scythe &ndash; scythe-whirlwind ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the whirlwind-scythe attack</span><br/><br />
<br/><br />
=== Whirling Faster with Scythe &ndash; scythe-whirlwind2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Whirling_Better_with_Scythe_.E2.80.93_scythe-whirlwind|scythe-whirlwind]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 5 for the whirlwind-scythe attack</span><br/><br />
<span style='color:green'>1 more attacks for the whirlwind-scythe attack</span><br/><br />
<br/><br />
=== Whirling Better with Scythe &ndash; scythe-whirlwind3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 2 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Whirling_Faster_with_Scythe_.E2.80.93_scythe-whirlwind2|scythe-whirlwind2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the whirlwind-scythe attack</span><br/><br />
<br/><br />
=== Able to Attack with a Confusing Attack (New Attack) &ndash; trickery ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>New bonus attack: trickery (-20% - -50% melee, copy of scythe)</span><br/><br />
<span style='color:green'>New weapon special for the trickery attack: [[LotI_Abilities#trickery_.E2.80.93_dummy|trickery]]</span><br/><br />
<br/><br />
=== Able to Attack Slightly Faster with the Confusing Attack &ndash; trickery2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Attack_with_a_Confusing_Attack_(New_Attack)_.E2.80.93_trickery|trickery]] to be achieved first</i></span><br/><br />
<span style='color:green'>10% more attacks for the trickery attack</span><br/><br />
<br/><br />
=== Better Protected from Physical Blows (2% Better Resistances) &ndash; armour ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 2%</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Shadow Prince ==<br />
<span style='color:#808080'><i>After years of life as a criminal, the outlaw gains pride and no longer feels the need to behave like a brute. To teach the others that they are superior too, they learn some magic, and practise fighting with a staff that they used when learning magic. Their authority above other criminals is so great, that they can hide in any settlement.<br/><br />
Special Notes: This unit can hide in villages (with the exception of water villages), and remain undetected by its enemies, except by those standing next to it.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Striking Better with Quarterstaff &ndash; quarterstaff ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the staff attack</span><br/><br />
<br/><br />
=== Striking Faster with Quarterstaff &ndash; quarterstaff2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Striking_Better_with_Quarterstaff_.E2.80.93_quarterstaff|quarterstaff]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the staff attack</span><br/><br />
<br/><br />
=== Striking Faster with Quarterstaff &ndash; quarterstaff3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Striking_Faster_with_Quarterstaff_.E2.80.93_quarterstaff2|quarterstaff2]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the staff attack</span><br/><br />
<br/><br />
=== Striking Better with Quarterstaff &ndash; quarterstaff4 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Striking_Faster_with_Quarterstaff_.E2.80.93_quarterstaff3|quarterstaff3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the staff attack</span><br/><br />
<br/><br />
=== Better with Magic &ndash; magic ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the magic blast attack</span><br/><br />
<br/><br />
=== Faster with Magic &ndash; magic2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 2 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Magic_.E2.80.93_magic_7|magic]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the magic blast attack</span><br/><br />
<span style='color:green'>1 more attacks for the magic blast attack</span><br/><br />
<br/><br />
=== Better with Magic &ndash; magic3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Magic_.E2.80.93_magic_7|magic]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the magic blast attack</span><br/><br />
<br/><br />
=== Able to Hide in Forests at Night &ndash; ambush ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Magic_.E2.80.93_magic3_2|magic3]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#nocturnal ambush_.E2.80.93_hides|nocturnal ambush]]</span><br/><br />
<br/><br />
=== Better at Defending (Lowering the Chance to be Hit by 1-2%) &ndash; block ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on coastal reefs reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in deep water reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 2%</span><br/><br />
<br/><br />
=== Breaking Through Enemy Impact Resistances Better (8%) &ndash; penetrate ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Enemy resistances to impact decreased by 8%</span><br/><br />
<br/><br />
=== Breaking Through Enemy Impact Resistances Better (7%) &ndash; penetrate2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Breaking_Through_Enemy_Impact_Resistances_Better_(8%)_.E2.80.93_penetrate|penetrate]] to be achieved first</i></span><br/><br />
<span style='color:green'>Enemy resistances to impact decreased by 7%</span><br/><br />
<br/><br />
=== Breaking Through Enemy Impact Resistances Better (5%) &ndash; penetrate3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Breaking_Through_Enemy_Impact_Resistances_Better_(7%)_.E2.80.93_penetrate2|penetrate2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Enemy resistances to impact decreased by 5%</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Shadowalker ==<br />
<span style='color:#808080'><i>Sometimes, the most dextrous from all masters of combat become Shadowalkers, fighters whose skill with sword is unmatched. No longer requiring illumination to fight, they can fight equally well under the sun and in dark caves. If the situation is not ideal for fencing, they can shoot a poisoned bolt at their enemy or surprise him with an unexpected spell.<br/><br />
Special Notes: If there is an enemy of the target on the opposite side of the target while attacking it, this unit may backstab, inflicting double damage by creeping around behind that enemy. The victims of this unit’s poison will continually take damage until they can be cured in town or by a unit which cures. This unit’s skill at skirmishing allows it to ignore enemies’ zones of control and thus move unhindered around them.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Faster at Melee Combat &ndash; sword ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>1 more attacks (melee attacks only)</span><br/><br />
<br/><br />
=== Faster with Crossbow &ndash; crossbow ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage decreased by 9 for the crossbow attack</span><br/><br />
<span style='color:green'>1 more attacks for the crossbow attack</span><br/><br />
<br/><br />
=== Better and Faster with Magic &ndash; magic ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the shadow wave attack</span><br/><br />
<span style='color:green'>1 more attacks for the shadow wave attack</span><br/><br />
<br/><br />
=== Better at Defending (Lowering the Chance to be Hit by 3%) &ndash; block ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on coastal reefs reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains reduced by 3%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 3%</span><br/><br />
<br/><br />
=== Better with Sword &ndash; sword2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_at_Melee_Combat_.E2.80.93_sword_6|sword]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (melee attacks only)</span><br/><br />
<br/><br />
=== Faster at Melee Combat &ndash; sword3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Faster_at_Melee_Combat_.E2.80.93_sword_6|sword]] and [[#Better_with_Sword_.E2.80.93_sword2_10|sword2]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks (melee attacks only)</span><br/><br />
<br/><br />
=== Faster with Magic &ndash; magic2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_and_Faster_with_Magic_.E2.80.93_magic|magic]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the shadow wave attack</span><br/><br />
<br/><br />
=== Better at Defending &ndash; block2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_at_Defending_(Lowering_the_Chance_to_be_Hit_by_3%)_.E2.80.93_block_5|block]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on coastal reefs reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 2%</span><br/><br />
<br/><br />
=== Better at Defending &ndash; block3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_at_Defending_(Lowering_the_Chance_to_be_Hit_by_3%)_.E2.80.93_block_5|block]] and [[#Better_at_Defending_.E2.80.93_block2_3|block2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on coastal reefs reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 1%</span><br/><br />
<br/><br />
=== Better with Sword &ndash; sword4 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Faster_at_Melee_Combat_.E2.80.93_sword_6|sword]], [[#Better_with_Sword_.E2.80.93_sword2_10|sword2]] and [[#Faster_at_Melee_Combat_.E2.80.93_sword3_2|sword3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the saber attack</span><br/><br />
<br/><br />
=== Better with Crossbow &ndash; crossbow2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_with_Crossbow_.E2.80.93_crossbow_2|crossbow]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 2 (pierce attacks only)</span><br/><br />
<br/><br />
=== Better with Magic &ndash; magic3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_and_Faster_with_Magic_.E2.80.93_magic|magic]] and [[#Faster_with_Magic_.E2.80.93_magic2_2|magic2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (arcane attacks only)</span><br/><br />
<br/><br />
=== Able to Perform a Whirlwind Attack (New Attack) &ndash; whirlwind ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>New bonus attack: whirlwind (-30% - -30% melee)</span><br/><br />
<span style='color:green'>New weapon special for the whirlwind attack: [[LotI_Abilities#whirlwind_.E2.80.93_attacks|whirlwind]]</span><br/><br />
<span style='color:green'>New weapon special for the whirlwind attack: magical</span><br/><br />
<br/><br />
=== Whirling Better &ndash; whirlwind2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 2 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Perform_a_Whirlwind_Attack_(New_Attack)_.E2.80.93_whirlwind_3|whirlwind]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 15% for the whirlwind attack</span><br/><br />
<br/><br />
=== Able to Attack Parrying Enemy Blows (New Attack) &ndash; parry ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>New bonus attack: parry (-20% - -70% melee)</span><br/><br />
<span style='color:green'>New weapon special for the parry attack: [[LotI_Abilities#parry_.E2.80.93_dummy|parry]]</span><br/><br />
<br/><br />
=== Parrying Better &ndash; parry2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Attack_Parrying_Enemy_Blows_(New_Attack)_.E2.80.93_parry_4|parry]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 10% for the parry attack</span><br/><br />
<span style='color:green'>5% more attacks for the parry attack</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 4 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Siege Troll ==<br />
<span style='color:#808080'><i>Trolls rarely use more than the most basic of equipment. The Orcish tribes will occasionally outfit the biggest, strongest, toughest Troll they can find with heavy armor and use it as a siege weapon.<br/><br />
Special Notes: This unit regenerates, which allows it to heal as though always stationed in a village.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Stronger with Hammer &ndash; hammer ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 3 for the hammer attack</span><br/><br />
<br/><br />
=== Stronger with Hammer &ndash; hammer2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Stronger_with_Hammer_.E2.80.93_hammer_2|hammer]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 3 for the hammer attack</span><br/><br />
<br/><br />
=== Faster with Hammer &ndash; hammer_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Stronger_with_Hammer_.E2.80.93_hammer2_2|hammer2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 7 for the hammer attack</span><br/><br />
<span style='color:green'>1 more attacks for the hammer attack</span><br/><br />
<br/><br />
=== Stronger with Hammer &ndash; hammer3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Stronger_with_Hammer_.E2.80.93_hammer2_2|hammer2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the hammer attack</span><br/><br />
<br/><br />
=== Able to Attack in a Terribly Scary Way (New Attack) &ndash; horrid ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>New bonus attack: grim strike (-20% - 100% melee)</span><br/><br />
<span style='color:green'>New weapon special for the grim strike attack: [[LotI_Abilities#horrid_.E2.80.93_dummy|horrid]]</span><br/><br />
<br/><br />
=== Scaring Enemies with the Scary Attack Better &ndash; horrid2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 2 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Attack_in_a_Terribly_Scary_Way_(New_Attack)_.E2.80.93_horrid_3|horrid]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 15% for the grim strike attack</span><br/><br />
<br/><br />
=== Able to Attack and Defend with a Single, Devastating Blow (New Attack) &ndash; devastation ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>New bonus attack: devastation (-40% - 100% melee)</span><br/><br />
<br/><br />
=== Attacking Better with the Single Blow &ndash; devastation2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Attack_and_Defend_with_a_Single,_Devastating_Blow_(New_Attack)_.E2.80.93_devastation|devastation]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 15% for the devastation attack</span><br/><br />
<br/><br />
=== Better Protected from Physical Blows (2% Better Resistances) &ndash; armour ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 2%</span><br/><br />
<br/><br />
=== Regenerating 4 Additional Hitpoints per Turn &ndash; regeneration1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: regenerates</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#regenerates (VALUE)_.E2.80.93_regenerate|regenerates (12)]]</span><br/><br />
<br/><br />
=== Regenerating 3 Additional Hitpoints per Turn &ndash; regeneration2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Regenerating_4_Additional_Hitpoints_per_Turn_.E2.80.93_regeneration1|regeneration1]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#regenerates (VALUE)_.E2.80.93_regenerate|regenerates (12)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#regenerates (VALUE)_.E2.80.93_regenerate|regenerates (15)]]</span><br/><br />
<br/><br />
=== Regenerating 3 Additional Hitpoints per Turn &ndash; regeneration3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Regenerating_4_Additional_Hitpoints_per_Turn_.E2.80.93_regeneration1|regeneration1]] and [[#Regenerating_3_Additional_Hitpoints_per_Turn_.E2.80.93_regeneration2|regeneration2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#regenerates (VALUE)_.E2.80.93_regenerate|regenerates (15)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#regenerates (VALUE)_.E2.80.93_regenerate|regenerates (18)]]</span><br/><br />
<br/><br />
=== Regenerating 2 Additional Hitpoints per Turn &ndash; regeneration4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Regenerating_4_Additional_Hitpoints_per_Turn_.E2.80.93_regeneration1|regeneration1]], [[#Regenerating_3_Additional_Hitpoints_per_Turn_.E2.80.93_regeneration2|regeneration2]] and [[#Regenerating_3_Additional_Hitpoints_per_Turn_.E2.80.93_regeneration3|regeneration3]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#regenerates (VALUE)_.E2.80.93_regenerate|regenerates (18)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#regenerates (VALUE)_.E2.80.93_regenerate|regenerates (20)]]</span><br/><br />
<br/><br />
=== Regenerating 2 Additional Hitpoints per Turn &ndash; regeneration5 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Regenerating_4_Additional_Hitpoints_per_Turn_.E2.80.93_regeneration1|regeneration1]], [[#Regenerating_3_Additional_Hitpoints_per_Turn_.E2.80.93_regeneration2|regeneration2]], [[#Regenerating_3_Additional_Hitpoints_per_Turn_.E2.80.93_regeneration3|regeneration3]] and [[#Regenerating_2_Additional_Hitpoints_per_Turn_.E2.80.93_regeneration4|regeneration4]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#regenerates (VALUE)_.E2.80.93_regenerate|regenerates (20)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#regenerates (VALUE)_.E2.80.93_regenerate|regenerates (22)]]</span><br/><br />
<br/><br />
=== Regenerating 2 Additional Hitpoints per Turn &ndash; regeneration6 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Regenerating_4_Additional_Hitpoints_per_Turn_.E2.80.93_regeneration1|regeneration1]], [[#Regenerating_3_Additional_Hitpoints_per_Turn_.E2.80.93_regeneration2|regeneration2]], [[#Regenerating_3_Additional_Hitpoints_per_Turn_.E2.80.93_regeneration3|regeneration3]], [[#Regenerating_2_Additional_Hitpoints_per_Turn_.E2.80.93_regeneration4|regeneration4]] and [[#Regenerating_2_Additional_Hitpoints_per_Turn_.E2.80.93_regeneration5|regeneration5]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#regenerates (VALUE)_.E2.80.93_regenerate|regenerates (22)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#regenerates (VALUE)_.E2.80.93_regenerate|regenerates (24)]]</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 2 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Skeletal Dragon ==<br />
<span style='color:#808080'><i>Even of the mightiest living creatures there will remain nothing but bones and dark sinew in the end. But dark powers that know no bounds raise also those back to life – and if they are downright nasty in the shape of a harmless looking pile of bone... Only few who have been deceived by that appearance lived long enough to realise their terrible mistake.<br/><br />
Gameplay notes: This unit can learn to use a dark breath that can, along with its jaws, turn this skeletal dragon into a doom to all living.<br/><br />
Keep in mind that this unit is a unique creation of magic, sacrificing it is not the best idea (and a crime against the preservation of biodiversity).<br/><br />
Special Notes: During battle, this unit can drain life from victims to renew its own health. This unit is able to slow its enemies, halving their movement speed and attack damage until they end a turn.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Biting Better &ndash; jaws1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the jaw attack</span><br/><br />
<br/><br />
=== Biting Faster &ndash; jaws2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Biting_Better_.E2.80.93_jaws1|jaws1]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the jaw attack</span><br/><br />
<span style='color:green'>1 more attacks for the jaw attack</span><br/><br />
<br/><br />
=== Biting Better &ndash; jaws3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Biting_Faster_.E2.80.93_jaws2|jaws2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the jaw attack</span><br/><br />
<br/><br />
=== Clawing Better &ndash; claws1 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the claws attack</span><br/><br />
<br/><br />
=== Clawing Faster &ndash; claws2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 2 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Clawing_Better_.E2.80.93_claws1|claws1]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 5 for the claws attack</span><br/><br />
<span style='color:green'>1 more attacks for the claws attack</span><br/><br />
<br/><br />
=== Able to Breathe Dark Energy (New Attack) &ndash; breath ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>New attack: dark breath (12 - 2, arcane)</span><br/><br />
<span style='color:green'>New weapon special for the dark breath attack: slow</span><br/><br />
<span style='color:green'>New weapon special for the dark breath attack: drain</span><br/><br />
<br/><br />
=== Breathing Dark Energy Faster &ndash; breath_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken 2 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Breathe_Dark_Energy_(New_Attack)_.E2.80.93_breath|breath]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 2 for the dark breath attack</span><br/><br />
<span style='color:green'>1 more attacks for the dark breath attack</span><br/><br />
<br/><br />
=== Breathing Darker Energy Better &ndash; breath_damage ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Breathe_Dark_Energy_(New_Attack)_.E2.80.93_breath|breath]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the dark breath attack</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Sky Goblin ==<br />
<span style='color:#808080'><i>The best of goblin fighters get the right to ride giant birds, to scout terrains ahead and occasionally attack vulnerable units that they manage to approach.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Much Better at Commanding the Bird &ndash; melee ===<br />
<span style='color:#808080'><i>This advancement can be taken 2 times</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 (melee attacks only)</span><br/><br />
<span style='color:green'>1 more attacks (melee attacks only)</span><br/><br />
<br/><br />
=== Better at Commanding the Bird &ndash; melee2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Much_Better_at_Commanding_the_Bird_.E2.80.93_melee|melee]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (melee attacks only)</span><br/><br />
<br/><br />
=== Better with the Bow &ndash; bow ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 (ranged attacks only)</span><br/><br />
<span style='color:green'>1 more attacks (ranged attacks only)</span><br/><br />
<br/><br />
=== Better with the Bow &ndash; bow2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_the_Bow_.E2.80.93_bow_2|bow]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (ranged attacks only)</span><br/><br />
<br/><br />
=== More Precise with the Bow &ndash; bow-precise ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_the_Bow_.E2.80.93_bow_2|bow]] and [[#Better_with_the_Bow_.E2.80.93_bow2_2|bow2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special (ranged attacks only): marksman</span><br/><br />
<span style='color:green'>Damage decreased by 1 (ranged attacks only)</span><br/><br />
<br/><br />
=== Faster with the Bow &ndash; bow3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_the_Bow_.E2.80.93_bow_2|bow]] and [[#Better_with_the_Bow_.E2.80.93_bow2_2|bow2]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks (ranged attacks only)</span><br/><br />
<br/><br />
=== Better with the Bow &ndash; bow4 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_the_Bow_.E2.80.93_bow_2|bow]], [[#Better_with_the_Bow_.E2.80.93_bow2_2|bow2]] and [[#Faster_with_the_Bow_.E2.80.93_bow3_5|bow3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (ranged attacks only)</span><br/><br />
<br/><br />
=== A Skirmisher &ndash; skirmisher ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>New ability: skirmisher</span><br/><br />
<br/><br />
=== More Nimble (Lowering the Chance to be Hit by 4%) &ndash; dodge ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in deep water reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit above unwalkable places reduced by 4%</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Snow Hunter ==<br />
<span style='color:#808080'><i>Having lost their ancient homeland in forests after the Fall, some elves remained seeking last remains of forests and eventually found them in the north, but others tried to adopt to other areas. Several elves adopted to live in deserts, others adopted to live in tundras. Thanks to their adaptation abilities granted by their magic nature, they became as close to snow-covered tundras as their ancestors were close to their forests.<br/><br />
Because of the constant danger and harsh weather condition the Snow Elves live in, they are all trained for battle and skilled in usage of weapons. Thanks to their fast metabolism, they are highly resistant to frost, capable to sit half-naked in a circle and chat in freezing temperatures. They wear thick clothes when ice storms come, and others would freeze also in three layers of animal furs.<br/><br />
Special Notes: This unit is able to slow its enemies, halving their movement speed and attack damage until they end a turn.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== A Much Better Fighter &ndash; melee ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (melee attacks only)</span><br/><br />
<span style='color:green'>1 more attacks (melee attacks only)</span><br/><br />
<br/><br />
=== A Better Fighter &ndash; melee2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#A_Much_Better_Fighter_.E2.80.93_melee|melee]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 2 (melee attacks only)</span><br/><br />
<br/><br />
=== A Better Fighter &ndash; melee3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#A_Better_Fighter_.E2.80.93_melee2|melee2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (melee attacks only)</span><br/><br />
<br/><br />
=== A Better Fighter &ndash; melee4 ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#A_Better_Fighter_.E2.80.93_melee3|melee3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (melee attacks only)</span><br/><br />
<br/><br />
=== Faster with Bolas &ndash; bolas ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>1 more attacks for the bolas attack</span><br/><br />
<br/><br />
=== Better with Bolas &ndash; bolas2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_with_Bolas_.E2.80.93_bolas|bolas]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the bolas attack</span><br/><br />
<br/><br />
=== Faster with Bolas &ndash; bolas3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Bolas_.E2.80.93_bolas2|bolas2]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the bolas attack</span><br/><br />
<br/><br />
=== Better with Bolas &ndash; bolas4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Bolas_.E2.80.93_bolas2|bolas2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the bolas attack</span><br/><br />
<br/><br />
=== More Used to Frozen Lands (+5% Defence on Frozen Terrains, +5% Cold Resistance) &ndash; coldlife ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 5%</span><br/><br />
<br/><br />
=== Frost-Hardier (Defence + Cold Resistance on Frozen Terrains +5%) &ndash; coldlife2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#More_Used_to_Frozen_Lands_(+5%_Defence_on_Frozen_Terrains,_+5%_Cold_Resistance)_.E2.80.93_coldlife|coldlife]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 5%</span><br/><br />
<br/><br />
=== More Used to Frozen Lands (+20% Cold Resistance) &ndash; coldlife3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Frost-Hardier_(Defence_+_Cold_Resistance_on_Frozen_Terrains_+5%)_.E2.80.93_coldlife2|coldlife2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 20%</span><br/><br />
<br/><br />
=== More Used to Frozen Lands (Hiding on Snow) &ndash; coldlife4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#More_Used_to_Frozen_Lands_(+20%_Cold_Resistance)_.E2.80.93_coldlife3|coldlife3]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#snow ambush_.E2.80.93_hides|snow ambush]]</span><br/><br />
<br/><br />
=== Proficient with Cold Magic (New Attack) &ndash; magic ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>New attack: ice bolt (11 - 2, cold)</span><br/><br />
<span style='color:green'>New weapon special for the ice bolt attack: magical</span><br/><br />
<br/><br />
=== Faster with Cold Magic &ndash; magic2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Proficient_with_Cold_Magic_(New_Attack)_.E2.80.93_magic|magic]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the ice bolt attack</span><br/><br />
<span style='color:green'>1 more attacks for the ice bolt attack</span><br/><br />
<br/><br />
=== More Proficient with Cold Magic &ndash; magic3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_with_Cold_Magic_.E2.80.93_magic2|magic2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 3 for the ice bolt attack</span><br/><br />
<br/><br />
=== More Proficient with Cold Magic &ndash; magic4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#More_Proficient_with_Cold_Magic_.E2.80.93_magic3|magic3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the ice bolt attack</span><br/><br />
<br/><br />
=== Faster with Cold Magic &ndash; magic5 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#More_Proficient_with_Cold_Magic_.E2.80.93_magic4|magic4]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 2 for the ice bolt attack</span><br/><br />
<span style='color:green'>1 more attacks for the ice bolt attack</span><br/><br />
<br/><br />
=== More Proficient with Cold Magic &ndash; magic6 ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_with_Cold_Magic_.E2.80.93_magic5|magic5]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the ice bolt attack</span><br/><br />
<br/><br />
=== Able to Summon a Blizzard (New Attack) &ndash; blizzard ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#More_Proficient_with_Cold_Magic_.E2.80.93_magic6|magic6]] and [[#More_Used_to_Frozen_Lands_(Hiding_on_Snow)_.E2.80.93_coldlife4|coldlife4]] to be achieved first</i></span><br/><br />
<span style='color:green'>New attack: blizzard (14 - 2, cold)</span><br/><br />
<span style='color:green'>New weapon special for the blizzard attack: magical</span><br/><br />
<span style='color:green'>New weapon special for the blizzard attack: [[LotI_Abilities#storm_.E2.80.93_dummy|storm]]</span><br/><br />
<br/><br />
=== Summoning Better Blizzards &ndash; blizzard2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 4 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Summon_a_Blizzard_(New_Attack)_.E2.80.93_blizzard|blizzard]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the blizzard attack</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 4 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Soul Shooter ==<br />
<span style='color:#808080'><i>Entrapped by the evil of their existence, their victims' souls frequently remain on the battlefield, too scared to leave into the world of the dead. Soul Shooters can exploit them by binding them into their arrows, making them incredibly powerful.<br/><br />
Special Notes: This unit can move unseen in deep water, requiring no air from the surface.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Better with Bow &ndash; bow ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (ranged attacks only)</span><br/><br />
<br/><br />
=== Faster with Bow &ndash; bow2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Bow_.E2.80.93_bow_2|bow]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 (ranged attacks only)</span><br/><br />
<span style='color:green'>1 more attacks (ranged attacks only)</span><br/><br />
<br/><br />
=== Better with Bow &ndash; bow3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Bow_.E2.80.93_bow_2|bow]] and [[#Faster_with_Bow_.E2.80.93_bow2_3|bow2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (ranged attacks only)</span><br/><br />
<br/><br />
=== More Precise with Bow &ndash; bow-marksman ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Bow_.E2.80.93_bow_2|bow]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special (ranged attacks only): marksman</span><br/><br />
<br/><br />
=== Leeching Health from Enemies with Bow &ndash; bow-leech ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_with_Bow_.E2.80.93_bow2_3|bow2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special (ranged attacks only): [[LotI_Abilities#leeches_.E2.80.93_damage|leech]]</span><br/><br />
<br/><br />
=== Turning Enemies into Undead with Poison from Bow &ndash; bow-infect ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Bow_.E2.80.93_bow3_2|bow3]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special (ranged attacks only): [[LotI_Abilities#infect_.E2.80.93_poison|infect]]</span><br/><br />
<span style='color:green'>Remove weapon special (ranged attacks only): poison</span><br/><br />
<br/><br />
=== Able to Shoot Cursed Arcane Arrows (New Attack) &ndash; arcane ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>New bonus attack: cursed arrow (-20% - 100% ranged arcane)</span><br/><br />
<br/><br />
=== Shooting Cursed Arrows Better &ndash; arcane2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Shoot_Cursed_Arcane_Arrows_(New_Attack)_.E2.80.93_arcane|arcane]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 10% for the cursed arrow attack</span><br/><br />
<br/><br />
=== Better with Dagger &ndash; dagger ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (melee attacks only)</span><br/><br />
<br/><br />
=== Faster with Dagger &ndash; dagger2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Dagger_.E2.80.93_dagger_2|dagger]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks (melee attacks only)</span><br/><br />
<br/><br />
=== Better with Dagger &ndash; dagger3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Dagger_.E2.80.93_dagger_2|dagger]] and [[#Faster_with_Dagger_.E2.80.93_dagger2|dagger2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (melee attacks only)</span><br/><br />
<br/><br />
=== Able to Backstab with Dagger &ndash; dagger-backstab ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Dagger_.E2.80.93_dagger_2|dagger]], [[#Faster_with_Dagger_.E2.80.93_dagger2|dagger2]] and [[#Better_with_Dagger_.E2.80.93_dagger3|dagger3]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special (melee attacks only): backstab</span><br/><br />
<br/><br />
=== More Undead-Like Resistance (Improved Resistances, Slightly Worsened Weaknesses) &ndash; armour ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by -1%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 3%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by -1%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 3%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by -2%</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Swordmaster ==<br />
<span style='color:#808080'><i>Some royal guards show a great expertise with swords, not only good defensive abilities, so they act as the main offensive force of defensive forces. Shattering the lines of enemy defence in times of war and protecting castles in times of peace, swordmasters are the greatest elite of human soldiers.<br/><br />
Note: The ability upgrades may require some books to learn them from.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Striking Better with Sword &ndash; sword ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<br/><br />
=== Striking Faster with Sword &ndash; sword2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Striking_Better_with_Sword_.E2.80.93_sword_8|sword]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the sword attack</span><br/><br />
<span style='color:green'>1 more attacks for the sword attack</span><br/><br />
<br/><br />
=== Striking Better with Sword &ndash; sword3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Striking_Faster_with_Sword_.E2.80.93_sword2_8|sword2]] and [[#Striking_Better_with_Sword_.E2.80.93_sword_8|sword]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<br/><br />
=== Able to Attack Parrying Enemy Blows (New Attack) &ndash; parry ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>New bonus attack: parry (-20% - -70% melee)</span><br/><br />
<span style='color:green'>New weapon special for the parry attack: [[LotI_Abilities#parry_.E2.80.93_dummy|parry]]</span><br/><br />
<br/><br />
=== Parrying Better &ndash; parry2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Attack_Parrying_Enemy_Blows_(New_Attack)_.E2.80.93_parry_5|parry]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 10% for the parry attack</span><br/><br />
<span style='color:green'>5% more attacks for the parry attack</span><br/><br />
<br/><br />
=== Able to Attack in a Terrible Way that Lowers Enemy Resistance (New Attack) &ndash; doom ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>New bonus attack: doom (-30% - -30% melee)</span><br/><br />
<span style='color:green'>New weapon special for the doom attack: [[LotI_Abilities#doom_.E2.80.93_dummy|doom]]</span><br/><br />
<br/><br />
=== Crippling Enemies Better &ndash; doom2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Attack_in_a_Terrible_Way_that_Lowers_Enemy_Resistance_(New_Attack)_.E2.80.93_doom_4|doom]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 15% for the doom attack</span><br/><br />
<span style='color:green'>5% more attacks for the doom attack</span><br/><br />
<br/><br />
=== Better at Defending (Lowering the Chance to be Hit by 2%) &ndash; block ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on coastal reefs reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in deep water reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 2%</span><br/><br />
<br/><br />
=== Better Protected from Physical Blows (2% Better Resistances) &ndash; armour ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 2%</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Troll Boulderlobber ==<br />
<span style='color:#808080'><i>Some trolls show an uncommon ability in throwing boulders. These Boulderlobbers throw enormous rocks, that common trolls could not even lift and that are often bigger than a man.<br/><br />
Special Notes: This unit regenerates, which allows it to heal as though always stationed in a village.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Throwing Boulders Better &ndash; sling ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 4 for the sling attack</span><br/><br />
<br/><br />
=== Throwing Boulders Better &ndash; sling2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Throwing_Boulders_Better_.E2.80.93_sling|sling]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 3 for the sling attack</span><br/><br />
<br/><br />
=== Throwing Boulders Better &ndash; sling3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Throwing_Boulders_Better_.E2.80.93_sling2|sling2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the sling attack</span><br/><br />
<br/><br />
=== Throwing Boulders that Stun Enemies &ndash; sling-slow ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Throwing_Boulders_Better_.E2.80.93_sling2|sling2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the sling attack: slow</span><br/><br />
<br/><br />
=== Punching Enemies Better &ndash; fist ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the fist attack</span><br/><br />
<br/><br />
=== Punching Enemies Faster &ndash; fist2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Punching_Enemies_Better_.E2.80.93_fist|fist]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 4 for the fist attack</span><br/><br />
<span style='color:green'>1 more attacks for the fist attack</span><br/><br />
<br/><br />
=== Punching Enemies Better &ndash; fist3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Punching_Enemies_Better_.E2.80.93_fist|fist]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the fist attack</span><br/><br />
<br/><br />
=== Better Protected from Physical Blows (2% Better Resistances) &ndash; armour ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 2%</span><br/><br />
<br/><br />
=== Regenerating 4 Additional Hitpoints per Turn &ndash; regeneration1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: regenerates</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#regenerates (VALUE)_.E2.80.93_regenerate|regenerates (12)]]</span><br/><br />
<br/><br />
=== Regenerating 3 Additional Hitpoints per Turn &ndash; regeneration2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Regenerating_4_Additional_Hitpoints_per_Turn_.E2.80.93_regeneration1_2|regeneration1]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#regenerates (VALUE)_.E2.80.93_regenerate|regenerates (12)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#regenerates (VALUE)_.E2.80.93_regenerate|regenerates (15)]]</span><br/><br />
<br/><br />
=== Regenerating 3 Additional Hitpoints per Turn &ndash; regeneration3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Regenerating_4_Additional_Hitpoints_per_Turn_.E2.80.93_regeneration1_2|regeneration1]] and [[#Regenerating_3_Additional_Hitpoints_per_Turn_.E2.80.93_regeneration2_2|regeneration2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#regenerates (VALUE)_.E2.80.93_regenerate|regenerates (15)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#regenerates (VALUE)_.E2.80.93_regenerate|regenerates (18)]]</span><br/><br />
<br/><br />
=== Regenerating 2 Additional Hitpoints per Turn &ndash; regeneration4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Regenerating_4_Additional_Hitpoints_per_Turn_.E2.80.93_regeneration1_2|regeneration1]], [[#Regenerating_3_Additional_Hitpoints_per_Turn_.E2.80.93_regeneration2_2|regeneration2]] and [[#Regenerating_3_Additional_Hitpoints_per_Turn_.E2.80.93_regeneration3_2|regeneration3]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#regenerates (VALUE)_.E2.80.93_regenerate|regenerates (18)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#regenerates (VALUE)_.E2.80.93_regenerate|regenerates (20)]]</span><br/><br />
<br/><br />
=== Regenerating 2 Additional Hitpoints per Turn &ndash; regeneration5 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Regenerating_4_Additional_Hitpoints_per_Turn_.E2.80.93_regeneration1_2|regeneration1]], [[#Regenerating_3_Additional_Hitpoints_per_Turn_.E2.80.93_regeneration2_2|regeneration2]], [[#Regenerating_3_Additional_Hitpoints_per_Turn_.E2.80.93_regeneration3_2|regeneration3]] and [[#Regenerating_2_Additional_Hitpoints_per_Turn_.E2.80.93_regeneration4_2|regeneration4]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#regenerates (VALUE)_.E2.80.93_regenerate|regenerates (20)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#regenerates (VALUE)_.E2.80.93_regenerate|regenerates (22)]]</span><br/><br />
<br/><br />
=== Regenerating 2 Additional Hitpoints per Turn &ndash; regeneration6 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Regenerating_4_Additional_Hitpoints_per_Turn_.E2.80.93_regeneration1_2|regeneration1]], [[#Regenerating_3_Additional_Hitpoints_per_Turn_.E2.80.93_regeneration2_2|regeneration2]], [[#Regenerating_3_Additional_Hitpoints_per_Turn_.E2.80.93_regeneration3_2|regeneration3]], [[#Regenerating_2_Additional_Hitpoints_per_Turn_.E2.80.93_regeneration4_2|regeneration4]] and [[#Regenerating_2_Additional_Hitpoints_per_Turn_.E2.80.93_regeneration5_2|regeneration5]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#regenerates (VALUE)_.E2.80.93_regenerate|regenerates (22)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#regenerates (VALUE)_.E2.80.93_regenerate|regenerates (24)]]</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 2 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Unholy Breed (Lethalia Evil Good) ==<br />
<span style='color:#808080'><i>The wicked Queen of Darkness managed to escape her pursuers with very little power remaining, but it was still enough to possess people and perform dark experiments to create a body that would not deteriorate over time, and incarnate in it. Her growth was accelerated by her ancient soul, and is already old enough to use all black magic she learned before.<br/><br />
Special Notes: This unit regenerates, which allows it to heal as though always stationed in a village. This unit has magical attacks, which always have a high chance of hitting an opponent. During battle, this unit can drain life from victims to renew its own health. This unit’s skill at skirmishing allows it to ignore enemies’ zones of control and thus move unhindered around them.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Better with Sword &ndash; sword ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<br/><br />
=== Faster with Sword &ndash; sword2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Sword_.E2.80.93_sword_4|sword]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the sword attack</span><br/><br />
<span style='color:green'>1 more attacks for the sword attack</span><br/><br />
<br/><br />
=== Better with Sword &ndash; sword3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_with_Sword_.E2.80.93_sword2|sword2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<br/><br />
=== Causing More Havoc with Magic &ndash; magic1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage decreased by 4 for the dark blast attack</span><br/><br />
<span style='color:green'>1 more attacks for the dark blast attack</span><br/><br />
<span style='color:green'>Damage decreased by 2 for the ophidian energy attack</span><br/><br />
<span style='color:green'>1 more attacks for the ophidian energy attack</span><br/><br />
<br/><br />
=== Causing More Havoc with Magic &ndash; magic2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Causing_More_Havoc_with_Magic_.E2.80.93_magic1|magic1]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 3 for the dark blast attack</span><br/><br />
<span style='color:green'>Damage increased by 2 for the ophidian energy attack</span><br/><br />
<br/><br />
=== Decreasing Enemies' Arcane and Cold Resistances by 8% &ndash; magic2_penetrate ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Magic_.E2.80.93_magic1|magic1]] and [[#Causing_More_Havoc_with_Magic_.E2.80.93_magic2|magic2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Enemy resistances to cold decreased by 8%</span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 8%</span><br/><br />
<br/><br />
=== Causing More Havoc with Magic &ndash; magic3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Magic_.E2.80.93_magic1|magic1]] and [[#Causing_More_Havoc_with_Magic_.E2.80.93_magic2|magic2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 3 for the dark blast attack</span><br/><br />
<span style='color:green'>Damage increased by 2 for the ophidian energy attack</span><br/><br />
<br/><br />
=== Causing More Havoc with Magic &ndash; magic4 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Magic_.E2.80.93_magic1|magic1]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_magic2|magic2]] and [[#Causing_More_Havoc_with_Magic_.E2.80.93_magic3|magic3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the dark blast attack</span><br/><br />
<span style='color:green'>Damage increased by 2 for the ophidian energy attack</span><br/><br />
<br/><br />
=== Decreasing Enemies' Arcane and Cold Resistances by 7% &ndash; magic4_penetrate ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Magic_.E2.80.93_magic1|magic1]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_magic2|magic2]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_magic3|magic3]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_magic4|magic4]] and [[#Decreasing_Enemies'_Arcane_and_Cold_Resistances_by_8%_.E2.80.93_magic2_penetrate|magic2_penetrate]] to be achieved first</i></span><br/><br />
<span style='color:green'>Enemy resistances to cold decreased by 7%</span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 7%</span><br/><br />
<br/><br />
=== Able to Attack with Magically Increased Speed (New Attack) &ndash; speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>New bonus attack: speed (-30% - 100% melee)</span><br/><br />
<br/><br />
=== Attacking Better Under the Effect of Quickening Spell &ndash; speed2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Attack_with_Magically_Increased_Speed_(New_Attack)_.E2.80.93_speed|speed]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 15% for the speed attack</span><br/><br />
<br/><br />
=== Able to Attack with Magically Flaming Sword (New Attack) &ndash; fire ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>New bonus attack: fiery saber (100%, 100% melee fire)</span><br/><br />
<br/><br />
=== Attacking Better with the Flaming Sword &ndash; fire2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Attack_with_Magically_Flaming_Sword_(New_Attack)_.E2.80.93_fire|fire]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 15% for the fiery saber attack</span><br/><br />
<br/><br />
=== Better at Dodging (Lowering the Chance to be Hit by 2%) &ndash; dodge ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in deep water reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit above unwalkable places reduced by 2%</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 4 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Unholy Breed (Vritra Later) ==<br />
<span style='color:#808080'><i>Born from a special breed between a serpent and an elf, she inherited elvish appearance and intelligence, and serpent-like malice and dexterity. She is rather good than evil because of her education, but the evil power within her was difficult to control, until she learned how to control it, using her anger only when she needs.<br/><br />
Special Notes: This unit regenerates, which allows it to heal as though always stationed in a village. This unit has magical attacks, which always have a high chance of hitting an opponent. During battle, this unit can drain life from victims to renew its own health. This unit’s skill at skirmishing allows it to ignore enemies’ zones of control and thus move unhindered around them.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Better with Sword &ndash; sword1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<br/><br />
=== Faster with Sword &ndash; sword1_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Sword_.E2.80.93_sword3_8|sword3]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the sword attack</span><br/><br />
<br/><br />
=== Better with Sword &ndash; sword2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Sword_.E2.80.93_sword1_6|sword1]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<br/><br />
=== Better with Sword &ndash; sword3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Sword_.E2.80.93_sword1_6|sword1]] and [[#Better_with_Sword_.E2.80.93_sword2_11|sword2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<br/><br />
=== Better with Sword &ndash; sword4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Sword_.E2.80.93_sword1_6|sword1]], [[#Better_with_Sword_.E2.80.93_sword2_11|sword2]] and [[#Better_with_Sword_.E2.80.93_sword3_8|sword3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<br/><br />
=== Slowing Enemies with Sword &ndash; sword4_plague ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Sword_.E2.80.93_sword1_6|sword1]] and [[#Better_with_Sword_.E2.80.93_sword2_11|sword2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the sword attack: slow</span><br/><br />
<br/><br />
=== Better with Sword &ndash; sword5 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Sword_.E2.80.93_sword1_6|sword1]], [[#Better_with_Sword_.E2.80.93_sword2_11|sword2]], [[#Better_with_Sword_.E2.80.93_sword3_8|sword3]] and [[#Better_with_Sword_.E2.80.93_sword4_11|sword4]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<br/><br />
=== Faster with Sword &ndash; sword5_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Sword_.E2.80.93_sword1_6|sword1]], [[#Better_with_Sword_.E2.80.93_sword2_11|sword2]], [[#Better_with_Sword_.E2.80.93_sword3_8|sword3]], [[#Better_with_Sword_.E2.80.93_sword4_11|sword4]], [[#Better_with_Sword_.E2.80.93_sword5_6|sword5]] and [[#Faster_with_Sword_.E2.80.93_sword1_speed_4|sword1_speed]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the sword attack</span><br/><br />
<br/><br />
=== Better with Sword &ndash; sword6 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Sword_.E2.80.93_sword1_6|sword1]], [[#Better_with_Sword_.E2.80.93_sword2_11|sword2]], [[#Better_with_Sword_.E2.80.93_sword3_8|sword3]], [[#Better_with_Sword_.E2.80.93_sword4_11|sword4]] and [[#Better_with_Sword_.E2.80.93_sword5_6|sword5]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<br/><br />
=== Able to Attack Thrice in a Row &ndash; berserk2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement berserk1 to be achieved first</i></span><br/><br />
<span style='color:green'>New bonus attack: mberserk3 (-20% - 100% melee blade)</span><br/><br />
<span style='color:green'>New weapon special for the mberserk3 attack: [[LotI_Abilities#lesser berserk (COUNT)_.E2.80.93_berserk|lesser berserk (3)]]</span><br/><br />
<br/><br />
=== Able to Attack Five Times in a Row &ndash; berserk3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Attack_Thrice_in_a_Row_.E2.80.93_berserk2_3|berserk2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New bonus attack: mberserk5 (-20% - 100% melee blade)</span><br/><br />
<span style='color:green'>New weapon special for the mberserk5 attack: [[LotI_Abilities#lesser berserk (COUNT)_.E2.80.93_berserk|lesser berserk (5)]]</span><br/><br />
<br/><br />
=== Doing More Damage with the Furious Attack &ndash; berserk1_damage ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement berserk1 to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 10% for the mberserk2 attack</span><br/><br />
<span style='color:green'>Damage increased by 10% for the mberserk3 attack</span><br/><br />
<span style='color:green'>Damage increased by 10% for the mberserk5 attack</span><br/><br />
<br/><br />
=== Attacking Horrendously with Berserk Attacks &ndash; berserk2_damage ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements berserk1 and [[#Doing_More_Damage_with_the_Furious_Attack_.E2.80.93_berserk1_damage_3|berserk1_damage]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the mberserk2 attack: [[LotI_Abilities#horrid_.E2.80.93_dummy|horrid]]</span><br/><br />
<span style='color:green'>New weapon special for the mberserk3 attack: [[LotI_Abilities#horrid_.E2.80.93_dummy|horrid]]</span><br/><br />
<span style='color:green'>New weapon special for the mberserk5 attack: [[LotI_Abilities#horrid_.E2.80.93_dummy|horrid]]</span><br/><br />
<br/><br />
=== Doing More Damage with the Furious Attack &ndash; berserk3_damage ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements berserk1 and [[#Doing_More_Damage_with_the_Furious_Attack_.E2.80.93_berserk1_damage_3|berserk1_damage]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 10% for the mberserk2 attack</span><br/><br />
<span style='color:green'>Damage increased by 10% for the mberserk3 attack</span><br/><br />
<span style='color:green'>Damage increased by 10% for the mberserk5 attack</span><br/><br />
<br/><br />
=== Causing More Havoc with Magic &ndash; faerie1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the faerie fire attack</span><br/><br />
<span style='color:green'>1 more attacks for the faerie fire attack</span><br/><br />
<span style='color:green'>Damage decreased by 4 for the dark blast attack</span><br/><br />
<span style='color:green'>1 more attacks for the dark blast attack</span><br/><br />
<span style='color:green'>1 more attacks for the ophidian energy attack</span><br/><br />
<br/><br />
=== Able to Drain with Faerie Fire &ndash; faerie1_drain ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>New weapon special for the faerie fire attack: drain</span><br/><br />
<span style='color:green'>Damage decreased by 1 for the faerie fire attack</span><br/><br />
<span style='color:green'>1 fewer attacks for the faerie fire attack</span><br/><br />
<br/><br />
=== Causing More Havoc with Magic &ndash; faerie2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie1|faerie1]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the faerie fire attack</span><br/><br />
<span style='color:green'>1 more attacks for the faerie fire attack</span><br/><br />
<span style='color:green'>Damage decreased by 4 for the dark blast attack</span><br/><br />
<span style='color:green'>1 more attacks for the dark blast attack</span><br/><br />
<span style='color:green'>Damage increased by 2 for the ophidian energy attack</span><br/><br />
<br/><br />
=== Decreasing Enemies' Arcane Resistance by 8% and Fire and Cold Resistances by 12% &ndash; faerie2_penetrate ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie1|faerie1]] and [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie2|faerie2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 12%</span><br/><br />
<span style='color:green'>Enemy resistances to cold decreased by 12%</span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 8%</span><br/><br />
<br/><br />
=== Causing More Havoc with Magic &ndash; faerie3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie1|faerie1]] and [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie2|faerie2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the faerie fire attack</span><br/><br />
<span style='color:green'>Damage increased by 3 for the dark blast attack</span><br/><br />
<span style='color:green'>Damage increased by 2 for the ophidian energy attack</span><br/><br />
<br/><br />
=== Faster with Faerie Fire and Ophidian Energy &ndash; faerie3_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie1|faerie1]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie2|faerie2]] and [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie3|faerie3]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the faerie fire attack</span><br/><br />
<span style='color:green'>Damage increased by 1 for the dark blast attack</span><br/><br />
<span style='color:green'>Damage decreased by 1 for the ophidian energy attack</span><br/><br />
<span style='color:green'>1 more attacks for the ophidian energy attack</span><br/><br />
<br/><br />
=== Causing More Havoc with Magic &ndash; faerie4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie1|faerie1]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie2|faerie2]] and [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie3|faerie3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the faerie fire attack</span><br/><br />
<span style='color:green'>Damage increased by 2 for the dark blast attack</span><br/><br />
<span style='color:green'>Damage increased by 1 for the ophidian energy attack</span><br/><br />
<br/><br />
=== Decreasing Enemies' Arcane Resistance by 7% and Fire and Cold Resistances by 10% &ndash; faerie4_penetrate ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie1|faerie1]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie2|faerie2]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie3|faerie3]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie4|faerie4]] and [[#Decreasing_Enemies'_Arcane_Resistance_by_8%_and_Fire_and_Cold_Resistances_by_12%_.E2.80.93_faerie2_penetrate|faerie2_penetrate]] to be achieved first</i></span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 10%</span><br/><br />
<span style='color:green'>Enemy resistances to cold decreased by 10%</span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 7%</span><br/><br />
<br/><br />
=== Causing More Havoc with Magic &ndash; faerie5 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie1|faerie1]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie2|faerie2]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie3|faerie3]] and [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie4|faerie4]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the faerie fire attack</span><br/><br />
<span style='color:green'>Damage increased by 2 for the dark blast attack</span><br/><br />
<br/><br />
=== Faster with Faerie Fire &ndash; faerie5_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie1|faerie1]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie2|faerie2]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie3|faerie3]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie4|faerie4]] and [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie5|faerie5]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the faerie fire attack</span><br/><br />
<br/><br />
=== Causing More Havoc with Magic &ndash; faerie6 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie1|faerie1]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie2|faerie2]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie3|faerie3]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie4|faerie4]] and [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie5|faerie5]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the faerie fire attack</span><br/><br />
<span style='color:green'>Damage increased by 2 for the dark blast attack</span><br/><br />
<span style='color:green'>Damage increased by 1 for the ophidian energy attack</span><br/><br />
<br/><br />
=== Faster with Faerie Fire &ndash; faerie6_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie1|faerie1]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie2|faerie2]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie3|faerie3]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie4|faerie4]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie5|faerie5]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie6|faerie6]] and [[#Faster_with_Faerie_Fire_.E2.80.93_faerie5_speed_5|faerie5_speed]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the faerie fire attack</span><br/><br />
<span style='color:green'>Damage increased by 1 for the dark blast attack</span><br/><br />
<span style='color:green'>Damage increased by 1 for the ophidian energy attack</span><br/><br />
<br/><br />
=== Causing More Havoc with Magic &ndash; faerie7 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie1|faerie1]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie2|faerie2]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie3|faerie3]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie4|faerie4]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie5|faerie5]] and [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie6|faerie6]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the faerie fire attack</span><br/><br />
<span style='color:green'>Damage increased by 2 for the dark blast attack</span><br/><br />
<span style='color:green'>Damage increased by 1 for the ophidian energy attack</span><br/><br />
<br/><br />
=== Faster with Faerie Fire &ndash; faerie7_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie1|faerie1]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie2|faerie2]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie3|faerie3]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie4|faerie4]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie5|faerie5]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie6|faerie6]], [[#Faster_with_Faerie_Fire_.E2.80.93_faerie6_speed_5|faerie6_speed]] and [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie7|faerie7]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the faerie fire attack</span><br/><br />
<span style='color:green'>Damage increased by 1 for the dark blast attack</span><br/><br />
<br/><br />
=== Faster with Unleashing Ophidian Energy &ndash; ophidian_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie1|faerie1]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie2|faerie2]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie3|faerie3]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie4|faerie4]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie5|faerie5]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie6|faerie6]], [[#Faster_with_Faerie_Fire_.E2.80.93_faerie6_speed_5|faerie6_speed]] and [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie7|faerie7]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the ophidian energy attack</span><br/><br />
<span style='color:green'>Damage increased by 1 for the dark blast attack</span><br/><br />
<br/><br />
=== Causing More Havoc with Magic &ndash; faerie8 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie1|faerie1]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie2|faerie2]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie3|faerie3]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie4|faerie4]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie5|faerie5]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie6|faerie6]] and [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie7|faerie7]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the faerie fire attack</span><br/><br />
<span style='color:green'>Damage increased by 2 for the dark blast attack</span><br/><br />
<span style='color:green'>Damage increased by 1 for the ophidian energy attack</span><br/><br />
<br/><br />
=== Better at Defending &ndash; block ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on coastal reefs reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 4%</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 4 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Unholy Breed (Vritra) ==<br />
<span style='color:#808080'><i>Born from a special breed between a serpent and an elf, she inherited elvish appearance and intelligence, and serpent-like malice and dexterity. She is rather good than evil because of her education, but the evil power within her is still hard to control. If it gets bad, a healing potion might help her.<br/><br />
Special Notes: This unit regenerates, which allows it to heal as though always stationed in a village. This unit has magical attacks, which always have a high chance of hitting an opponent. During battle, this unit can drain life from victims to renew its own health. This unit’s skill at skirmishing allows it to ignore enemies’ zones of control and thus move unhindered around them. This unit is able to slow its enemies, halving their movement speed and attack damage until they end a turn. The victims of this unit’s poison will continually take damage until they can be cured in town or by a unit which cures. This unit’s arcane attack deals tremendous damage to magical creatures, and even some to mundane creatures.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Oops, Something Went Wrong &ndash; backup_amla ===<br />
<span style='color:#808080'><i>This advancement can be taken 500 times</i></span><br/><br />
<br/><br />
<br />
== Unknown (Akula) ==<br />
<span style='color:#808080'><i>This unit is shrouded in mystery. No one knows who she is, and why she is like she is.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Faster at Melee Combat &ndash; sword ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>1 more attacks (melee attacks only)</span><br/><br />
<br/><br />
=== Faster at Melee Combat &ndash; sword2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_at_Melee_Combat_.E2.80.93_sword_7|sword]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks (melee attacks only)</span><br/><br />
<br/><br />
=== Better at Melee Combat &ndash; sword3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Faster_at_Melee_Combat_.E2.80.93_sword_7|sword]] and [[#Faster_at_Melee_Combat_.E2.80.93_sword2_2|sword2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (melee attacks only)</span><br/><br />
<br/><br />
=== A Faster Caster &ndash; magic ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>1 more attacks (ranged attacks only)</span><br/><br />
<br/><br />
=== A Better Caster &ndash; magic2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#A_Faster_Caster_.E2.80.93_magic|magic]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (ranged attacks only)</span><br/><br />
<br/><br />
=== A Faster Caster &ndash; magic3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#A_Faster_Caster_.E2.80.93_magic|magic]] and [[#A_Better_Caster_.E2.80.93_magic2_3|magic2]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks (ranged attacks only)</span><br/><br />
<br/><br />
=== A Better Caster &ndash; magic4 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#A_Faster_Caster_.E2.80.93_magic|magic]], [[#A_Better_Caster_.E2.80.93_magic2_3|magic2]] and [[#A_Faster_Caster_.E2.80.93_magic3|magic3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (ranged attacks only)</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Unknown (Efraim Lich-Weakened) ==<br />
<span style='color:#808080'><i>Don't ask. Even he has no idea what he is.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Better with Sword &ndash; sword1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<br/><br />
=== Faster with Sword (Affects Also Whirlwind) &ndash; sword1_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Sword_.E2.80.93_sword3_9|sword3]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the sword attack</span><br/><br />
<span style='color:green'>1 more attacks for the whirlwind attack</span><br/><br />
<br/><br />
=== Better with Sword &ndash; sword2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Sword_.E2.80.93_sword1_7|sword1]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<br/><br />
=== More Precise with Sword &ndash; sword2_marksman ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Sword_.E2.80.93_sword1_7|sword1]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the sword attack: marksman</span><br/><br />
<br/><br />
=== Better with Sword &ndash; sword3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Sword_.E2.80.93_sword1_7|sword1]] and [[#Better_with_Sword_.E2.80.93_sword2_12|sword2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<br/><br />
=== Whirling Better &ndash; whirlwind ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the whirlwind attack</span><br/><br />
<br/><br />
=== Better and Faster with Knives &ndash; knives1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the knife attack</span><br/><br />
<span style='color:green'>1 more attacks for the knife attack</span><br/><br />
<br/><br />
=== Backstabbing with Knives &ndash; knives1_backstab ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>New weapon special for the knife attack: backstab</span><br/><br />
<br/><br />
=== Better with Knives &ndash; knives2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_and_Faster_with_Knives_.E2.80.93_knives1|knives1]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the knife attack</span><br/><br />
<br/><br />
=== More Precise with Knives &ndash; knives2_precision ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_and_Faster_with_Knives_.E2.80.93_knives1|knives1]] and [[#Better_with_Knives_.E2.80.93_knives2_3|knives2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the knife attack: marksman</span><br/><br />
<br/><br />
=== Causing a Spine-Chilling Fear &ndash; fear1_spine_chill ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>New weapon special for the wave of fear attack: slow</span><br/><br />
<br/><br />
=== Causing Stronger Fear &ndash; fear1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the wave of fear attack</span><br/><br />
<br/><br />
=== Causing Stronger Fear &ndash; fear2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Causing_Stronger_Fear_.E2.80.93_fear1_2|fear1]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the wave of fear attack</span><br/><br />
<br/><br />
=== Causing Fear Faster &ndash; fear2_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Causing_Stronger_Fear_.E2.80.93_fear2_2|fear2]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the wave of fear attack</span><br/><br />
<br/><br />
=== Causing Stronger Fear &ndash; fear3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Causing_Stronger_Fear_.E2.80.93_fear2_2|fear2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the wave of fear attack</span><br/><br />
<br/><br />
=== Having Fun when Scaring Enemies &ndash; fear3_leech ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Causing_Stronger_Fear_.E2.80.93_fear3_2|fear3]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the wave of fear attack: [[LotI_Abilities#leeches_.E2.80.93_damage|leech]]</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== Faster &ndash; movement2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_.E2.80.93_movement_72|movement]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== Better Protected from Physical Blows (2% Better Resistances) &ndash; armour ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 2%</span><br/><br />
<br/><br />
=== Better Protected from Magical Attacks (3% Better Resistances) &ndash; armour ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 3%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 3%</span><br/><br />
<br/><br />
<br />
== Unknown (Lethalia Lich-Weakened) ==<br />
<span style='color:#808080'><i>Don't ask. Even she has no idea what she is.<br/><br />
Special Notes: This unit is able to slow its enemies, halving their movement speed and attack damage until they end a turn. This unit has magical attacks, which always have a high chance of hitting an opponent.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Better with Axe &ndash; axe1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the axe attack</span><br/><br />
<br/><br />
=== Better with Axe &ndash; axe2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Axe_.E2.80.93_axe1_3|axe1]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the axe attack</span><br/><br />
<br/><br />
=== Better with Axe &ndash; axe3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Axe_.E2.80.93_axe1_3|axe1]] and [[#Better_with_Axe_.E2.80.93_axe2_3|axe2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the axe attack</span><br/><br />
<br/><br />
=== Better with Axe &ndash; axe4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Axe_.E2.80.93_axe1_3|axe1]], [[#Better_with_Axe_.E2.80.93_axe2_3|axe2]] and [[#Better_with_Axe_.E2.80.93_axe3_3|axe3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the axe attack</span><br/><br />
<br/><br />
=== Causing More Havoc with Faerie Fire &ndash; faerie1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the faerie fire attack</span><br/><br />
<span style='color:green'>1 more attacks for the faerie fire attack</span><br/><br />
<br/><br />
=== Causing More Havoc with Faerie Fire &ndash; faerie2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1_5|faerie1]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the faerie fire attack</span><br/><br />
<span style='color:green'>1 more attacks for the faerie fire attack</span><br/><br />
<br/><br />
=== Able to Deal Damage to Multiple Units with Faerie Fire &ndash; faerie2_boom ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1_5|faerie1]] and [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie2_5|faerie2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New bonus attack: conical faerie fire (100%, 100%, copy of faerie fire)</span><br/><br />
<span style='color:green'>New weapon special for the conical faerie fire attack: [[LotI_Abilities#cone_.E2.80.93_dummy|cone]]</span><br/><br />
<br/><br />
=== Causing More Havoc with Faerie Fire &ndash; faerie3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie1_5|faerie1]] and [[#Causing_More_Havoc_with_Faerie_Fire_.E2.80.93_faerie2_5|faerie2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the faerie fire attack</span><br/><br />
<br/><br />
=== Poisoning Enemies with Spiderwebs &ndash; gossamer1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>New weapon special for the gossamer attack: poison</span><br/><br />
<br/><br />
=== Dealing More Damage with Spiderwebs &ndash; gossamer1_damage ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Poisoning_Enemies_with_Spiderwebs_.E2.80.93_gossamer1_3|gossamer1]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the gossamer attack</span><br/><br />
<br/><br />
=== Draining Enemies with Spiderwebs &ndash; gossamer2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Poisoning_Enemies_with_Spiderwebs_.E2.80.93_gossamer1_3|gossamer1]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the gossamer attack: drain</span><br/><br />
<br/><br />
=== More Nimble (+1 Movement, 1% Better Defences on All Terrains) &ndash; wings1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on coastal reefs reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in deep water reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit above unwalkable places reduced by 1%</span><br/><br />
<br/><br />
=== More Nimble (+1 Movement, 1% Better Defences on All Terrains) &ndash; wings2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#More_Nimble_(+1_Movement,_1%_Better_Defences_on_All_Terrains)_.E2.80.93_wings1_3|wings1]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on coastal reefs reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in deep water reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 1%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit above unwalkable places reduced by 1%</span><br/><br />
<br/><br />
=== Better Protected from Physical Blows (2% Better Resistances) &ndash; armour ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 2%</span><br/><br />
<br/><br />
=== Better Protected from Magical Attacks (4% Better Resistances) &ndash; armour ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 4%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 4%</span><br/><br />
<br/><br />
<br />
== Vritra ==<br />
<span style='color:#808080'><i><br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Better with Sword &ndash; sword1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<br/><br />
=== Faster with Sword &ndash; sword1_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Sword_.E2.80.93_sword3_10|sword3]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the sword attack</span><br/><br />
<br/><br />
=== Better with Sword &ndash; sword2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Sword_.E2.80.93_sword1_8|sword1]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<br/><br />
=== More Precise with Sword &ndash; sword2_marksman ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Sword_.E2.80.93_sword1_8|sword1]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the sword attack: marksman</span><br/><br />
<br/><br />
=== Better with Sword &ndash; sword3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Sword_.E2.80.93_sword1_8|sword1]] and [[#Better_with_Sword_.E2.80.93_sword2_13|sword2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<br/><br />
=== Better with Sword &ndash; sword4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Sword_.E2.80.93_sword1_8|sword1]], [[#Better_with_Sword_.E2.80.93_sword2_13|sword2]] and [[#Better_with_Sword_.E2.80.93_sword3_10|sword3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<br/><br />
=== Slowing Enemies with Sword &ndash; sword4_plague ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Sword_.E2.80.93_sword1_8|sword1]], [[#Better_with_Sword_.E2.80.93_sword2_13|sword2]], [[#Better_with_Sword_.E2.80.93_sword3_10|sword3]] and [[#Better_with_Sword_.E2.80.93_sword4_12|sword4]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the sword attack: slow</span><br/><br />
<br/><br />
=== Better with Sword &ndash; sword5 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Sword_.E2.80.93_sword1_8|sword1]], [[#Better_with_Sword_.E2.80.93_sword2_13|sword2]], [[#Better_with_Sword_.E2.80.93_sword3_10|sword3]] and [[#Better_with_Sword_.E2.80.93_sword4_12|sword4]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<br/><br />
=== Faster with Sword &ndash; sword5_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Sword_.E2.80.93_sword1_8|sword1]], [[#Better_with_Sword_.E2.80.93_sword2_13|sword2]], [[#Better_with_Sword_.E2.80.93_sword3_10|sword3]], [[#Better_with_Sword_.E2.80.93_sword4_12|sword4]], [[#Better_with_Sword_.E2.80.93_sword5_7|sword5]] and [[#Faster_with_Sword_.E2.80.93_sword1_speed_5|sword1_speed]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the sword attack</span><br/><br />
<br/><br />
=== Better with Sword &ndash; sword6 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_with_Sword_.E2.80.93_sword1_8|sword1]], [[#Better_with_Sword_.E2.80.93_sword2_13|sword2]], [[#Better_with_Sword_.E2.80.93_sword3_10|sword3]], [[#Better_with_Sword_.E2.80.93_sword4_12|sword4]] and [[#Better_with_Sword_.E2.80.93_sword5_7|sword5]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the sword attack</span><br/><br />
<br/><br />
=== Able to Attack Twice in a Row &ndash; berserk1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>New bonus attack: mberserk2 (-20% - 100% melee blade)</span><br/><br />
<span style='color:green'>New weapon special for the mberserk2 attack: [[LotI_Abilities#lesser berserk (COUNT)_.E2.80.93_berserk|lesser berserk (2)]]</span><br/><br />
<span style='color:green'>New weapon special for the mberserk2 attack: swarm</span><br/><br />
<span style='color:green'>New weapon special for the mberserk2 attack: marksman</span><br/><br />
<br/><br />
=== Able to Attack Thrice in a Row &ndash; berserk2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Attack_Twice_in_a_Row_.E2.80.93_berserk1_3|berserk1]] to be achieved first</i></span><br/><br />
<span style='color:green'>New bonus attack: mberserk3 (-20% - 100% melee blade)</span><br/><br />
<span style='color:green'>New weapon special for the mberserk3 attack: [[LotI_Abilities#lesser berserk (COUNT)_.E2.80.93_berserk|lesser berserk (3)]]</span><br/><br />
<span style='color:green'>New weapon special for the mberserk3 attack: swarm</span><br/><br />
<span style='color:green'>New weapon special for the mberserk3 attack: marksman</span><br/><br />
<br/><br />
=== Able to Attack Five Times in a Row &ndash; berserk3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Attack_Thrice_in_a_Row_.E2.80.93_berserk2_4|berserk2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New bonus attack: mberserk5 (-20% - 100% melee blade)</span><br/><br />
<span style='color:green'>New weapon special for the mberserk5 attack: [[LotI_Abilities#lesser berserk (COUNT)_.E2.80.93_berserk|lesser berserk (5)]]</span><br/><br />
<span style='color:green'>New weapon special for the mberserk5 attack: swarm</span><br/><br />
<span style='color:green'>New weapon special for the mberserk5 attack: marksman</span><br/><br />
<br/><br />
=== Doing More Damage with the Furious Attack &ndash; berserk1_damage ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Attack_Twice_in_a_Row_.E2.80.93_berserk1_3|berserk1]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 10% for the mberserk attack</span><br/><br />
<span style='color:green'>Damage increased by 10% for the mberserk2 attack</span><br/><br />
<span style='color:green'>Damage increased by 10% for the mberserk3 attack</span><br/><br />
<br/><br />
=== Causing More Havoc with Magic &ndash; faerie1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the faerie fire attack</span><br/><br />
<span style='color:green'>1 more attacks for the faerie fire attack</span><br/><br />
<span style='color:green'>Damage decreased by 4 for the dark blast attack</span><br/><br />
<span style='color:green'>1 more attacks for the dark blast attack</span><br/><br />
<span style='color:green'>1 more attacks for the ophidian energy attack</span><br/><br />
<br/><br />
=== Able to Drain with Faerie Fire &ndash; faerie1_drain ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>New weapon special for the faerie fire attack: drain</span><br/><br />
<span style='color:green'>Damage decreased by 1 for the faerie fire attack</span><br/><br />
<span style='color:green'>1 fewer attacks for the faerie fire attack</span><br/><br />
<br/><br />
=== Causing More Havoc with Magic &ndash; faerie2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie1_2|faerie1]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the faerie fire attack</span><br/><br />
<span style='color:green'>1 more attacks for the faerie fire attack</span><br/><br />
<span style='color:green'>Damage decreased by 4 for the dark blast attack</span><br/><br />
<span style='color:green'>1 more attacks for the dark blast attack</span><br/><br />
<span style='color:green'>Damage increased by 2 for the ophidian energy attack</span><br/><br />
<br/><br />
=== Decreasing Enemies' Arcane Resistance by 8% and Fire and Cold Resistances by 12% &ndash; faerie2_penetrate ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie1_2|faerie1]] and [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie2_2|faerie2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 12%</span><br/><br />
<span style='color:green'>Enemy resistances to cold decreased by 12%</span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 8%</span><br/><br />
<br/><br />
=== Causing More Havoc with Magic &ndash; faerie3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie1_2|faerie1]] and [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie2_2|faerie2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the faerie fire attack</span><br/><br />
<span style='color:green'>Damage increased by 3 for the dark blast attack</span><br/><br />
<span style='color:green'>Damage increased by 2 for the ophidian energy attack</span><br/><br />
<br/><br />
=== Faster with Faerie Fire and Ophidian Energy &ndash; faerie3_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie1_2|faerie1]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie2_2|faerie2]] and [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie3_2|faerie3]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the faerie fire attack</span><br/><br />
<span style='color:green'>Damage increased by 1 for the dark blast attack</span><br/><br />
<span style='color:green'>Damage decreased by 1 for the ophidian energy attack</span><br/><br />
<span style='color:green'>1 more attacks for the ophidian energy attack</span><br/><br />
<br/><br />
=== Causing More Havoc with Magic &ndash; faerie4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie1_2|faerie1]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie2_2|faerie2]] and [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie3_2|faerie3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the faerie fire attack</span><br/><br />
<span style='color:green'>Damage increased by 2 for the dark blast attack</span><br/><br />
<span style='color:green'>Damage increased by 1 for the ophidian energy attack</span><br/><br />
<br/><br />
=== Decreasing Enemies' Arcane Resistance by 7% and Fire and Cold Resistances by 10% &ndash; faerie4_penetrate ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie1_2|faerie1]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie2_2|faerie2]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie3_2|faerie3]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie4_2|faerie4]] and [[#Decreasing_Enemies'_Arcane_Resistance_by_8%_and_Fire_and_Cold_Resistances_by_12%_.E2.80.93_faerie2_penetrate_2|faerie2_penetrate]] to be achieved first</i></span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 10%</span><br/><br />
<span style='color:green'>Enemy resistances to cold decreased by 10%</span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 7%</span><br/><br />
<br/><br />
=== Causing More Havoc with Magic &ndash; faerie5 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie1_2|faerie1]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie2_2|faerie2]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie3_2|faerie3]] and [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie4_2|faerie4]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the faerie fire attack</span><br/><br />
<span style='color:green'>Damage increased by 2 for the dark blast attack</span><br/><br />
<br/><br />
=== Faster with Faerie Fire &ndash; faerie5_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie1_2|faerie1]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie2_2|faerie2]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie3_2|faerie3]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie4_2|faerie4]] and [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie5_2|faerie5]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the faerie fire attack</span><br/><br />
<br/><br />
=== Causing More Havoc with Magic &ndash; faerie6 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie1_2|faerie1]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie2_2|faerie2]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie3_2|faerie3]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie4_2|faerie4]] and [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie5_2|faerie5]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the faerie fire attack</span><br/><br />
<span style='color:green'>Damage increased by 2 for the dark blast attack</span><br/><br />
<span style='color:green'>Damage increased by 1 for the ophidian energy attack</span><br/><br />
<br/><br />
=== Faster with Faerie Fire &ndash; faerie6_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie1_2|faerie1]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie2_2|faerie2]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie3_2|faerie3]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie4_2|faerie4]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie5_2|faerie5]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie6_2|faerie6]] and [[#Faster_with_Faerie_Fire_.E2.80.93_faerie5_speed_6|faerie5_speed]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the faerie fire attack</span><br/><br />
<span style='color:green'>Damage increased by 1 for the dark blast attack</span><br/><br />
<span style='color:green'>Damage increased by 1 for the ophidian energy attack</span><br/><br />
<br/><br />
=== Causing More Havoc with Magic &ndash; faerie7 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie1_2|faerie1]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie2_2|faerie2]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie3_2|faerie3]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie4_2|faerie4]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie5_2|faerie5]] and [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie6_2|faerie6]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the faerie fire attack</span><br/><br />
<span style='color:green'>Damage increased by 2 for the dark blast attack</span><br/><br />
<span style='color:green'>Damage increased by 1 for the ophidian energy attack</span><br/><br />
<br/><br />
=== Faster with Faerie Fire &ndash; faerie7_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie1_2|faerie1]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie2_2|faerie2]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie3_2|faerie3]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie4_2|faerie4]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie5_2|faerie5]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie6_2|faerie6]], [[#Faster_with_Faerie_Fire_.E2.80.93_faerie6_speed_6|faerie6_speed]] and [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie7_2|faerie7]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the faerie fire attack</span><br/><br />
<span style='color:green'>Damage increased by 1 for the dark blast attack</span><br/><br />
<br/><br />
=== Faster with Unleashing Ophidian Energy &ndash; ophidian_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie1_2|faerie1]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie2_2|faerie2]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie3_2|faerie3]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie4_2|faerie4]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie5_2|faerie5]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie6_2|faerie6]], [[#Faster_with_Faerie_Fire_.E2.80.93_faerie6_speed_6|faerie6_speed]] and [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie7_2|faerie7]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the ophidian energy attack</span><br/><br />
<span style='color:green'>Damage increased by 1 for the dark blast attack</span><br/><br />
<br/><br />
=== Causing More Havoc with Magic &ndash; faerie8 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie1_2|faerie1]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie2_2|faerie2]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie3_2|faerie3]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie4_2|faerie4]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie5_2|faerie5]], [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie6_2|faerie6]] and [[#Causing_More_Havoc_with_Magic_.E2.80.93_faerie7_2|faerie7]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the faerie fire attack</span><br/><br />
<span style='color:green'>Damage increased by 2 for the dark blast attack</span><br/><br />
<span style='color:green'>Damage increased by 1 for the ophidian energy attack</span><br/><br />
<br/><br />
=== Better at Defending &ndash; block ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on coastal reefs reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 4%</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 4 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Warlock ==<br />
<span style='color:#808080'><i>After numerous years of practice, Sword Magi and Knights of Magic went close to the pinnacle of warfare, that they became masters of both mundane and arcane combat. They can manage to unite these two skills into one, and become even more deadly. But still, because they simply cannot wear too much armour that causes difficulties to spellcasting and dodging, they are quite vulnerable to physical blows.<br/><br />
Special Notes: This unit has magical attacks, which always have a high chance of hitting an opponent.This unit's lack of social skills decreases the damage of all adjacent allies by 20%.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Better with Sword &ndash; sword ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the saber attack</span><br/><br />
<br/><br />
=== Faster with Sword &ndash; sword2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Sword_.E2.80.93_sword_5|sword]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the saber attack</span><br/><br />
<span style='color:green'>1 more attacks for the saber attack</span><br/><br />
<br/><br />
=== Better with Sword &ndash; sword3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_with_Sword_.E2.80.93_sword2_2|sword2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the saber attack</span><br/><br />
<br/><br />
=== Better with Fireball &ndash; fireball ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the fireball attack</span><br/><br />
<br/><br />
=== Faster with Fireball &ndash; fireball2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Fireball_.E2.80.93_fireball_6|fireball]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the fireball attack</span><br/><br />
<span style='color:green'>1 more attacks for the fireball attack</span><br/><br />
<br/><br />
=== Better with Fireball &ndash; fireball3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_with_Fireball_.E2.80.93_fireball2_5|fireball2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the fireball attack</span><br/><br />
<br/><br />
=== Able to Attack with Magically Increased Speed (New Attack) &ndash; speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>New bonus attack: speed (-30% - 100% melee)</span><br/><br />
<br/><br />
=== Attacking Better Under the Effect of Quickening Spell &ndash; speed2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Attack_with_Magically_Increased_Speed_(New_Attack)_.E2.80.93_speed_2|speed]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 15% for the speed attack</span><br/><br />
<br/><br />
=== Able to Attack with Magically Flaming Sword (New Attack) &ndash; fire ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>New bonus attack: fiery saber (100%, 100% melee fire)</span><br/><br />
<br/><br />
=== Attacking Better with the Flaming Sword &ndash; fire2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Attack_with_Magically_Flaming_Sword_(New_Attack)_.E2.80.93_fire_2|fire]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 15% for the fiery saber attack</span><br/><br />
<br/><br />
=== Much More Resilient (Much More Antisocial, Though) &ndash; social_skill ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#antisocial_.E2.80.93_leadership|antisocial]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#anathema_.E2.80.93_leadership|anathema]]</span><br/><br />
<span style='color:#60A0FF'>12 more hitpoints per level</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 6%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 5%</span><br/><br />
<br/><br />
=== Not so Antisocial (Less Damage, Though) &ndash; social_skill ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#antisocial_.E2.80.93_leadership|antisocial]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#lesser antisocial_.E2.80.93_leadership|lesser antisocial]]</span><br/><br />
<span style='color:green'>Damage decreased by 1</span><br/><br />
<br/><br />
=== Better at Dodging (Lowering the Chance to be Hit by 2%) &ndash; dodge ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in deep water reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit above unwalkable places reduced by 2%</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 4 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Werewolf Rider ==<br />
<span style='color:#808080'><i>Sometimes it happens that an orc grows really unintelligent and naive, but blessed with extraordinary strength and predator-like instincts and ferocity. They have great difficulties with integration into the orcish community, but shamans usually perform a ritual that allows them to transform their body to the shape of an animal, which lets them use their innate abilities better. It is said that those orcs have the legacy of their beast ancestors of distant past and are considered sacred. They abandon orcish communities and hunt in the wilderness. They shift back into the humanoid form only rarely, usually only when they need to climb somewhere. Those orcs are half-men and half-beasts and are nearly impossible to tame. However, sometimes there are also battle-hardened and experienced goblin riders who are ambitious enough to search for those werewolves and even manage to tame one enough to ride with him into battle. Those goblins are called werewolf riders and whenever they appear on a battlefield, they strike fear into the hearts of their foes and are even respected by the greatest of the orcs.<br/><br />
Special Notes: The victims of this unit’s poison will continually take damage until they can be cured in town or by a unit which cures.<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Faster at Clawing &ndash; claws ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the claws attack</span><br/><br />
<span style='color:green'>1 more attacks for the claws attack</span><br/><br />
<br/><br />
=== Better at Clawing &ndash; claws2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_at_Clawing_.E2.80.93_claws|claws]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the claws attack</span><br/><br />
<br/><br />
=== Faster at Clawing &ndash; claws3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_at_Clawing_.E2.80.93_claws2|claws2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the claws attack</span><br/><br />
<span style='color:green'>1 more attacks for the claws attack</span><br/><br />
<br/><br />
=== Better at Clawing &ndash; claws4 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_at_Clawing_.E2.80.93_claws3|claws3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the claws attack</span><br/><br />
<br/><br />
=== Able to Claw in a Violent Fury (New Attack) &ndash; berserk ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_at_Clawing_.E2.80.93_claws2|claws2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New bonus attack: fury (100%, 100% melee, copy of claws)</span><br/><br />
<span style='color:green'>New weapon special for the fury attack: [[LotI_Abilities#lesser berserk (COUNT)_.E2.80.93_berserk|lesser berserk (3)]]</span><br/><br />
<br/><br />
=== Clawing in an Even More Vicious Berserk &ndash; berserk2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_at_Clawing_.E2.80.93_claws2|claws2]] and [[#Able_to_Claw_in_a_Violent_Fury_(New_Attack)_.E2.80.93_berserk|berserk]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 10% for the fury attack</span><br/><br />
<span style='color:green'>10% more attacks for the fury attack</span><br/><br />
<br/><br />
=== Biting Better &ndash; fangs1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the fangs attack</span><br/><br />
<br/><br />
=== Biting Faster &ndash; fangs2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Biting_Better_.E2.80.93_fangs1_2|fangs1]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the fangs attack</span><br/><br />
<span style='color:green'>1 more attacks for the fangs attack</span><br/><br />
<br/><br />
=== Feasting on Enemies when Biting &ndash; fangs2-leech ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Biting_Better_.E2.80.93_fangs1_2|fangs1]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the fangs attack: [[LotI_Abilities#leeches_.E2.80.93_damage|leech]]</span><br/><br />
<span style='color:green'>Damage decreased by 1 for the fangs attack</span><br/><br />
<br/><br />
=== Biting Better &ndash; fangs3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Biting_Faster_.E2.80.93_fangs2_2|fangs2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the fangs attack</span><br/><br />
<br/><br />
=== More Nimble (Lowering the Chance to be Hit by 4%) &ndash; dodge ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in deep water reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 4%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit above unwalkable places reduced by 4%</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
<br />
== Zombie Rider ==<br />
<span style='color:#808080'><i>During undead invasions, not only humans, but also farm animals die and are resurrected into undeath. These undead animals can be ridden by skeletons, producing units that are both zombie and skeleton in nature.<br/><br />
Special Notes:<br/><br />
Special Notes:_DEFENSE_CAP<br/><br />
This unit also has generic AMLA advancements</i></span><br />
<br />
=== Better at Axe Combat &ndash; axe ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the axe attack</span><br/><br />
<br/><br />
=== Better at Axe Combat &ndash; axe2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_at_Axe_Combat_.E2.80.93_axe_3|axe]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the axe attack</span><br/><br />
<br/><br />
=== Faster at Axe Combat &ndash; axe3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_at_Axe_Combat_.E2.80.93_axe_3|axe]] and [[#Better_at_Axe_Combat_.E2.80.93_axe2_3|axe2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the axe attack</span><br/><br />
<span style='color:green'>1 more attacks for the axe attack</span><br/><br />
<br/><br />
=== Better at Axe Combat &ndash; axe4 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_at_Axe_Combat_.E2.80.93_axe_3|axe]], [[#Better_at_Axe_Combat_.E2.80.93_axe2_3|axe2]] and [[#Faster_at_Axe_Combat_.E2.80.93_axe3_3|axe3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the axe attack</span><br/><br />
<br/><br />
=== Transforming Enemies into Soulless with the Plague &ndash; soulless ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:green'>New weapon special for the touch attack: [[LotI_Abilities#plague (LANGUAGE_TYPE)_.E2.80.93_plague|plague (Soulless)]]</span><br/><br />
<span style='color:green'>Remove weapon special for the touch attack: plague</span><br/><br />
<br/><br />
=== Causing Enemies to Become Soulless Even if Killed Indirectly &ndash; soulless_infect ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Transforming_Enemies_into_Soulless_with_the_Plague_.E2.80.93_soulless|soulless]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the touch attack: [[LotI_Abilities#greater infect_.E2.80.93_poison|greater infect]]</span><br/><br />
<span style='color:green'>Remove weapon special for the touch attack: plague</span><br/><br />
<span style='color:green'>Damage decreased by 1 for the touch attack</span><br/><br />
<br/><br />
=== Causing Enemies to Become Soulless Even if Killed Indirectly &ndash; monstrosity ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Causing_Enemies_to_Become_Soulless_Even_if_Killed_Indirectly_.E2.80.93_soulless_infect|soulless_infect]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the touch attack: [[LotI_Abilities#plague (LANGUAGE_TYPE)_.E2.80.93_plague|plague (Monstrosity)]]</span><br/><br />
<span style='color:green'>Remove weapon special for the touch attack: plague</span><br/><br />
<span style='color:green'>Damage decreased by 1 for the touch attack</span><br/><br />
<br/><br />
=== Attacking Better when Making Plague &ndash; touch_damage ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Causing_Enemies_to_Become_Soulless_Even_if_Killed_Indirectly_.E2.80.93_monstrosity|monstrosity]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the touch attack</span><br/><br />
<br/><br />
=== Causing a Severe Frailty Complex in Enemies' Minds (-15% Physical Resistances) &ndash; frail_tide ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#frail tide (INTENSITY)_.E2.80.93_resistance|frail tide (15)]]</span><br/><br />
<br/><br />
=== Causing an Even Worse Frailty Complex in Enemies' Minds (-20% Physical Resistances) &ndash; frail_tide2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Causing_a_Severe_Frailty_Complex_in_Enemies'_Minds_(-15%_Physical_Resistances)_.E2.80.93_frail_tide_2|frail_tide]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#frail tide (INTENSITY)_.E2.80.93_resistance|frail tide (15)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#frail tide (INTENSITY)_.E2.80.93_resistance|frail tide (20)]]</span><br/><br />
<br/><br />
=== More Undead-Like Resistance (Improved Resistances, Slightly Worsened Weaknesses) &ndash; armour ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by -1%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 3%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by -1%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 3%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by -2%</span><br/><br />
<br/><br />
=== Faster &ndash; movement ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/></div>Inkyhttps://wiki.wesnoth.org/index.php?title=LotI_Abilities&diff=68495LotI Abilities2021-09-19T17:40:16Z<p>Inky: sort by ability/special type</p>
<hr />
<div>This is an auto-generated wiki page listing all the abilities and weapon specials currently available in the campaign "Legend of the Invincibles". <br />
This was generated at Sun Sep 19 13:38:01 2021 using version 3.2.6d of LotI and version 0.3.5.1 of the generation script.<br />
As this is auto-generated, DO NOT EDIT THIS PAGE.<br />
Instead, create a new issue at https://github.com/matsjoyce/LotIWikiGen/issues/new and the script will be adjusted.<br />
<br />
Other LotI-related wiki pages:<br />
<br />
* https://wiki.wesnoth.org/LotI_Items &ndash; items, such as weapons and books<br />
* https://wiki.wesnoth.org/LotI_Standard_Advancements &ndash; general advancements such as legacies and books<br />
* https://wiki.wesnoth.org/LotI_Unit_Advancements &ndash; unit-specific advancements<br />
* https://wiki.wesnoth.org/LotI_Abilities &ndash; abilities and weapon specials<br />
* https://wiki.wesnoth.org/LotI_Scenarios &ndash; scenario information<br />
* https://wiki.wesnoth.org/DeadlyUnitsFromLotI<br />
<br />
== Abilities ==<br />
=== Other ===<br />
==== absorbs (1) &ndash; dummy ====<br />
<span style='color:#808080'><i>When this unit is hit, it takes its regular damage, but heals 1 HP after it.</i></span><br/><br />
<br/><br />
==== absorbs (2) &ndash; dummy ====<br />
<span style='color:#808080'><i>When this unit is hit, it takes its regular damage, but heals 2 HP after it.</i></span><br/><br />
<br/><br />
==== absorbs (3) &ndash; dummy ====<br />
<span style='color:#808080'><i>When this unit is hit, it takes its regular damage, but heals 3 HP after it.</i></span><br/><br />
<br/><br />
==== absorbs (4) &ndash; dummy ====<br />
<span style='color:#808080'><i>When this unit is hit, it takes its regular damage, but heals 4 HP after it.</i></span><br/><br />
<br/><br />
==== aura of hunger &ndash; dummy ====<br />
<span style='color:#808080'><i>All adjacent allies gain melee drain that drains 25% of the damage dealt (instead of the usual 50%).</i></span><br/><br />
<br/><br />
==== blood drinking &ndash; dummy ====<br />
<span style='color:#808080'><i>When a unit adjacent to this unit takes damage, this unit heals 5% of the damage.</i></span><br/><br />
<br/><br />
==== cancer &ndash; dummy ====<br />
<span style='color:#808080'><i>This unit is poisoned at the beginning of its turn. Because it's not an attack, the <i>immune to poison</i> ability does not apply.</i></span><br/><br />
<br/><br />
==== cantor &ndash; dummy ====<br />
<span style='color:#808080'><i>This unit grants marksman to all ranged attacks of all adjacent allies.</i></span><br/><br />
<br/><br />
==== cowardice &ndash; dummy ====<br />
<span style='color:#808080'><i>If this unit runs out of moves with no adjacent units, it loses its attack that turn but gains its moves back.</i></span><br/><br />
<br/><br />
==== dark aura &ndash; dummy ====<br />
<span style='color:#808080'><i>All adjacent enemies will be poisoned at the beginning of their turn.</i></span><br/><br />
<br/><br />
==== evisceration &ndash; dummy ====<br />
<span style='color:#808080'><i>When this unit kills another unit, nearby allies heal 10 HP, and are ridden of poison and slow.</i></span><br/><br />
<br/><br />
==== feeding &ndash; dummy ====<br />
<span style='color:#808080'><i>This unit gains 1 hitpoint added to its maximum whenever it kills a living unit.</i></span><br/><br />
<br/><br />
==== firecast &ndash; dummy ====<br />
<span style='color:#808080'><i>When this unit hits with a melee attack in offence, a randomly chosen fire spell is cast at the target.</i></span><br/><br />
<br/><br />
==== flaming radiance &ndash; dummy ====<br />
<span style='color:#808080'><i>All adjacent foes to this unit take fire damage every turn. At first turn, they take 8 damage and this number increases by 8 every turn they stand in the range of this ability. This ability cannot kill.</i></span><br/><br />
<br/><br />
==== freezing aura &ndash; dummy ====<br />
<span style='color:#808080'><i>All adjacent enemies will be slowed at the beginning of their turn.</i></span><br/><br />
<br/><br />
==== from the ashes &ndash; dummy ====<br />
<span style='color:#808080'><i>If this unit is attacked and its hitpoints drop below 20, it heals 40 hitpoints and deals 40 fire damage to all nearby foes. This ability can be used only once per 10 turns.</i></span><br/><br />
<br/><br />
==== frostbite &ndash; dummy ====<br />
<span style='color:#808080'><i>This unit takes 24 cold damage at the beginning of its turn.</i></span><br/><br />
<br/><br />
==== greater evisceration &ndash; dummy ====<br />
<span style='color:#808080'><i>When this unit kills another unit, nearby allies heal 16 HP, and are ridden of poison and slow.</i></span><br/><br />
<br/><br />
==== hate speech &ndash; dummy ====<br />
<span style='color:#808080'><i>When an adjacent unit offensively hits an enemy, its attack damage increases by 1. The added damage bonus halves each turn (rounded down).</i></span><br/><br />
<br/><br />
==== immune to drain &ndash; dummy ====<br />
<span style='color:#808080'><i>This unit is immune to drain.</i></span><br/><br />
<br/><br />
==== immune to poison &ndash; dummy ====<br />
<span style='color:#808080'><i>Poisonous attacks have no effect on this unit.</i></span><br/><br />
<br/><br />
==== innocence &ndash; dummy ====<br />
<span style='color:#808080'><i>Through magical means, this unit looks so innocent that attacking it causes the attacker to suffer emotional trauma that makes it deal 1 less damage for each hit. The damage decreased this way halves each turn.</i></span><br/><br />
<br/><br />
==== killhunger &ndash; dummy ====<br />
<span style='color:#808080'><i>When this unit kills another unit, it heals 4 HP, and is ridden of poison and slow.</i></span><br/><br />
<br/><br />
==== leeches &ndash; dummy ====<br />
<span style='color:#808080'><i>All adjacent enemy units to a unit with this ability lose 2 hitpoints at the beginning of this unit's turn. The damage dealt heals the unit. It cannot kill.</i></span><br/><br />
<br/><br />
==== lesser evisceration &ndash; dummy ====<br />
<span style='color:#808080'><i>When this unit kills another unit, nearby allies heal 4 HP, and are ridden of poison and slow.</i></span><br/><br />
<br/><br />
==== lesser redeem &ndash; dummy ====<br />
<span style='color:#808080'><i>When this unit attacks another unit, there is a chance that the target will be absorbed, inversely proportional to enemy level. When the redeem count reaches a certain level, the unit's properties will improve.</i></span><br/><br />
<br/><br />
==== martyrdom &ndash; dummy ====<br />
<span style='color:#808080'><i>Hatred arouses among its comrades when this unit gets hurt. For every hit this unit takes, the damage of all adjacent allies increases by 1. The damage increased this way halves each turn (rounded down).</i></span><br/><br />
<br/><br />
==== mockery &ndash; dummy ====<br />
<span style='color:#808080'><i>When an attack against this unit misses, he/she heals 2 HP.</i></span><br/><br />
<br/><br />
==== murderlust &ndash; dummy ====<br />
<span style='color:#808080'><i>When this unit kills another unit, he/she heals 8 HP.</i></span><br/><br />
<br/><br />
==== murderous presence &ndash; dummy ====<br />
<span style='color:#808080'><i>All nearby allies get melee backstab.</i></span><br/><br />
<br/><br />
==== necromancy &ndash; dummy ====<br />
<span style='color:#808080'><i>If this unit dies, it becomes a lich.</i></span><br/><br />
<br/><br />
==== northfrost aura &ndash; dummy ====<br />
<span style='color:#808080'><i>All enemies in the range of two hexes from this unit will be slowed at the beginning of their turn.</i></span><br/><br />
<br/><br />
==== parasite &ndash; dummy ====<br />
<span style='color:#808080'><i>All adjacent allies to a unit with this ability lose 4 hitpoints at the beginning of this unit's turn. The damage dealt heals the unit. It cannot kill.</i></span><br/><br />
<br/><br />
==== penetrates &ndash; dummy ====<br />
<span style='color:#808080'><i>This unit gains 1 movement after attacking, allowing it to slowly progress through ranks of enemies if it can survive their attacks.</i></span><br/><br />
<br/><br />
==== producer &ndash; dummy ====<br />
<span style='color:#808080'><i>This unit occasionally earns some gold for his side.</i></span><br/><br />
<br/><br />
==== push &ndash; dummy ====<br />
<span style='color:#808080'><i>When an ally standing next to this unit finishes attacking, it gains one movement point.</i></span><br/><br />
<br/><br />
==== radiating insanity &ndash; dummy ====<br />
<span style='color:#808080'><i>All nearby allies fight with a bloodlust equal to the dwarvish berserk.</i></span><br/><br />
<br/><br />
==== radiation &ndash; dummy ====<br />
<span style='color:#808080'><i>All nearby allies get poisonous attacks.</i></span><br/><br />
<br/><br />
==== reflect &ndash; dummy ====<br />
<span style='color:#808080'><i>When this unit is hit, an half of the damage it took is dealt also to the attacker. It cannot kill, unlike thorns.</i></span><br/><br />
<br/><br />
==== regrowing &ndash; dummy ====<br />
<span style='color:#808080'><i>When this unit begins combat, offensively or defensively, it heals an amount of hitpoints equal to two times their level.</i></span><br/><br />
<br/><br />
==== resistant to slow &ndash; dummy ====<br />
<span style='color:#808080'><i>This unit has so much life energy in it, that it will break through any slowing effect almost instantly.</i></span><br/><br />
<br/><br />
==== retribution &ndash; dummy ====<br />
<span style='color:#808080'><i>When this unit is hit, an amount of fire damage equal to a quarter of the damage dealt hurts the attacker.</i></span><br/><br />
<br/><br />
==== soul eater &ndash; dummy ====<br />
<span style='color:#808080'><i>When this unit kills a certain amount of beings, it obtains special advancements.</i></span><br/><br />
<br/><br />
==== steals &ndash; dummy ====<br />
<span style='color:#808080'><i>When this unit hits an enemy with a melee attack, it has a chance to earn some gold.</i></span><br/><br />
<br/><br />
==== tax collector &ndash; dummy ====<br />
<span style='color:#808080'><i>When this unit hits an enemy, it has a chance to tax its own side and part it from some gold.</i></span><br/><br />
<br/><br />
==== temptation &ndash; dummy ====<br />
<span style='color:#808080'><i>This unit makes its enemies of opposite gender infatuated at the beginning of their turn, making them unable to attack, but able to break this charm by fleeing.</i></span><br/><br />
<br/><br />
==== thorns &ndash; dummy ====<br />
<span style='color:#808080'><i>Any unit that attacks this unit in melee suffers two points of piercing damage. Unlike reflect, it can kill.</i></span><br/><br />
<br/><br />
==== triggerable &ndash; dummy ====<br />
<span style='color:#808080'><i>This unit's attack damage increases by 1 when hit. Does not work when hit by a retaliating unit. The added damage bonus halves each turn (rounded down).</i></span><br/><br />
<br/><br />
==== unforgiving &ndash; dummy ====<br />
<span style='color:#808080'><i>This unit's attack deals 50% additional fire damage when directly hitting a unit type that hit it in the last 5 turns. Does not work when hit by a retaliating unit.</i></span><br/><br />
<br/><br />
==== unholy hunger &ndash; dummy ====<br />
<span style='color:#808080'><i>This unit craves for the souls of living beings. When it kills a living unit, it will heal 10 HP and its maximum HP will increase by 3. When it is not fed continually, it starts to starve, and loses 1 point of maximum HP more for each turn it did not kill something at the beginning of each turn. The hunger has no effect if the unit is cared by a healer or standing in a village.</i></span><br/><br />
<br/><br />
==== vindictive &ndash; dummy ====<br />
<span style='color:#808080'><i>This unit's attack damage increases by 1 when an adjacent ally is hit. Does not work when hit by a retaliating unit. The added damage bonus halves each turn (rounded down).</i></span><br/><br />
<br/><br />
==== wardrums &ndash; dummy ====<br />
<span style='color:#808080'><i>All adjacent members of the same side get +2 to movement at the start of their turn.</i></span><br/><br />
<br/><br />
==== warlord's rule &ndash; dummy ====<br />
<span style='color:#808080'><i>All nearby allies deal and take 50% more damage.</i></span><br/><br />
<br/><br />
==== weak reflect &ndash; dummy ====<br />
<span style='color:#808080'><i>When this unit is hit, an quarter of the damage it took is dealt also to the attacker. It cannot kill, unlike thorns.</i></span><br/><br />
<br/><br />
==== wrath &ndash; dummy ====<br />
<span style='color:#808080'><i>When offensively hitting an enemy, this unit's attack damage increases by 1. The added damage bonus halves each turn (rounded down).</i></span><br/><br />
<br/><br />
==== zeal aura &ndash; dummy ====<br />
<span style='color:#808080'><i>All nearby allies get firststrike.</i></span><br/><br />
<br/><br />
=== heals ===<br />
==== Deathaura &ndash; heals ====<br />
<span style='color:#808080'><i>This ability causes its bearer unit to hurt adjacent enemy units at the beginning of your turn (INTENSITY damage).</i></span><br />
<br />
<span style='color:#808080'><i>Does not affect poisoned enemies.</i></span><br/><br />
<br/><br />
==== burns foes (POWER) &ndash; heals ====<br />
<span style='color:#808080'><i>The unit singes adjacent enemies at the beginning of your turn, causing a loss of POWER HP (max. down to 1 HP, never kills). The ability ignores any of the enemy's resistances or weaknesses, so it is very powerful against spirits!</i></span><br/><br />
<br/><br />
==== heals +VALUE &ndash; heals ====<br />
<span style='color:#808080'><i>This unit combines herbal remedies with magic to heal units more quickly than is normally possible on the battlefield.</i></span><br />
<br />
<span style='color:#808080'><i>A unit cared for by this healer may heal up to VALUE HP per turn, or be cured of poisoning.</i></span><br/><br />
<br/><br />
==== unholybane (INTENSITY) &ndash; heals ====<br />
<span style='color:#808080'><i>The unit damages adjacent undead enemies at the beginning of your turn, causing a loss of INTENSITY HP (max. down to 1 HP, never kills). The ability ignores any of the enemy's resistances or weaknesses, so it is very powerful against spirits!</i></span><br/><br />
<br/><br />
=== hides ===<br />
==== lesser ambush &ndash; hides ====<br />
<span style='color:#808080'><i>This unit can hide in forest, and remain undetected by its enemies. But only in deciduous forest.</i></span><br />
<br />
<span style='color:#808080'><i>Enemy units cannot see this unit while it is in forest, except if they have units next to it. Any enemy unit that first discovers this unit immediately loses all its remaining movement.</i></span><br/><br />
<br/><br />
==== lesser nightstalk &ndash; hides ====<br />
<span style='color:#808080'><i>The unit becomes invisible during night, but only in forests, hills, mountains and villages.</i></span><br />
<br />
<span style='color:#808080'><i>Enemy units cannot see this unit at night, except if they have units next to it. Any enemy unit that first discovers this unit immediately loses all its remaining movement.</i></span><br/><br />
<br/><br />
==== nocturnal ambush &ndash; hides ====<br />
<span style='color:#808080'><i>The unit becomes invisible in forests, but only at night.</i></span><br />
<br />
<span style='color:#808080'><i>Enemy units cannot see this unit at night, except if they have units next to it. Any enemy unit that first discovers this unit immediately loses all its remaining movement.</i></span><br/><br />
<br/><br />
==== snow ambush &ndash; hides ====<br />
<span style='color:#808080'><i>This unit can hide on frozen terrains, and remain undetected by its enemies.</i></span><br />
<br />
<span style='color:#808080'><i>Enemy units cannot see this unit while it is on frozen terrains, except if they have units next to it. Any enemy unit that first discovers this unit immediately loses all its remaining movement.</i></span><br/><br />
<br/><br />
==== twilightstalk &ndash; hides ====<br />
<span style='color:#808080'><i>The unit becomes invisible during dawn or dusk, hiding in long shadows created by the sun near the horizont.</i></span><br />
<br />
<span style='color:#808080'><i>Enemy units cannot see this unit during dawn or dusk, except if they have units next to it. Any enemy unit that first discovers this unit immediately loses all its remaining movement.</i></span><br/><br />
<br/><br />
=== illuminates ===<br />
==== darkens &ndash; illuminates ====<br />
<span style='color:#808080'><i>This unit darkens the surrounding area, making chaotic units fight better, and lawful units fight worse.</i></span><br />
<br />
<span style='color:#808080'><i>Any units adjacent to this unit will fight as if it were dusk when it is day, and as if it were night when it is dusk.</i></span><br/><br />
<br/><br />
==== darkens badly &ndash; illuminates ====<br />
<span style='color:#808080'><i>This unit darkens the surrounding area, making chaotic units fight better, and lawful units fight worse.</i></span><br />
<br />
<span style='color:#808080'><i>Any units adjacent to this unit will fight as if it were dusk when it is day, as if it were night when it is dusk and the improvement of the chaotic units during the night is incredible.</i></span><br/><br />
<br/><br />
==== darkens severely &ndash; illuminates ====<br />
<span style='color:#808080'><i>This unit darkens the surrounding area, making chaotic units fight better, and lawful units fight worse.</i></span><br />
<br />
<span style='color:#808080'><i>Any units adjacent to this unit will fight almost as if it were night when it is day, as if it were darker than the darkest night when it is dusk and the improvement of the chaotic units during the night is incredible.</i></span><br/><br />
<br/><br />
==== great illumination &ndash; illuminates ====<br />
<span style='color:#808080'><i>This unit illuminates the surrounding area, making lawful units fight better, and chaotic units fight worse.</i></span><br />
<br />
<span style='color:#808080'><i>Any units adjacent to this unit will fight as if it were almost day when it is night, better than if it were day when it is dusk, and far better during the day (worse if they are chaotic or liminal).</i></span><br/><br />
<br/><br />
==== improved illumination &ndash; illuminates ====<br />
<span style='color:#808080'><i>This unit illuminates the surrounding area, making lawful units fight better, and chaotic units fight worse.</i></span><br />
<br />
<span style='color:#808080'><i>Any units adjacent to this unit will fight as if it were dusk when it is night, as if it were day when it is dusk, and even better during the day (worse if they are chaotic or liminal).</i></span><br/><br />
<br/><br />
=== leadership ===<br />
==== NAME (INTENSITY) &ndash; leadership ====<br />
<span style='color:#808080'><i>Adjacent allies will do INTENSITY% more damage.</i></span><br/><br />
<br/><br />
==== alliance &ndash; leadership ====<br />
<span style='color:#808080'><i>This unit is very well versed in team tactics so that adjacent units with the same ability deal 35% more damage.</i></span><br/><br />
<br/><br />
==== anathema &ndash; leadership ====<br />
<span style='color:#808080'><i>This unit's behaviour is loathsome, it spreads foul smell and droplets containing neisseria gonorrhoeae. Others absolutely loathe fighting next to it. Adjacent allies deal 30% less damage.</i></span><br/><br />
<br/><br />
==== antisocial &ndash; leadership ====<br />
<span style='color:#808080'><i>This unit's manners are incredibly bad, others hate fighting next to it. Adjacent allies deal 20% less damage.</i></span><br/><br />
<br/><br />
==== despair (INTENSITY) &ndash; leadership ====<br />
<span style='color:#808080'><i>This unit's presence is so darkly ominous that all adjacent enemies struggle with despair, dealing INTENSITY% less damage.</i></span><br/><br />
<br/><br />
==== leadership (as level LEVEL unit) &ndash; leadership ====<br />
<span style='color:#808080'><i>This unit can lead your own units that are next to it, making them fight better.</i></span><br />
<br />
<span style='color:#808080'><i>Adjacent own units of lower level will do more damage in battle. When a unit adjacent to, of a lower level than, and on the same side as a unit with Leadership engages in combat, its attacks do 25% more damage times the difference in their levels.</i></span><br/><br />
<br/><br />
==== lesser antisocial &ndash; leadership ====<br />
<span style='color:#808080'><i>This unit's manners are very bad, others hate fighting next to it. Adjacent allies deal 10% less damage.</i></span><br/><br />
<br/><br />
=== regenerate ===<br />
==== bloodbound &ndash; regenerate ====<br />
<span style='color:#808080'><i>The unit will heal itself 32 HP per turn if adjacent to another unit with the bloodbound ability. If it is poisoned, it will remove the poison instead of healing.</i></span><br/><br />
<br/><br />
==== regenerates (VALUE) &ndash; regenerate ====<br />
<span style='color:#808080'><i>The unit will heal itself VALUE HP per turn. If it is poisoned, it will remove the poison instead of healing.</i></span><br/><br />
<br/><br />
==== regenerates slightly &ndash; regenerate ====<br />
<span style='color:#808080'><i>The unit will heal itself 4 HP per turn. If it is poisoned, these two effects will negate themselves.</i></span><br/><br />
<br/><br />
=== resistance ===<br />
==== NAME (POWER) &ndash; resistance ====<br />
<span style='color:#808080'><i>This unit can rally the adjacent allies to ignore damage taken better, increasing their resistances by POWER%, up to a maximum of 80%.</i></span><br/><br />
<br/><br />
==== adamant &ndash; resistance ====<br />
<span style='color:#808080'><i>This unit’s resistances are tripled, up to a maximum of 80%, when defending. Vulnerabilities are not affected.</i></span><br/><br />
<br/><br />
==== antimagic (INTENSITY) &ndash; resistance ====<br />
<span style='color:#808080'><i>This unit's presence weakens surrounding magic, increasing resistances of oneself and any nearby units by INTENSITY%, up to a maximum of 80%.</i></span><br/><br />
<br/><br />
==== careful &ndash; resistance ====<br />
<span style='color:#808080'><i>This unit’s resistances are increased by INTENSITY, up to a maximum of 80%, when defending. Vulnerabilities are not affected.</i></span><br/><br />
<br/><br />
==== conviction (INTENSITY) &ndash; resistance ====<br />
<span style='color:#808080'><i>This unit's presence is so darkly ominous that all adjacent enemies struggle with the guilt of their evil deeds, reducing their fire, cold and arcane resistances by INTENSITY%.</i></span><br/><br />
<br/><br />
==== exile &ndash; resistance ====<br />
<span style='color:#808080'><i>This unit’s resistances are increased by 10% (up to a maximum of 70%) if it has no adjacent allies.</i></span><br/><br />
<br/><br />
==== forsaken &ndash; resistance ====<br />
<span style='color:#808080'><i>This unit’s resistances are increased by 20% (up to a maximum of 70%) if it has no adjacent allies.</i></span><br/><br />
<br/><br />
==== frail tide (INTENSITY) &ndash; resistance ====<br />
<span style='color:#808080'><i>This unit's presence is so darkly ominous that all adjacent enemies struggle with a decrepifying feeling of age and weariness, reducing their resistances to pierce, blade and impact by INTENSITY%.</i></span><br/><br />
<br/><br />
==== shield (INTENSITY) &ndash; resistance ====<br />
<span style='color:#808080'><i>This unit's presence is so glorious that all adjacent allies are honoured and inspired by them, increasing their resistances by INTENSITY%, up to a maximum of 60%.</i></span><br/><br />
<br/><br />
==== spell eater &ndash; resistance ====<br />
<span style='color:#808080'><i>This unit feeds on nearby magical energies, increasing nearby allied units' arcane resistance by 100% and grows stronger when a nearby allied unit is hit with arcane, fire or cold damage.</i></span><br/><br />
<br/><br />
==== unyielding &ndash; resistance ====<br />
<span style='color:#808080'><i>This unit’s resistances are doubled, up to a maximum of 70%, when defending. Vulnerabilities are not affected.</i></span><br/><br />
<br/><br />
==== zeal &ndash; resistance ====<br />
<span style='color:#808080'><i>This unit's resistances are doubled, up to a maximum of 70%, when attacking. Vulnerabilities are not affected.</i></span><br/><br />
<br/><br />
== Weapon Specials ==<br />
=== Other ===<br />
==== cone &ndash; dummy ====<br />
<span style='color:#808080'><i>With this attack enemies next to attacker and target suffer 1/2 the damage. The foe behind the defender takes 1/2 of the damage too, while their adjacent comrades take 1/4 of it. It is so tiring that the unit's damage decreases by 6 after the attack, the damage penalty will half each turn.</i></span><br/><br />
<br/><br />
==== dazzle &ndash; dummy ====<br />
<span style='color:#808080'><i>This weapon special limits the target's chance to hit to 50% for one turn.</i></span><br/><br />
<br/><br />
==== doom &ndash; dummy ====<br />
<span style='color:#808080'><i>If this attack hits, opponent's resistances will drop by 5% until he advances.</i></span><br/><br />
<br/><br />
==== extra damage (+5; impact) &ndash; dummy ====<br />
<span style='color:#808080'><i>After the damage with this weapon is dealt, the target takes 5 points of impact damage, that is unaffected by charge or slow.</i></span><br/><br />
<br/><br />
==== hit and run &ndash; dummy ====<br />
<span style='color:#808080'><i>When this attack is used, the unit regains half of its max MP.</i></span><br/><br />
<br/><br />
==== horrid &ndash; dummy ====<br />
<span style='color:#808080'><i>When this attack is used offensively, the damage of retaliation attacks is decreased by 33%.</i></span><br/><br />
<br/><br />
==== hose &ndash; dummy ====<br />
<span style='color:#808080'><i>If this attack us used, many enemies behind and around the original target are hit. It is so tiring that the unit's damage decreases by 12 after the attack, the damage penalty will half each turn.</i></span><br/><br />
<br/><br />
==== incinerate &ndash; dummy ====<br />
<span style='color:#808080'><i>This attack incinerates its targets. Burning units lose 16 HP every turn until they are cured. Flames can kill a unit, the attacker that incinerated the unit gets the experience.</i></span><br/><br />
<br/><br />
==== lesser lethargy &ndash; dummy ====<br />
<span style='color:#808080'><i>When hitting an enemy, the opponent's attack damage decreases by 1. The reduction of damage bonus halves each turn (rounded down).</i></span><br/><br />
<br/><br />
==== lethargy &ndash; dummy ====<br />
<span style='color:#808080'><i>When hitting an enemy, the opponent's attack damage decreases by 2. The reduction of damage bonus halves each turn (rounded down).</i></span><br/><br />
<br/><br />
==== mayhem &ndash; dummy ====<br />
<span style='color:#808080'><i>If this attack hits, opponent's damage is lowered by 1, until he advances.</i></span><br/><br />
<br/><br />
==== mind raid &ndash; dummy ====<br />
<span style='color:#808080'><i>This weapon special steals 2 experience from the opponent, increasing the user's experience. It does not work if the target does not have enough experience.</i></span><br/><br />
<br/><br />
==== parry &ndash; dummy ====<br />
<span style='color:#808080'><i>When the target misses, the attacker will hit him without any checks.</i></span><br/><br />
<br/><br />
==== pierce &ndash; dummy ====<br />
<span style='color:#808080'><i>If this attack is used, the enemy behind the target is hurt as well, for 1/2 of the damage. The user loses 2 damage points after the attack, the damage penalty will half each turn.</i></span><br/><br />
<br/><br />
==== purify &ndash; dummy ====<br />
<span style='color:#808080'><i>When an undead unit is killed by this attack, it becomes living again.</i></span><br/><br />
<br/><br />
==== storm &ndash; dummy ====<br />
<span style='color:#808080'><i>The damage of this attack will affect also a lot of other enemy units around the caster, and will also deal some impact damage. It is so tiring that the unit's damage decreases by 12 after the attack, the damage penalty will half each turn.</i></span><br/><br />
<br/><br />
==== trickery &ndash; dummy ====<br />
<span style='color:#808080'><i>If this attack hits offensively, opponent's defence on all terrains is lowered by 5%, until he advances.</i></span><br/><br />
<br/><br />
=== attacks ===<br />
==== anger &ndash; attacks ====<br />
<span style='color:#808080'><i>When used offensively, this attack doubles the attacks done by both attacker and defender.</i></span><br/><br />
<br/><br />
==== distant attack &ndash; attacks ====<br />
<span style='color:#808080'><i>When this attack is used, the enemy will not counter.</i></span><br/><br />
<br/><br />
==== quickstrike &ndash; attacks ====<br />
<span style='color:#808080'><i>When this attack is used, the attacker loses no movement. However, this does not give back the movement lost due to entering a unit's ZoC.</i></span><br/><br />
<br/><br />
==== whirlwind &ndash; attacks ====<br />
<span style='color:#808080'><i>When this attack is used, all enemies adjacent the attacker take the damage and the enemy cannot retaliate. It is so tiring that the unit's damage decreases by 10 after the attack, the damage penalty will half each turn.</i></span><br/><br />
<br/><br />
=== berserk ===<br />
==== lesser berserk (COUNT) &ndash; berserk ====<br />
<span style='color:#808080'><i>Whether used offensively or defensively, this attack presses the engagement until one of the combatants is slain, or COUNT rounds of attacks have occurred.</i></span><br/><br />
<br/><br />
=== chance_to_hit ===<br />
==== chaos &ndash; chance_to_hit ====<br />
<span style='color:#808080'><i>When used defensively, this attacks damages all surrounding foes for a half of the damage, and it always has a 70% chance to hit regardless of the defensive ability of the attacking unit. Whether in defence or on attack, it is so tiring that the unit's damage decreases by 2 afterwards and then halves with each turn.</i></span><br/><br />
<br/><br />
==== focused &ndash; chance_to_hit ====<br />
<span style='color:#808080'><i>This attack always has at least a 80% chance to hit.</i></span><br/><br />
<br/><br />
==== guided &ndash; chance_to_hit ====<br />
<span style='color:#808080'><i>This attack always has an 90% chance to hit, regardless of the defensive ability of the defending unit.</i></span><br/><br />
<br/><br />
==== imprecise &ndash; chance_to_hit ====<br />
<span style='color:#808080'><i>This attack has a 10% lower chance to hit.</i></span><br/><br />
<br/><br />
==== struggle &ndash; chance_to_hit ====<br />
<span style='color:#808080'><i>This attack causes the opponent to have a 10% lower chance to hit.</i></span><br/><br />
<br/><br />
=== damage ===<br />
==== Raijer's saloon &ndash; damage ====<br />
<span style='color:#808080'><i>Every blow with this attack has a chance to add all the victims' hitpoints to the hitpoints of attacker and attacker's nearby allies (divided by the number of healed units), killing the victim. The chance depends on victim's level. Works only in offence.</i></span><br/><br />
<br/><br />
==== anarchy &ndash; damage ====<br />
<span style='color:#808080'><i>This attack does 50% more damage to lawful units.</i></span><br/><br />
<br/><br />
==== chaotic &ndash; damage ====<br />
<span style='color:#808080'><i>This attack is 25% better at night and 25% worse at day.</i></span><br/><br />
<br/><br />
==== chaotic and lawful &ndash; damage ====<br />
<span style='color:#808080'><i>This attack is 25% better at night. This attack is 25% better at day.</i></span><br/><br />
<br/><br />
==== charge &ndash; damage ====<br />
<span style='color:#808080'><i>When used offensively, this attack deals multiplied damage to the target. It also causes this unit to take multiplied damage from the target's counterattack.</i></span><br/><br />
<br/><br />
==== charging backstab &ndash; damage ====<br />
<span style='color:#808080'><i>When used offensively, this attack deals double damage if there is an enemy of the target on the opposite side of the target, and that unit is not incapacitated (turned to stone or otherwise paralyzed). It also causes this unit to take double damage from the target’s counterattack.</i></span><br/><br />
<br/><br />
==== cleave &ndash; damage ====<br />
<span style='color:#808080'><i>This attack will hit additional enemies in the two hexes that are adjacent to both the attacker and defender, in a crescent moon shape, for 50% of the original damage. It is so tiring that the unit's damage decreases by 2 after the attack, the damage penalty will half each turn.</i></span><br/><br />
<br/><br />
==== disintegrate &ndash; damage ====<br />
<span style='color:#808080'><i>Every blow with this weapon has a 2% chance to kill an enemy without any checks.</i></span><br/><br />
<br/><br />
==== explosive &ndash; damage ====<br />
<span style='color:#808080'><i>When this attack is used, all enemies adjacent to the target take 75% of the damage, and even those behind them will take a few if the damage is sufficiently high. It is so tiring that the unit's damage decreases by 10 after the attack, the damage penalty will half each turn.</i></span><br/><br />
<br/><br />
==== explosive damage &ndash; damage ====<br />
<span style='color:#808080'><i>When this attack is used offensively, all units adjacent to the target take 10 damage.</i></span><br/><br />
<br/><br />
==== explosive leech &ndash; damage ====<br />
<span style='color:#808080'><i>When this attack is used, all enemies next to the target take 1/4 of the damage the target was dealt and the life is added to the caster's health. It is so tiring that the unit's damage decreases by 6 after the attack, the damage penalty will half each turn.</i></span><br/><br />
<br/><br />
==== explosive slow &ndash; damage ====<br />
<span style='color:#808080'><i>When this attack is used, all enemies adjacent to a target are slowed.</i></span><br/><br />
<br/><br />
==== explosive unprotected &ndash; damage ====<br />
<span style='color:#808080'><i>When this attack is used, all units adjacent to the target take 75% of the damage, including allies. It is so tiring that the unit's damage decreases by 8 after the attack, the damage penalty will half each turn.</i></span><br/><br />
<br/><br />
==== greater backstab &ndash; damage ====<br />
<span style='color:#808080'><i>When used offensively, this attack deals 2.5 times more damage if there is an enemy of the target on the opposite side of the target, and that unit is not incapacitated (turned to stone or otherwise paralyzed).</i></span><br/><br />
<br/><br />
==== iceform &ndash; damage ====<br />
<span style='color:#808080'><i>When this attack is used, the user is transformed into a moving block of ice, taking 33% less cold, pierce and blade damage. It works both offensively and defensively.</i></span><br/><br />
<br/><br />
==== kamikaze sprint &ndash; damage ====<br />
<span style='color:#808080'><i>If this attack hits offensively, the attacker first takes the damage of all the opponent's attacks. Then, the enemy behind the target takes a half of this attack's damage, the enemy behind him takes a quarter of the initial damage etc, until there are no more enemies in the row, and the attacker will appear there. If the opponent's damage would kill, the weapon special does not work.</i></span><br/><br />
<br/><br />
==== knockback &ndash; damage ====<br />
<span style='color:#808080'><i>When this attack is used offensively, at the end of the fight the enemy will be knocked back.</i></span><br/><br />
<br/><br />
==== lawful &ndash; damage ====<br />
<span style='color:#808080'><i>This attack is 25% better at day and 25% worse at night.</i></span><br/><br />
<br/><br />
==== leeches &ndash; damage ====<br />
<span style='color:#808080'><i>This is similar to the drains ability, but it drains only 1/10 of the damage inflicted but it can leech also the magic bound in the undeath of non-living foes.</i></span><br/><br />
<br/><br />
==== lord of the flies &ndash; damage ====<br />
<span style='color:#808080'><i>This attack does quadruple damage to flies.</i></span><br/><br />
<br/><br />
==== lurk &ndash; damage ====<br />
<span style='color:#808080'><i>When used offensively and the target is not adjacent to any of its allies, it deals double damage to the target.</i></span><br/><br />
<br/><br />
==== misanthropia &ndash; damage ====<br />
<span style='color:#808080'><i>This attack does double damage to humans.</i></span><br/><br />
<br/><br />
==== misdraconia &ndash; damage ====<br />
<span style='color:#808080'><i>This attack does double damage to drakes and dragons.</i></span><br/><br />
<br/><br />
==== misdryadia &ndash; damage ====<br />
<span style='color:#808080'><i>This attack does double damage to elves.</i></span><br/><br />
<br/><br />
==== misnania &ndash; damage ====<br />
<span style='color:#808080'><i>This attack does double damage to dwarves.</i></span><br/><br />
<br/><br />
==== misorcia &ndash; damage ====<br />
<span style='color:#808080'><i>This attack does double damage to orcs.</i></span><br/><br />
<br/><br />
==== nosferatu's gorge &ndash; damage ====<br />
<span style='color:#808080'><i>Every blow with this attack has a chance to add all the victims' remaining hitpoints to the attacker's hitpoints, killing the victim. The chance depends on victim's level. Works only in offence.</i></span><br/><br />
<br/><br />
==== soul annihilation &ndash; damage ====<br />
<span style='color:#808080'><i>Every blow with this attack has a 1% chance to kill an enemy, dealing arcane damage to nearby enemies, the damage is the amount of victim's remaining health divided by the number of nearby enemies with arcane damage.</i></span><br/><br />
<br/><br />
==== soul extraction &ndash; damage ====<br />
<span style='color:#808080'><i>Every blow with this attack has a 1% chance to kill an enemy, summoning a Ghost in the process.</i></span><br/><br />
<br/><br />
==== soul thrash &ndash; damage ====<br />
<span style='color:#808080'><i>Every blow with this attack has a 1% chance to kill an enemy, adding the victims' level to the attacker's wrath (increasing the damage temporarily, the increase is halved every turn). Works only offensively.</i></span><br/><br />
<br/><br />
==== spiritual attack &ndash; damage ====<br />
<span style='color:#808080'><i>When this attack is used, the damage of physical retaliation attacks is divided by 3.</i></span><br/><br />
<br/><br />
==== uber backstab &ndash; damage ====<br />
<span style='color:#808080'><i>When used offensively, this attack deals triple damage if there is an enemy of the target on the opposite side of the target, and that unit is not incapacitated (turned to stone or otherwise paralyzed).</i></span><br/><br />
<br/><br />
==== unholybane &ndash; damage ====<br />
<span style='color:#808080'><i>This attack does triple damage to undead (also other non-monster creations of magic).</i></span><br/><br />
<br/><br />
=== plague ===<br />
==== plague (LANGUAGE_TYPE) &ndash; plague ====<br />
<span style='color:#808080'><i>When a unit is killed by a Plague attack, that unit is replaced with a unit on the same side as the unit with the Plague attack. This doesn’t work on Undead or units in villages.</i></span><br/><br />
<br/><br />
=== poison ===<br />
==== greater infect &ndash; poison ====<br />
<span style='color:#808080'><i>The target of this weapon specials becomes poisoned in a special way: if it dies from this toxin or is killed while affected by it, it becomes a Soulless.</i></span><br/><br />
<br/><br />
==== infect &ndash; poison ====<br />
<span style='color:#808080'><i>The target of this weapon specials becomes poisoned in a special way: if it dies from this toxin or is killed while affected by it, it becomes a Walking Corpse.</i></span><br/><br />
<br/><br />
=== slow ===<br />
==== shockwave &ndash; slow ====<br />
<span style='color:#808080'><i>This attack is so strong that it slows the target, and creates a shock wave that knocks all enemies adjacent to the target 1 hex away from it, and causes them to take 8 impact damage. When used defensively, it only slows the attacker.</i></span><br/><br />
<br/></div>Inkyhttps://wiki.wesnoth.org/index.php?title=LotI_Items&diff=68494LotI Items2021-09-19T04:44:43Z<p>Inky: missing parentheses :(</p>
<hr />
<div>This is an auto-generated wiki page listing all the items currently available in the campaign "Legend of the Invincibles". <br />
This was generated at Sun Sep 19 00:43:14 2021 using version 3.2.6d of LotI and version 0.3.5.1 of the generation script.<br />
As this is auto-generated, DO NOT EDIT THIS PAGE.<br />
Instead, create a new issue at https://github.com/matsjoyce/LotIWikiGen/issues/new and the script will be adjusted.<br />
<br />
Other LotI-related wiki pages:<br />
<br />
* https://wiki.wesnoth.org/LotI_Items &ndash; items, such as weapons and books<br />
* https://wiki.wesnoth.org/LotI_Standard_Advancements &ndash; general advancements such as legacies and books<br />
* https://wiki.wesnoth.org/LotI_Unit_Advancements &ndash; unit-specific advancements<br />
* https://wiki.wesnoth.org/LotI_Abilities &ndash; abilities and weapon specials<br />
* https://wiki.wesnoth.org/LotI_Scenarios &ndash; scenario information<br />
* https://wiki.wesnoth.org/DeadlyUnitsFromLotI<br />
<br />
== amulet ==<br />
=== Amulet of Lich's Bane &ndash; amulet ===<br />
<span style='color:#808080'><i>Learn what the enemy will use against you and prepare yourself for it.</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 20%</span><br/><br />
<br/><br />
=== Amulet of Reason &ndash; amulet ===<br />
<span style='color:#808080'><i>The world is much better without magic.</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<br/><br />
=== Amulet of Shiva &ndash; amulet ===<br />
<span style='color:#808080'><i>All shall bow down to the Destroyer.</i></span><br/><br />
<span style='color:green'>Damage increased by 3</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 15%</span><br/><br />
<br/><br />
=== Amulet of the Last Guide &ndash; amulet ===<br />
<span style='color:#808080'><i>Death itself is not evil. Imagine yourself torn to shreds and rotting and having to feel the pain.</i></span><br/><br />
<span style='color:green'>1 more attacks</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 3%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 3%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 3%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 3%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 3%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 3%</span><br/><br />
<span style='color:purple'>+12 to hitpoints (requires [[#Cloak of the Pale Rider_.E2.80.93_cloak|Cloak of the Pale Rider]])</span><br/><br />
<span style='color:purple'>5% to all resistances (requires [[#Angel of Death's Ring_.E2.80.93_ring|Angel of Death's Ring]])</span><br/><br />
<br/><br />
=== Amulet of Twilight &ndash; amulet ===<br />
<span style='color:#808080'><i>When the day and night mix, unique powers appear.</i></span><br/><br />
<span style='color:green'>Damage increased by 40%</span><br/><br />
<span style='color:green'>Increases all magical damages by 30%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Sets alignment to liminal</span><br/><br />
<br/><br />
=== Ascent &ndash; amulet ===<br />
<span style='color:#808080'><i>Wizards do not need manual skills.</i></span><br/><br />
<span style='color:green'>Damage decreased by 65% (in EASY difficulty), 75% (in MEDIUM difficulty), 85% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Increases all magical damages by 50% (in EASY difficulty), 45% (in MEDIUM difficulty), 40% (in HARD difficulty)</span><br/><br />
<br/><br />
=== Black Widow &ndash; amulet ===<br />
<span style='color:#808080'><i>That horrid thing corrupts the very air around us!</i></span><br/><br />
<span style='color:green'>New weapon special: poison</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#dark aura_.E2.80.93_dummy|dark aura]]</span><br/><br />
<br/><br />
=== Crapsack World &ndash; amulet ===<br />
<span style='color:#808080'><i>'Oh, almighty god, why did you create this world?'<br />
'It was not me. I have a perfect alibi, by the way.'</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:green'>Damage increased by 15%</span><br/><br />
<span style='color:green'>Damage increased by 2</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== Demon Core &ndash; amulet ===<br />
<span style='color:#808080'><i>If you awaken it, foul light will ravage flesh.</i></span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Spells suck 1 (in EASY difficulty) health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#radiation_.E2.80.93_dummy|radiation]]</span><br/><br />
<br/><br />
=== Eidolon's Necklace &ndash; amulet ===<br />
<span style='color:#808080'><i>He was ingenious enough to become something new, not a pack of bones but a spirit. An opaque one.</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 20%</span><br/><br />
<span style='color:purple'>4% to cold resistance (requires [[#Eidolon's Ring_.E2.80.93_ring|Eidolon's Ring]])</span><br/><br />
<span style='color:purple'>3% to blade resistance (requires [[#Eidolon's Armour_.E2.80.93_armour|Eidolon's Armour]])</span><br/><br />
<span style='color:purple'>4 to hitpoints (requires [[#Eidolon's Mask_.E2.80.93_helm|Eidolon's Mask]])</span><br/><br />
<span style='color:purple'>1 to damage (requires [[#Eidolon's Gauntlets_.E2.80.93_gauntlets|Eidolon's Gauntlets]])</span><br/><br />
<span style='color:purple'>1 to movement (requires [[#Eidolon's Boots_.E2.80.93_boots|Eidolon's Boots]])</span><br/><br />
<span style='color:purple'>2% to arcane resistance (requires [[#Eidolon's Coat_.E2.80.93_cloak|Eidolon's Coat]])</span><br/><br />
<span style='color:purple'>New ability: Frail Tide (15) (requires [[#Eidolon's Sword_.E2.80.93_sword|Eidolon's Sword]])</span><br/><br />
<br/><br />
=== Frozen Locket &ndash; amulet ===<br />
<span style='color:#808080'><i>Frozen memories shall thaw and redeem.</i></span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 15%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#freezing aura_.E2.80.93_dummy|freezing aura]]</span><br/><br />
<br/><br />
=== Havoc Bliss &ndash; amulet ===<br />
<span style='color:#808080'><i>Destruction can save you from suffering if you do it right.</i></span><br/><br />
<span style='color:green'>Damage increased by 15%</span><br/><br />
<span style='color:green'>Damage increased by 1</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== Hydraulic Core &ndash; amulet ===<br />
<span style='color:#808080'><i>Purpose... unknown. Origin... unknown. Material... unknown. Mode of operation... unknown.</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 5%</span><br/><br />
<br/><br />
=== Leechward &ndash; amulet ===<br />
<span style='color:#808080'><i>Transform your blood to acid and nobody will drink it.</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 20%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#immune to drain_.E2.80.93_dummy|immune to drain]]</span><br/><br />
<br/><br />
=== Liquid Hatred &ndash; amulet ===<br />
<span style='color:#808080'><i>The essence of liquid hatred, purified and distilled.</i></span><br/><br />
<span style='color:green'>Damage decreased by 3</span><br/><br />
<span style='color:green'>1 more attacks</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#wrath_.E2.80.93_dummy|wrath]]</span><br/><br />
<br/><br />
=== Lucky Farmer's Amulet &ndash; amulet ===<br />
<span style='color:#808080'><i>Look at this trinket I found in my haystack. It will protect me from the atrocities of war.</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>16 more hitpoints per level</span><br/><br />
<br/><br />
=== Tears of the Dead &ndash; amulet ===<br />
<span style='color:#808080'><i>Pity the walking dead for they know no pleasure.</i></span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 10%</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#immune to drain_.E2.80.93_dummy|immune to drain]]</span><br/><br />
<br/><br />
=== The gloomy Amulet &ndash; amulet ===<br />
<span style='color:#808080'><i>Bring sadness to your enemies by showing them how weak they are.</i></span><br/><br />
<span style='color:green'>Damage increased by 30% (in EASY difficulty), 20% (in MEDIUM difficulty), 10% (in HARD difficulty)</span><br/><br />
<span style='color:green'>1 more attacks</span><br/><br />
<span style='color:purple'>+1 base damage (requires [[#The gloomy Cloak_.E2.80.93_cloak|The gloomy Cloak]])</span><br/><br />
<span style='color:purple'>+1 base damage (requires [[#The gloomy Ring_.E2.80.93_ring|The gloomy Ring]])</span><br/><br />
<br/><br />
=== Unthought Memories &ndash; amulet ===<br />
<span style='color:#808080'><i>Your life's experience may disappear when you perish, but once somebody will come to the same experience.</i></span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 5%</span><br/><br />
<span style='color:green'>Enemy resistances to cold decreased by 5%</span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 5%</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:purple'>4% to all physical resistances (requires [[#Unseen Writings_.E2.80.93_cloak|Unseen Writings]])</span><br/><br />
<span style='color:purple'>2% to all resistances (requires [[#Unspoken Words_.E2.80.93_gauntlets|Unspoken Words]])</span><br/><br />
<span style='color:purple'>4% to magical resistances (requires [[#Unsung Odes_.E2.80.93_armour|Unsung Odes]])</span><br/><br />
<br/><br />
== armour ==<br />
=== Ancient Armour &ndash; armour ===<br />
<span style='color:#808080'><i>Our ancestors were very strong if they could carry this around and run in it.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 22%</span><br/><br />
<span style='color:#60A0FF'>2 fewer movement points</span><br/><br />
<br/><br />
=== Ancient Armour of the Power of the Ancients &ndash; armour ===<br />
<span style='color:#808080'><i>The Ancients knew that imbuing armours with ancient power will make even the most ancient armour useful.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 22%</span><br/><br />
<span style='color:green'>Damage increased by 15%</span><br/><br />
<span style='color:green'>Damage increased by 2</span><br/><br />
<span style='color:green'>Increases all magical damages by 8%</span><br/><br />
<span style='color:#60A0FF'>2 fewer movement points</span><br/><br />
<br/><br />
=== Ancient Armour of the Power of the Ancients &ndash; armour ===<br />
<span style='color:#808080'><i>The Ancients knew that imbuing armours with ancient power will make even the most ancient armour useful.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 22%</span><br/><br />
<span style='color:green'>Damage increased by 15%</span><br/><br />
<span style='color:green'>Damage increased by 2</span><br/><br />
<span style='color:green'>Increases all magical damages by 15%</span><br/><br />
<span style='color:#60A0FF'>2 fewer movement points</span><br/><br />
<br/><br />
=== Archer's Leather Armour &ndash; armour ===<br />
<span style='color:#808080'><i>Better do not let enemies anywhere near you when wearing this.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<br/><br />
=== Armour of the King &ndash; armour ===<br />
<span style='color:#808080'><i>King's armour protected the usurper, but it did not suffice to prevent wizards from revolting.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 22%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 5%</span><br/><br />
<span style='color:#60A0FF'>2 fewer movement points</span><br/><br />
<span style='color:#60A0FF'>Movement costs on hills set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs on mountains set to 1</span><br/><br />
<span style='color:purple'>New Ability: warlord's rule (requires [[#Sceptre of the King_.E2.80.93_mace|Sceptre of the King]])</span><br/><br />
<span style='color:purple'>1 more movement point (requires [[#Crown of the King_.E2.80.93_helm|Crown of the King]])</span><br/><br />
<span style='color:purple'>4 more hitpoints per level (requires [[#Ring of the King_.E2.80.93_ring|Ring of the King]])</span><br/><br />
<br/><br />
=== Beyond Death &ndash; armour ===<br />
<span style='color:#808080'><i>Death can be temporary.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 25%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 40%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 40%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane decreased by 25%</span><br/><br />
<br/><br />
=== Cunctator's Armour &ndash; armour ===<br />
<span style='color:#808080'><i>Enemies were bored to death when Cunctator finally attacked.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 22%</span><br/><br />
<span style='color:#60A0FF'>2 fewer movement points</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#shield (INTENSITY)_.E2.80.93_resistance|shield (40)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#antisocial_.E2.80.93_leadership|antisocial]]</span><br/><br />
<span style='color:purple'>5% to all resistances (requires [[#Cunctator's sword_.E2.80.93_sword|Cunctator's Sword]])</span><br/><br />
<span style='color:purple'>5% to all resistances (requires [[#Cunctator's Helmet_.E2.80.93_helm|Cunctator's Helmet]])</span><br/><br />
<br/><br />
=== Dark Sarcasm &ndash; armour ===<br />
<span style='color:#808080'><i>You missed! You cannot even hit me! Hahahaha! I feel so good to see you fail, loser!</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#mockery_.E2.80.93_dummy|mockery]]</span><br/><br />
<br/><br />
=== Defender of the Faith &ndash; armour ===<br />
<span style='color:#808080'><i>We shall clear the world of this filth!</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 20%</span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 15%</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== Eidolon's Armour &ndash; armour ===<br />
<span style='color:#808080'><i>Clothes, masks and cosmetics helped him conceal his etherealness, his defeat of an undead army made him a nobleman.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: regenerates</span><br/><br />
<span style='color:purple'>4% to cold resistance (requires [[#Eidolon's Ring_.E2.80.93_ring|Eidolon's Ring]])</span><br/><br />
<span style='color:purple'>3% to pierce resistance (requires [[#Eidolon's Necklace_.E2.80.93_amulet|Eidolon's Necklace]])</span><br/><br />
<span style='color:purple'>4 to hitpoints (requires [[#Eidolon's Mask_.E2.80.93_helm|Eidolon's Mask]])</span><br/><br />
<span style='color:purple'>1 to damage (requires [[#Eidolon's Gauntlets_.E2.80.93_gauntlets|Eidolon's Gauntlets]])</span><br/><br />
<span style='color:purple'>1 to movement (requires [[#Eidolon's Boots_.E2.80.93_boots|Eidolon's Boots]])</span><br/><br />
<span style='color:purple'>2% to arcane resistance (requires [[#Eidolon's Coat_.E2.80.93_cloak|Eidolon's Coat]])</span><br/><br />
<span style='color:purple'>New ability: Wrath (requires [[#Eidolon's Sword_.E2.80.93_sword|Eidolon's Sword]])</span><br/><br />
<br/><br />
=== Greater Guardsman's Leather Armour &ndash; armour ===<br />
<span style='color:#808080'><i>A good guardsman never yields.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#unyielding_.E2.80.93_resistance|unyielding]]</span><br/><br />
<br/><br />
=== Guardsman's Leather Armour &ndash; armour ===<br />
<span style='color:#808080'><i>Loyalty will protect you like an expensive armour.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: steadfast</span><br/><br />
<br/><br />
=== Heart of Ice &ndash; armour ===<br />
<span style='color:#808080'><i>Even warm smokes can bring frost. The sun is what we need.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 20%</span><br/><br />
<span style='color:green'>New weapon special: slow (ranged attacks only)</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 30%</span><br/><br />
<span style='color:purple'>New weapon special: slows (melee attacks only) (requires [[#Iced Boots_.E2.80.93_boots|Iced Boots]])</span><br/><br />
<span style='color:purple'>+1 base damage (requires [[#Chilling Touch_.E2.80.93_gauntlets|Chilling Touch]])</span><br/><br />
<br/><br />
=== Hell Warlord's Armour &ndash; armour ===<br />
<span style='color:#808080'><i>Abaddon ruled Inferno with an iron hand, but it did not stop his loyals from following him.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 25%</span><br/><br />
<span style='color:green'>Increases all magical damages by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 40%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#warlord's rule_.E2.80.93_dummy|warlord's rule]]</span><br/><br />
<br/><br />
=== Hellforge Armour &ndash; armour ===<br />
<span style='color:#808080'><i>'Forge me an armour. I need to have forged armour to stop attacks armour stops.' - Abaddon</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 25%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 35%</span><br/><br />
<br/><br />
=== Hellforge Armour of Forging &ndash; armour ===<br />
<span style='color:#808080'><i>Forge weapons. Give the forgery to your enemies. They shall see that forged arsenal is not useful.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 25%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 35%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (20)]]</span><br/><br />
<br/><br />
=== Herod's Mithral Armour &ndash; armour ===<br />
<span style='color:#808080'><i>He was a poweful ruler, but he was not very righteous. No wonder that his cousin dethroned him.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 5%</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#NAME (INTENSITY)_.E2.80.93_leadership|damage aura (10)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#steals_.E2.80.93_dummy|steals]]</span><br/><br />
<br/><br />
=== Hope of the Fallen &ndash; armour ===<br />
<span style='color:#808080'><i>Dark immortality is encased in great sadness, but the encasement has its flaws.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce decreased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold decreased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 35%</span><br/><br />
<br/><br />
=== Horrid Ice Armour &ndash; armour ===<br />
<span style='color:#808080'><i>Frost not only causes you cold feet, it also kills a peasant's crops, veggies and culinary weed.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 20%</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#horrid_.E2.80.93_dummy|horrid]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 30%</span><br/><br />
<br/><br />
=== Hunter of Kings &ndash; armour ===<br />
<span style='color:#808080'><i>Nobody knows who he was. Nobody knows where he came from. Nobody knows how to stop him.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 25%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 25%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#frail tide (INTENSITY)_.E2.80.93_resistance|frail tide (30)]]</span><br/><br />
<span style='color:purple'>New ability: conviction (20) (requires [[#Legion Slayer_.E2.80.93_cloak|Legion Slayer]])</span><br/><br />
<br/><br />
=== Ice Armour &ndash; armour ===<br />
<span style='color:#808080'><i>Dwarvish runes can prevent ice from melting.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 30%</span><br/><br />
<br/><br />
=== Ice Armour of Health &ndash; armour ===<br />
<span style='color:#808080'><i>Hot weather is bad for health.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 30%</span><br/><br />
<span style='color:#60A0FF'>5 more hitpoints per level per level</span><br/><br />
<br/><br />
=== Iron Armour &ndash; armour ===<br />
<span style='color:#808080'><i>When choosing between a hundred warriors clad in iron and fifty warriors clad in mithril, choose iron.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 13%</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<br/><br />
=== Iron Armour of the Friendly General &ndash; armour ===<br />
<span style='color:#808080'><i>I will not let you die, my protégé.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 13%</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#shield (INTENSITY)_.E2.80.93_resistance|shield (20)]]</span><br/><br />
<br/><br />
=== Iron Armour of Thorns &ndash; armour ===<br />
<span style='color:#808080'><i>Do you think that you can attack me and leave uninjured?</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 13%</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#thorns_.E2.80.93_dummy|thorns]]</span><br/><br />
<br/><br />
=== Iron Sentinel &ndash; armour ===<br />
<span style='color:#808080'><i>If the defender cannot stop the attacks, he has to kill the enemies before they hurt him.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 13%</span><br/><br />
<span style='color:green'>1 more attacks</span><br/><br />
<span style='color:green'>Enemy resistances to pierce decreased by 20%</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<br/><br />
=== Leather Armour &ndash; armour ===<br />
<span style='color:#808080'><i>I know that it is cheap, but it does not slow me down.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<br/><br />
=== Lethalia's Armour &ndash; armour ===<br />
<span style='color:#808080'><i>Tinebrithiel's survives forever.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:green'>Damage increased by 1</span><br/><br />
<span style='color:green'>Increases all magical damages by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:purple'>5% to all base resistances (requires [[#Lethalia's Staff_.E2.80.93_staff|Lethalia's Staff]])</span><br/><br />
<br/><br />
=== Lionheart &ndash; armour ===<br />
<span style='color:#808080'><i>Lions spend twenty hours per day slacking. Yet they are a symbol of bravery. Like our nobles.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:green'>Damage increased by 1</span><br/><br />
<span style='color:#60A0FF'>10% chance to strike a devastating blow</span><br/><br />
<span style='color:#60A0FF'>16 more hitpoints per level</span><br/><br />
<br/><br />
=== Marilyn's Armour &ndash; armour ===<br />
<span style='color:#808080'><i>A manly man can have a woman's name without being funny.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 20%</span><br/><br />
<span style='color:#60A0FF'>10% chance to strike a devastating blow</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<span style='color:#60A0FF'>24 more hitpoints per level</span><br/><br />
<br/><br />
=== Mithral Armour &ndash; armour ===<br />
<span style='color:#808080'><i>This highly valuable armour is told to be made by dwarvish apprentices. I wonder what their masters make.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 5%</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<br/><br />
=== Mithral Armour of Wrath &ndash; armour ===<br />
<span style='color:#808080'><i>Forged for the elite among Dwarvish Berserkers.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 5%</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#wrath_.E2.80.93_dummy|wrath]]</span><br/><br />
<br/><br />
=== Morok's Armour &ndash; armour ===<br />
<span style='color:#808080'><i>Fear the one who calls himself a god of war.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 17%</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#horrid_.E2.80.93_dummy|horrid]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 5%</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<br/><br />
=== Mystic Armour &ndash; armour ===<br />
<span style='color:#808080'><i>Forged at unknown location who knows when.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 30%</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 20%</span><br/><br />
<br/><br />
=== Mystic Armour of the Untouchable &ndash; armour ===<br />
<span style='color:#808080'><i>Body count matters. I will better let that evasive and well armoured warrior for others.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 30%</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 20%</span><br/><br />
<br/><br />
=== Mystic Occult Armour of Carpathia &ndash; armour ===<br />
<span style='color:#808080'><i>Psychospiritual mysticism leads to nocturnal blackness.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 30%</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 20%</span><br/><br />
<br/><br />
=== Mystic Occult Armour of Carpathia &ndash; armour ===<br />
<span style='color:#808080'><i>Psychospiritual mysticism leads to nocturnal blackness.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 30%</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 20%</span><br/><br />
<br/><br />
=== Prismatic Iron Armour &ndash; armour ===<br />
<span style='color:#808080'><i>This armour was made to kill wizards, so do not expect it to save you from deadly blades.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 13%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<br/><br />
=== Redshirt Armour &ndash; armour ===<br />
<span style='color:#808080'><i>Why do they all try to kill that man?</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#absorbs (1)_.E2.80.93_dummy|absorbs (1)]]</span><br/><br />
<br/><br />
=== Rherraent's Armour &ndash; armour ===<br />
<span style='color:#808080'><i>Shiny armour will only attract unwanted attention.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 25%</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<span style='color:purple'>1 more movement point (requires [[#Rherraent's Sword_.E2.80.93_sword|Rherraent's Sword]])</span><br/><br />
<span style='color:purple'>3% to all resistances (requires [[#Rherraent's Helm_.E2.80.93_helm|Rherraent's Helm]])</span><br/><br />
<span style='color:purple'>3% to all resistances (requires [[#Rherraent's Ring_.E2.80.93_ring|Rherraent's Ring]])</span><br/><br />
<br/><br />
=== Runner's Leather Armour &ndash; armour ===<br />
<span style='color:#808080'><i>Running is always better without heavy armour.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>2 more movement points</span><br/><br />
<br/><br />
=== Shadows of Deception &ndash; armour ===<br />
<span style='color:#808080'><i>So much energy spent on nothing. A good spend.</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#antimagic (INTENSITY)_.E2.80.93_resistance|antimagic (35)]]</span><br/><br />
<br/><br />
=== Shroud of Iron &ndash; armour ===<br />
<span style='color:#808080'><i>Those armours are not very good, but if you wear more of them at the same time...</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 26%</span><br/><br />
<span style='color:green'>Damage decreased by 1</span><br/><br />
<span style='color:green'>1 fewer attacks</span><br/><br />
<span style='color:#60A0FF'>2 fewer movement points</span><br/><br />
<br/><br />
=== The Generous Armour &ndash; armour ===<br />
<span style='color:#808080'><i>Hey there, you are a bad fighter, wear this.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#producer_.E2.80.93_dummy|producer]]</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<br/><br />
=== The Noble Survivor &ndash; armour ===<br />
<span style='color:#808080'><i>He wishes that all the nobility could be hung with the guts of priests. That will not work on me.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 25%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 35%</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#leeches_.E2.80.93_dummy|leech]]</span><br/><br />
<span style='color:#60A0FF'>New ability: submerge</span><br/><br />
<br/><br />
=== The Parasite &ndash; armour ===<br />
<span style='color:#808080'><i>They make promises of the impossible.<br />
They say they guide you to reach the impossible.<br />
They pretend you had reached the impossible.<br />
If you do not believe them, you did it wrong.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 20%</span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 10%</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>2 fewer movement points</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#parasite_.E2.80.93_dummy|parasite]]</span><br/><br />
<br/><br />
=== The Unraveller &ndash; armour ===<br />
<span style='color:#808080'><i>A mummy cannot be stopped. If it is tangled, it will just unravel the tangled parts.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>3 fewer movement points</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#resistant to slow_.E2.80.93_dummy|resistant to slow]]</span><br/><br />
<br/><br />
=== Unsung Odes &ndash; armour ===<br />
<span style='color:#808080'><i>Your deeds of valour will not be revered forever. But their consequences will not vanish.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 10%</span><br/><br />
<span style='color:green'>Enemy resistances to cold decreased by 10%</span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 10%</span><br/><br />
<span style='color:green'>Increases all magical damages by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<span style='color:purple'>2% to all resistances (requires [[#Unseen Writings_.E2.80.93_cloak|Unseen Writings]])</span><br/><br />
<span style='color:purple'>4% to all physical resistances (requires [[#Unspoken Words_.E2.80.93_gauntlets|Unspoken Words]])</span><br/><br />
<span style='color:purple'>4% to magical resistances (requires [[#Unthought Memories_.E2.80.93_amulet|Unthought Memories]])</span><br/><br />
<br/><br />
=== Vanquisher's Mithral Armour &ndash; armour ===<br />
<span style='color:#808080'><i>Like a tempest, he landed on his enemies, gore flying everywhere. Even his armour helped him spill blood.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:green'>Damage increased by 30% (in EASY difficulty), 25% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 5%</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<br/><br />
=== Vinegar Bath &ndash; armour ===<br />
<span style='color:#808080'><i>Bathe bones in vinegar, they will soften and will bend rather than break.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 35%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<br/><br />
=== Violent Mage's Armour &ndash; armour ===<br />
<span style='color:#808080'><i>As a heavyweight chessboxing champion, he adjusted his techniques to fit both of his talents.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 13%</span><br/><br />
<span style='color:green'>1 more attacks</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 5%</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<span style='color:purple'>20% increased damage with violent beatdown (requires [[#Violent Mage's Cloak_.E2.80.93_cloak|Violent Mage's Cloak]])</span><br/><br />
<br/><br />
=== Void &ndash; armour ===<br />
<span style='color:#808080'><i>Try to cut through this. There is nothing inside, my guts are in another dimension!</i></span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 25%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 25%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 25%</span><br/><br />
<br/><br />
== axe ==<br />
=== Axe of Perun &ndash; axe ===<br />
<span style='color:#808080'><i>Perun's axe smote the wicked with thundering rage.</i></span><br/><br />
<span style='color:green'>Damage increased by 55% (in EASY difficulty), 35% (in MEDIUM difficulty), 15% (in HARD difficulty)</span><br/><br />
<span style='color:green'>25% more attacks</span><br/><br />
<span style='color:green'>Sets damage type to fire</span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 10%</span><br/><br />
<span style='color:green'>New weapon special: slow</span><br/><br />
<span style='color:green'>Increases all magical damages by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 20%</span><br/><br />
<br/><br />
=== Barbaric Glory &ndash; axe ===<br />
<span style='color:#808080'><i>Abandon the order, attack them randomly when unprepared.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:green'>Damage increased by 60% (in EASY difficulty), 45% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Sets alignment to chaotic</span><br/><br />
<br/><br />
=== Bringer of Fragility &ndash; axe ===<br />
<span style='color:#808080'><i>How can a weapon and armour this heavy be so ineffective?!</i></span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#conviction (INTENSITY)_.E2.80.93_resistance|conviction (15)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (10)]]</span><br/><br />
<br/><br />
=== Deathblade Inheritance &ndash; axe ===<br />
<span style='color:#808080'><i>It might not hit hard, but it will bring you reinforcements.</i></span><br/><br />
<span style='color:green'>40% (in EASY difficulty), 35% (in MEDIUM difficulty), 30% (in HARD difficulty) more attacks</span><br/><br />
<span style='color:green'>Sets damage type to blade</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#plague (LANGUAGE_TYPE)_.E2.80.93_plague|plague (Deathblade)]]</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 5%</span><br/><br />
<br/><br />
=== Executioner's Axe &ndash; axe ===<br />
<span style='color:#808080'><i>A good executioner kills with a single blow.</i></span><br/><br />
<span style='color:green'>Merges attacks</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Sets alignment to neutral</span><br/><br />
<br/><br />
=== Fowleri's Chopper &ndash; axe ===<br />
<span style='color:#808080'><i>He broke her heart. No, wait, not heart, sanity. He broke her sanity.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:green'>Damage increased by 15% (in EASY difficulty), 5% (in MEDIUM difficulty), -5% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 5%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#wrath_.E2.80.93_dummy|wrath]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#retribution_.E2.80.93_dummy|retribution]]</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== Headsmasher &ndash; axe ===<br />
<span style='color:#808080'><i>'Let us give the orcs something they like, maybe they will let us be.'<br />
'What do they like?'<br />
'Smashing heads.'</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:green'>60% more attacks</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 (in EASY difficulty) health from targets with each hit</span><br/><br />
<br/><br />
=== Iridium &ndash; axe ===<br />
<span style='color:#808080'><i>Mages hypothetise that there is an extremely heavy metal that its ore's weight pulls it into depths.</i></span><br/><br />
<span style='color:green'>Damage increased by 60% (in EASY difficulty), 40% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Damage increased by 4</span><br/><br />
<span style='color:green'>Enemy resistances to blade decreased by 15%</span><br/><br />
<br/><br />
=== Lake of Blood &ndash; axe ===<br />
<span style='color:#808080'><i>Liquids soak into the ground. To fill a lake, you have to gather liquids fast.</i></span><br/><br />
<span style='color:green'>Damage increased by 30%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#murderlust_.E2.80.93_dummy|murderlust]]</span><br/><br />
<span style='color:#60A0FF'>2 more movement points</span><br/><br />
<br/><br />
=== Lethal Axe &ndash; axe ===<br />
<span style='color:#808080'><i>Girls went chopping for revenge. One of them prepared herself quite well.</i></span><br/><br />
<span style='color:green'>Damage increased by 45%</span><br/><br />
<span style='color:green'>35% more attacks</span><br/><br />
<span style='color:green'>New weapon special: marksman</span><br/><br />
<span style='color:purple'>10% more overall damage (requires [[#Lethal staff_.E2.80.93_staff|Lethal Staff]])</span><br/><br />
<br/><br />
=== Lilith's Precious &ndash; axe ===<br />
<span style='color:#808080'><i>In order to be able to fight with any weapon available, Lilith swaps weapon types once per century.</i></span><br/><br />
<span style='color:green'>Damage increased by 15% (in EASY difficulty), 5% (in MEDIUM difficulty), -5% (in HARD difficulty)</span><br/><br />
<span style='color:green'>New weapon special: charge</span><br/><br />
<span style='color:green'>Increases all magical damages by 20%</span><br/><br />
<br/><br />
=== Morrígan's Slasher &ndash; axe ===<br />
<span style='color:#808080'><i>Why do these heathens believe that there can be a <b>goddess</b> of war?</i></span><br/><br />
<span style='color:green'>Damage increased by 50%</span><br/><br />
<span style='color:green'>Damage increased by 3</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 5%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#murderlust_.E2.80.93_dummy|murderlust]]</span><br/><br />
<br/><br />
=== Silver Axe &ndash; axe ===<br />
<span style='color:#808080'><i>Good metal is better than flashy magic.</i></span><br/><br />
<span style='color:green'>Damage increased by 35%</span><br/><br />
<span style='color:green'>25% more attacks</span><br/><br />
<br/><br />
=== The Grim Butcher &ndash; axe ===<br />
<span style='color:#808080'><i>Pigs, goats, men... is there a difference? They all taste the same.</i></span><br/><br />
<span style='color:green'>Damage increased by 50% (in EASY difficulty), 35% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#evisceration_.E2.80.93_dummy|evisceration]]</span><br/><br />
<span style='color:#60A0FF'>New ability: regenerates</span><br/><br />
<br/><br />
=== Unholy Axe &ndash; axe ===<br />
<span style='color:#808080'><i>Use the lightbeam spell. It kills anything unholy enough.</i></span><br/><br />
<span style='color:green'>Damage increased by 30%</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#darkens_.E2.80.93_illuminates|darkens]]</span><br/><br />
<span style='color:#60A0FF'>Sets alignment to chaotic</span><br/><br />
<br/><br />
=== Winged Axe &ndash; axe ===<br />
<span style='color:#808080'><i>Each day, he fought bravely in distant lands. Every night, he enjoyed his time with his wife.</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Sets alignment to neutral</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<span style='color:#60A0FF'>New ability: teleport</span><br/><br />
<br/><br />
=== Zealous Axe &ndash; axe ===<br />
<span style='color:#808080'><i>Let them try to attack us for we shall be those who strike first.</i></span><br/><br />
<span style='color:green'>Damage increased by 45%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#zeal aura_.E2.80.93_dummy|zeal aura]]</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
== boots ==<br />
=== Bones of Steel &ndash; boots ===<br />
<span style='color:#808080'><i>A magical device with no detected magical activity.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 20%</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<span style='color:purple'>2 to base damage (requires [[#Hydraulic Core_.E2.80.93_amulet|Hydraulic Core]])</span><br/><br />
<br/><br />
=== Boots of Evanescence &ndash; boots ===<br />
<span style='color:#808080'><i>Now you see me. Now you don't.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: teleport</span><br/><br />
<br/><br />
=== Boots of Fleeing &ndash; boots ===<br />
<span style='color:#808080'><i>I hit you and hide in the masses. You will never learn who hit you.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 7%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#penetrates_.E2.80.93_dummy|penetrates]]</span><br/><br />
<br/><br />
=== Boots of Foolish Fighters &ndash; boots ===<br />
<span style='color:#808080'><i>Run fast, hit hard.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 5%</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== Crushing Walk &ndash; boots ===<br />
<span style='color:#808080'><i>Sometimes I am not looking where I step and the casualties can be significant.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:green'>Sets damage type to impact</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<br/><br />
=== Eidolon's Boots &ndash; boots ===<br />
<span style='color:#808080'><i>His champion in shining armour faced evils for centuries, often together with his children. The land became prosperous.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: skirmisher</span><br/><br />
<span style='color:purple'>4% to cold resistance (requires [[#Eidolon's Ring_.E2.80.93_ring|Eidolon's Ring]])</span><br/><br />
<span style='color:purple'>3% to pierce resistance (requires [[#Eidolon's Necklace_.E2.80.93_amulet|Eidolon's Necklace]])</span><br/><br />
<span style='color:purple'>3% to blade resistance (requires [[#Eidolon's Armour_.E2.80.93_armour|Eidolon's Armour]])</span><br/><br />
<span style='color:purple'>4 to hitpoints (requires [[#Eidolon's Mask_.E2.80.93_helm|Eidolon's Mask]])</span><br/><br />
<span style='color:purple'>1 to damage (requires [[#Eidolon's Gauntlets_.E2.80.93_gauntlets|Eidolon's Gauntlets]])</span><br/><br />
<span style='color:purple'>2% to arcane resistance (requires [[#Eidolon's Coat_.E2.80.93_cloak|Eidolon's Coat]])</span><br/><br />
<span style='color:purple'>New ability: Wardrums (requires [[#Eidolon's Sword_.E2.80.93_sword|Eidolon's Sword]])</span><br/><br />
<br/><br />
=== Elusive Boots &ndash; boots ===<br />
<span style='color:#808080'><i>Enemies are blocking the way? Who cares?</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 5%</span><br/><br />
<span style='color:#60A0FF'>New ability: skirmisher</span><br/><br />
<br/><br />
=== Fit for Speed &ndash; boots ===<br />
<span style='color:#808080'><i>The best runners are too thin to fight.</i></span><br/><br />
<span style='color:green'>Damage decreased by 70% (in EASY difficulty), 80% (in MEDIUM difficulty), 90% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>4 more movement points</span><br/><br />
<br/><br />
=== Flying Boots &ndash; boots ===<br />
<span style='color:#808080'><i>He could run through caves and hills like on a plain road. He could even walk on water.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 7%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Movement costs through forests set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs on frozen lands set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs on flat terrains set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs through dark caves set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs through mushroom groves set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs through villages set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs through castles set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs in shallow waters set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs on coastal reefs set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs in deep waters set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs through swampy places set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs on hills set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs across sands set to 1</span><br/><br />
<br/><br />
=== Iced Boots &ndash; boots ===<br />
<span style='color:#808080'><i>When flames fall from the skies or spring from the ground, hot days are not what you should fear.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<span style='color:purple'>Movement increased by 1 (requires [[#Heart of Ice_.E2.80.93_armour|Heart of Ice]])</span><br/><br />
<span style='color:purple'>+1 base damage (requires [[#Chilling Touch_.E2.80.93_gauntlets|Chilling Touch]])</span><br/><br />
<br/><br />
=== Merciless Wake &ndash; boots ===<br />
<span style='color:#808080'><i>Why so much hurry? Go slowly, look around, contemplate, kill whatever you like...</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:green'>Damage increased by 5</span><br/><br />
<span style='color:#60A0FF'>2 fewer movement points</span><br/><br />
<br/><br />
=== Mountain Trek &ndash; boots ===<br />
<span style='color:#808080'><i>'It will take us months to pass through these mountains!'<br />
'I will wait for you on the other side.'</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 5%</span><br/><br />
<span style='color:#60A0FF'>2 more movement points</span><br/><br />
<span style='color:#60A0FF'>Movement costs on hills set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs on mountains set to 1</span><br/><br />
<br/><br />
=== Path of Perpetual Torment &ndash; boots ===<br />
<span style='color:#808080'><i>Cursed to fight the unholy without respite.</i></span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#unholybane_.E2.80.93_damage|unholybane]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane decreased by 15%</span><br/><br />
<span style='color:#60A0FF'>2 fewer movement points</span><br/><br />
<span style='color:#60A0FF'>Sets alignment to lawful</span><br/><br />
<span style='color:#60A0FF'>New ability: regenerates</span><br/><br />
<span style='color:#60A0FF'>Movement costs through dark caves set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs through mushroom groves set to 1</span><br/><br />
<br/><br />
=== Search for Wisdom &ndash; boots ===<br />
<span style='color:#808080'><i>They look for wisdom. But that is a fool's errand, it never existed.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>Spells suck 1 health from targets with each hit</span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 10%</span><br/><br />
<span style='color:green'>Increases all magical damages by 15%</span><br/><br />
<span style='color:purple'>1 more movement point (requires [[#Wisdom of the Ages_.E2.80.93_helm|Wisdom of the Ages]])</span><br/><br />
<span style='color:purple'>1 more movement point (requires [[#Tracking the Lost Knowledge_.E2.80.93_cloak|Tracking the Lost Knowledge]])</span><br/><br />
<br/><br />
=== Slow Boots &ndash; boots ===<br />
<span style='color:#808080'><i>If you cannot outrun the knights, why do you even try?</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 10%</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<br/><br />
=== Slow Boots of Certainty &ndash; boots ===<br />
<span style='color:#808080'><i>I could have been here yesterday, but it was not worth the danger.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 10%</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<br/><br />
=== Steps to Perdition &ndash; boots ===<br />
<span style='color:#808080'><i>I agree that you are effective, but it still leads to disaster - one accident and you are dead.</i></span><br/><br />
<span style='color:#60A0FF'>Decreases physical resistances by 20% (in EASY difficulty), 25% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Damage increased by 20% (in EASY difficulty), 15% (in MEDIUM difficulty), 10% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>10% chance to strike a devastating blow</span><br/><br />
<span style='color:green'>Enemy resistances to blade decreased by 10%</span><br/><br />
<span style='color:green'>Enemy resistances to impact decreased by 10%</span><br/><br />
<span style='color:green'>Enemy resistances to pierce decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>2 more movement points</span><br/><br />
<br/><br />
=== Taxes &ndash; boots ===<br />
<span style='color:#808080'><i>Legends speak of a man who took from the poor and gave to the rich.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:#60A0FF'>3 more movement points</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#tax collector_.E2.80.93_dummy|tax collector]]</span><br/><br />
<br/><br />
=== Taxes &ndash; boots ===<br />
<span style='color:#808080'><i>Legends speak of a man who took from the poor and gave to the rich.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:#60A0FF'>3 more movement points</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#tax collector_.E2.80.93_dummy|tax collector]]</span><br/><br />
<br/><br />
=== The Pit Dweller &ndash; boots ===<br />
<span style='color:#808080'><i>Darkness is where he stays.</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<span style='color:#60A0FF'>Sets alignment to chaotic</span><br/><br />
<span style='color:#60A0FF'>Movement costs through dark caves set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs through mushroom groves set to 1</span><br/><br />
<br/><br />
=== The Practical Boots &ndash; boots ===<br />
<span style='color:#808080'><i>Your footwear dictates your mobility and protects you from environment. Avoid any sacrifices for style or comfort.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>8 more hitpoints per level</span><br/><br />
<br/><br />
=== The Southern Boots &ndash; boots ===<br />
<span style='color:#808080'><i>Boots are impractical in hot weather? We shall see about that!</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 30%</span><br/><br />
<span style='color:#60A0FF'>Movement costs across sands set to 1</span><br/><br />
<br/><br />
=== Wanderlust &ndash; boots ===<br />
<span style='color:#808080'><i>See far. Go far. Know the beauty of the world.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:green'>Increases all magical damages by 5%</span><br/><br />
<span style='color:#60A0FF'>2 more movement points</span><br/><br />
<br/><br />
== bow ==<br />
=== Bow of Many Arrows &ndash; bow ===<br />
<span style='color:#808080'><i>There must be a thousand archers over there, but I see only one!</i></span><br/><br />
<span style='color:green'>40% (in EASY difficulty), 30% (in MEDIUM difficulty), 20% (in HARD difficulty) more attacks</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#cleave_.E2.80.93_damage|cleave]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 10%</span><br/><br />
<br/><br />
=== Bow of Plagiarism &ndash; bow ===<br />
<span style='color:#808080'><i>You have learned something? Well, it will be helpful to me.</i></span><br/><br />
<span style='color:green'>25% more attacks</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#mind raid_.E2.80.93_dummy|mind raid]]</span><br/><br />
<br/><br />
=== Bow of the Cantor &ndash; bow ===<br />
<span style='color:#808080'><i>Now I shall teach you how to hit the bull's eye. Stay close while I am talking.</i></span><br/><br />
<span style='color:green'>Damage increased by 30%</span><br/><br />
<span style='color:green'>New weapon special: marksman</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#cantor_.E2.80.93_dummy|cantor]]</span><br/><br />
<br/><br />
=== Coward's Bow &ndash; bow ===<br />
<span style='color:#808080'><i>I am using a bow because I hate being hit. I even have a bow made specially for me.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 5%</span><br/><br />
<br/><br />
=== Dragonslayer &ndash; bow ===<br />
<span style='color:#808080'><i>He killed dragons with his legendary bow, but he was no match for saurians.</i></span><br/><br />
<span style='color:green'>Damage increased by 35%</span><br/><br />
<span style='color:green'>25% more attacks</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#misdraconia_.E2.80.93_damage|misdraconia]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 20%</span><br/><br />
<br/><br />
=== Fine bow &ndash; bow ===<br />
<span style='color:#808080'><i>Precision is more important than anything else.</i></span><br/><br />
<span style='color:green'>Damage increased by 50% (in EASY difficulty), 35% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:green'>30% more attacks</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#focused_.E2.80.93_chance_to_hit|focused]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<br/><br />
=== Heavy Bow &ndash; bow ===<br />
<span style='color:#808080'><i>Fellows, what would you say if I made a bow that shoots spears?</i></span><br/><br />
<span style='color:green'>Damage increased by 120% (in EASY difficulty), 100% (in MEDIUM difficulty), 80% (in HARD difficulty)</span><br/><br />
<span style='color:green'>30% fewer attacks</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#pierce_.E2.80.93_dummy|pierce]]</span><br/><br />
<br/><br />
=== Poisonous Bow &ndash; bow ===<br />
<span style='color:#808080'><i>Please stop focusing on one enemy.</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:green'>35% more attacks</span><br/><br />
<span style='color:green'>New weapon special: poison</span><br/><br />
<br/><br />
=== Stormforce &ndash; bow ===<br />
<span style='color:#808080'><i>Is that the fabled Stormforce? I thought it was just a legend!</i></span><br/><br />
<span style='color:green'>Damage increased by 70% (in EASY difficulty), 50% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>30% more attacks</span><br/><br />
<span style='color:green'>New weapon special: slow</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 5%</span><br/><br />
<br/><br />
=== Stormforce &ndash; bow ===<br />
<span style='color:#808080'><i>Is that the fabled Stormforce? I thought it was just a legend!</i></span><br/><br />
<span style='color:green'>Damage increased by 70% (in EASY difficulty), 50% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>30% more attacks</span><br/><br />
<span style='color:green'>New weapon special: slow</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 5%</span><br/><br />
<br/><br />
=== The Outcast &ndash; bow ===<br />
<span style='color:#808080'><i>Loneliness will teach you to stop relying on others. It makes you free if you pay its price.</i></span><br/><br />
<span style='color:green'>Damage increased by 10%</span><br/><br />
<span style='color:green'>20% more attacks</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: regenerates</span><br/><br />
<span style='color:#60A0FF'>2 more movement points</span><br/><br />
<br/><br />
=== The Predator &ndash; bow ===<br />
<span style='color:#808080'><i>Try not to split from the group.</i></span><br/><br />
<span style='color:green'>Damage increased by 30% (in EASY difficulty), 20% (in MEDIUM difficulty), 10% (in HARD difficulty)</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#lurk_.E2.80.93_damage|lurk]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 15%</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== The Unrepenting &ndash; bow ===<br />
<span style='color:#808080'><i>I have broken the sacred vow, forgotten the pledge of allegiance, lost my faith.<br />
I did what I did. I cannot change it, so why should I torment myself with it?</i></span><br/><br />
<span style='color:green'>Damage increased by 5 (in EASY difficulty), 4 (in MEDIUM difficulty), 3 (in HARD difficulty)</span><br/><br />
<span style='color:green'>40% (in EASY difficulty), 30% (in MEDIUM difficulty), 20% (in HARD difficulty) more attacks</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#distant attack_.E2.80.93_attacks|distant attack]]</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#hit and run_.E2.80.93_dummy|hit and run]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#anathema_.E2.80.93_leadership|anathema]]</span><br/><br />
<br/><br />
== claws ==<br />
=== Blooddrunk Beast &ndash; claws ===<br />
<span style='color:#808080'><i>Drink blood, it will keep you going in this hostile environment.</i></span><br/><br />
<span style='color:#60A0FF'>Sucks 2 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
== cloak ==<br />
=== Acantha's Cloak &ndash; cloak ===<br />
<span style='color:#808080'><i>She was forced to abandon politics and care about children. She indoctrinated them with evil.</i></span><br/><br />
<span style='color:green'>New weapon special: poison</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 10%</span><br/><br />
<br/><br />
=== Beyond the Grasp of Men &ndash; cloak ===<br />
<span style='color:#808080'><i>Fast, evasive and seeing further than most. No man shall catch the unreachable.</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 15%</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== Blackened Cloak &ndash; cloak ===<br />
<span style='color:#808080'><i>Under black skies, people start losing faith that the sun will ever rise.</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (20)]]</span><br/><br />
<br/><br />
=== Cloak of Burning Retribution &ndash; cloak ===<br />
<span style='color:#808080'><i>You spat on the ground at my feet? I will set your house on fire!</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 15%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#retribution_.E2.80.93_dummy|retribution]]</span><br/><br />
<br/><br />
=== Cloak of Koschei &ndash; cloak ===<br />
<span style='color:#808080'><i>Koschei made it so far on the path of immortality, yet one silly mistake happened to be fatal.</i></span><br/><br />
<span style='color:green'>New weapon special: plague (melee attacks only)</span><br/><br />
<span style='color:green'>Increases all magical damages by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane decreased by 10%</span><br/><br />
<span style='color:purple'>New ability: Absorbs (1) (requires [[#Koschei's Journal_.E2.80.93_limited|Koschei's Journal]])</span><br/><br />
<br/><br />
=== Cloak of the Assassin leader &ndash; cloak ===<br />
<span style='color:#808080'><i>I care not if you are assassins or not, when you are around me, you will attack my way.</i></span><br/><br />
<span style='color:#60A0FF'>Decreases physical resistances by 20%</span><br/><br />
<span style='color:green'>New weapon special: backstab</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#murderous presence_.E2.80.93_dummy|murderous presence]]</span><br/><br />
<br/><br />
=== Cloak of the Pale Rider &ndash; cloak ===<br />
<span style='color:#808080'><i>Do not fear death if it is not near you.</i></span><br/><br />
<span style='color:green'>Damage increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 20%</span><br/><br />
<span style='color:purple'>+12 to hitpoints (requires [[#Angel of Death's Ring_.E2.80.93_ring|Angel of Death's Ring]])</span><br/><br />
<span style='color:purple'>5% to all resistances (requires [[#Amulet of the Last Guide_.E2.80.93_amulet|Amulet of the Last Guide]])</span><br/><br />
<br/><br />
=== Eidolon's Coat &ndash; cloak ===<br />
<span style='color:#808080'><i>He, a being of darkness, studied the art of white mages for generations. He learned the powers of light.</i></span><br/><br />
<span style='color:green'>Increases all magical damages by 15%</span><br/><br />
<span style='color:#60A0FF'>New ability: cures</span><br/><br />
<span style='color:purple'>4% to cold resistance (requires [[#Eidolon's Ring_.E2.80.93_ring|Eidolon's Ring]])</span><br/><br />
<span style='color:purple'>3% to pierce resistance (requires [[#Eidolon's Necklace_.E2.80.93_amulet|Eidolon's Necklace]])</span><br/><br />
<span style='color:purple'>3% to blade resistance (requires [[#Eidolon's Armour_.E2.80.93_armour|Eidolon's Armour]])</span><br/><br />
<span style='color:purple'>4 to hitpoints (requires [[#Eidolon's Mask_.E2.80.93_helm|Eidolon's Mask]])</span><br/><br />
<span style='color:purple'>1 to damage (requires [[#Eidolon's Gauntlets_.E2.80.93_gauntlets|Eidolon's Gauntlets]])</span><br/><br />
<span style='color:purple'>New ability: Absorbs (1) (requires [[#Eidolon's Sword_.E2.80.93_sword|Eidolon's Sword]])</span><br/><br />
<br/><br />
=== Legion Slayer &ndash; cloak ===<br />
<span style='color:#808080'><i>Nobody knows how he works. Nobody knows when he strikes. Nobody lives to tell how he looks.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#penetrates_.E2.80.93_dummy|penetrates]]</span><br/><br />
<span style='color:purple'> 2 more movement points (requires [[#Hunter of Kings_.E2.80.93_armour|Hunter of Kings]])</span><br/><br />
<br/><br />
=== Nocturnal Cloak &ndash; cloak ===<br />
<span style='color:#808080'><i>You merely adopted darkness, I was molded by it.</i></span><br/><br />
<span style='color:green'>New weapon special: backstab (melee attacks only)</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#lesser nightstalk_.E2.80.93_hides|lesser nightstalk]]</span><br/><br />
<span style='color:#60A0FF'>Sets alignment to chaotic</span><br/><br />
<br/><br />
=== Paranoia &ndash; cloak ===<br />
<span style='color:#808080'><i>Every face is an enemy.</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 20%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#forsaken_.E2.80.93_resistance|forsaken]]</span><br/><br />
<br/><br />
=== Pyromancer's Cloak &ndash; cloak ===<br />
<span style='color:#808080'><i>When his body was destroyed, he rose again from the ashes.</i></span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 10%</span><br/><br />
<span style='color:green'>Increases all magical damages by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:purple'>5% to magical resistances (requires [[#Pyromancer's Sword_.E2.80.93_sword|Pyromancer's Sword]])</span><br/><br />
<span style='color:purple'>New ability: from the ashes (requires [[#Pyromancer's Ring_.E2.80.93_ring|Pyromancer's Ring]])</span><br/><br />
<br/><br />
=== Robes of Filth &ndash; cloak ===<br />
<span style='color:#808080'><i>You call my new shirt filth?! For the thirty dirty pins in the sleeves?</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#infect_.E2.80.93_poison|infect]] (melee attacks only)</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Sets alignment to chaotic</span><br/><br />
<br/><br />
=== The Deadborn &ndash; cloak ===<br />
<span style='color:#808080'><i>Darkest legends tell of necromancers creating undead so pure that they were never tainted by life, dead from birth.</i></span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>5% chance to strike a devastating blow</span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 10%</span><br/><br />
<br/><br />
=== The gloomy Cloak &ndash; cloak ===<br />
<span style='color:#808080'><i>Bring sadness to your enemies by showing them how slow they are.</i></span><br/><br />
<span style='color:green'>Damage increased by 40%</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 (in EASY difficulty) health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 20%</span><br/><br />
<span style='color:purple'>1 more movement point (requires [[#The gloomy Ring_.E2.80.93_ring|The gloomy Ring]])</span><br/><br />
<span style='color:purple'>1 more movement point (requires [[#The gloomy Amulet_.E2.80.93_amulet|The gloomy Amulet]])</span><br/><br />
<br/><br />
=== The Grey Cloak &ndash; cloak ===<br />
<span style='color:#808080'><i>It somewhat reminds me of Gundolf the Great.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:green'>Damage increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 (in EASY difficulty) health from targets with each hit</span><br/><br />
<span style='color:green'>Enemy resistances to blade decreased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== The Ragtag Misfit &ndash; cloak ===<br />
<span style='color:#808080'><i>All I want is your love... Yes, I know I will get no love, but I will get your gold at least.</i></span><br/><br />
<span style='color:green'>Damage increased by 2</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 5%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#steals_.E2.80.93_dummy|steals]]</span><br/><br />
<br/><br />
=== The Touch of God &ndash; cloak ===<br />
<span style='color:#808080'><i>'I... I have been touched by god.'<br />
'Touched by our almightly lord and saviour?'<br />
'No, by lord Cthulhu.'</i></span><br/><br />
<span style='color:#60A0FF'>Decreases physical resistances by 20%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (40)]]</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<br/><br />
=== The Touch of God &ndash; cloak ===<br />
<span style='color:#808080'><i>'I... I have been touched by god.'<br />
'Touched by our almightly lord and saviour?'<br />
'No, by lord Cthulhu.'</i></span><br/><br />
<span style='color:#60A0FF'>Decreases physical resistances by 20%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (40)]]</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<br/><br />
=== Tracking the Lost Knowledge &ndash; cloak ===<br />
<span style='color:#808080'><i>If it has been lost, then it must had been created before. Maybe it was never created.</i></span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Spells suck 1 (in EASY difficulty) health from targets with each hit</span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:purple'>New ability: absorb (1) (requires [[#Wisdom of the Ages_.E2.80.93_helm|Wisdom of the Ages]])</span><br/><br />
<span style='color:purple'>New base ranged weapon special: horrid (requires [[#Search for Wisdom_.E2.80.93_boots|Search for Wisdom]])</span><br/><br />
<br/><br />
=== Transformed Flesh &ndash; cloak ===<br />
<span style='color:#808080'><i>Some barbarian civilisations could achieve great inventions without magic.</i></span><br/><br />
<span style='color:purple'>5% better defence on all terrains (requires [[#Hydraulic Core_.E2.80.93_amulet|Hydraulic Core]])</span><br/><br />
<span style='color:purple'>5% better defence on all terrains (requires [[#Mind Assisting Element_.E2.80.93_helm|Mind Assisting Element]])</span><br/><br />
<br/><br />
=== Unseen Writings &ndash; cloak ===<br />
<span style='color:#808080'><i>No matter how well you write, after a millenium there will be nothing of it. Though copies may survive.</i></span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 5%</span><br/><br />
<span style='color:green'>Enemy resistances to cold decreased by 5%</span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 5%</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:purple'>4% to magical resistances (requires [[#Unspoken Words_.E2.80.93_gauntlets|Unspoken Words]])</span><br/><br />
<span style='color:purple'>New base ranged weapon special: struggle (requires [[#Unthought Memories_.E2.80.93_amulet|Unthought Memories]])</span><br/><br />
<span style='color:purple'>4% to all physical resistances (requires [[#Unsung Odes_.E2.80.93_armour|Unsung Odes]])</span><br/><br />
<br/><br />
=== Violent Mage's Cloak &ndash; cloak ===<br />
<span style='color:#808080'><i>After many brawls, he decided to use his magic to improve his brawling abilities.</i></span><br/><br />
<span style='color:green'>Increases all magical damages by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 5%</span><br/><br />
<span style='color:purple'>20% increased damage with violent beatdown (requires [[#Violent Mage's Armour_.E2.80.93_armour|Violent Mage's Armour]])</span><br/><br />
<br/><br />
=== Woodland Cloak &ndash; cloak ===<br />
<span style='color:#808080'><i>Where is the elf wearing that green cloak? Has anybody seen him?</i></span><br/><br />
<span style='color:#60A0FF'>New ability: ambush</span><br/><br />
<span style='color:#60A0FF'>Movement costs through forests set to 1</span><br/><br />
<br/><br />
=== Worshipper of Darkness &ndash; cloak ===<br />
<span style='color:#808080'><i>Worshipping the heralds of Light is a heavy burden people think to be pleasant to carry.</i></span><br/><br />
<span style='color:green'>Damage decreased by 2</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#Deathaura_.E2.80.93_heals|deathaura (8)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (10)]]</span><br/><br />
<br/><br />
== craftable as any armour ==<br />
=== Blood Revenge &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>If you go spilling blood, make sure it is not your blood that would end up spilled.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:green'>Damage increased by 35% (in EASY difficulty), 30% (in MEDIUM difficulty), 25% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#retribution_.E2.80.93_dummy|retribution]]</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 3 Obsidians, 1 Topaz, 3 Opals, 4 Pearls and 1 Diamond</span><br/><br />
<br/><br />
=== Chaos &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>What had the creator of this in mind when he was designing?</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 20%</span><br/><br />
<span style='color:green'>1 more attacks</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Movement costs on frozen lands set to 1</span><br/><br />
<span style='color:#60A0FF'>New ability: skirmisher</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 1 Obsidian, 2 Topazes, 1 Opal, 1 Diamond, 4 Emeralds, 2 Sapphires and 1 Black Pearl</span><br/><br />
<br/><br />
=== Defensive Stance &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>A good defence is the best offence.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 20% (in EASY difficulty), 15% (in MEDIUM difficulty), 10% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: steadfast</span><br/><br />
<span style='color:#60A0FF'>2 fewer movement points</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 3 Obsidians and 2 Topazes</span><br/><br />
<br/><br />
=== Deflector of Light &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>Drive all light away and enjoy the darkness.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 20%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#darkens severely_.E2.80.93_illuminates|darkens severely]]</span><br/><br />
<span style='color:#60A0FF'>Sets alignment to chaotic</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 4 Obsidians, 2 Topazes, 1 Opal, 3 Diamonds, 1 Ruby and 1 Emerald</span><br/><br />
<br/><br />
=== Dugi's Ward &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>Metal is the best, especially if it's heavy enough.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 30%</span><br/><br />
<span style='color:green'>Damage increased by 15%</span><br/><br />
<span style='color:green'>1 more attacks</span><br/><br />
<span style='color:green'>Increases all magical damages by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#absorbs (3)_.E2.80.93_dummy|absorbs (3)]]</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 2 Obsidians, 2 Topazes, 2 Opals, 2 Pearls, 2 Diamonds, 2 Rubies, 4 Emeralds, 4 Amethysts, 4 Sapphires and 4 Black Pearls</span><br/><br />
<br/><br />
=== Dying Dreams &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>Have you ever dreamed of defeating me? Feel your weakness and see me recovering from everything.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:green'>1 more attacks</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#leeches_.E2.80.93_dummy|leech]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (15)]]</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 3 Obsidians, 2 Topazes, 2 Diamonds, 3 Rubies and 1 Emerald</span><br/><br />
<br/><br />
=== Hatred &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>Arm yourself with hatred, your lacking skill will not matter.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:green'>Damage increased by 8 (in EASY difficulty), 7 (in MEDIUM difficulty), 6 (in HARD difficulty)</span><br/><br />
<span style='color:green'>1 more attacks</span><br/><br />
<span style='color:#60A0FF'>5% chance to strike a devastating blow</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 1 Obsidian, 2 Topazes, 1 Opal, 1 Amethyst, 2 Sapphires and 1 Black Pearl</span><br/><br />
<br/><br />
=== Intoxicator &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>Orcish legends talk about a poison so potent that it debilitates its victims instantly.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 25%</span><br/><br />
<span style='color:green'>Damage increased by 10%</span><br/><br />
<span style='color:green'>New weapon special: poison</span><br/><br />
<span style='color:green'>New weapon special: slow</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#immune to poison_.E2.80.93_dummy|immune to poison]]</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 2 Obsidians, 3 Opals, 1 Pearl, 2 Diamonds and 2 Emeralds</span><br/><br />
<br/><br />
=== Lightning Agility &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>That speed... Nothing can hit him.</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 1 Obsidian, 3 Topazes, 3 Opals and 1 Pearl</span><br/><br />
<br/><br />
=== Mastodon &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>You will need a lot of hits to strike down a mastodon.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 20%</span><br/><br />
<span style='color:green'>Damage increased by 2</span><br/><br />
<span style='color:#60A0FF'>8 more hitpoints per level</span><br/><br />
<span style='color:#60A0FF'>6 more hitpoints per level per level</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 2 Obsidians, 1 Opal and 3 Pearls</span><br/><br />
<br/><br />
=== Murderlust &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>Killing makes you stronger, why should you stop doing it?</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 5%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#murderlust_.E2.80.93_dummy|murderlust]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#penetrates_.E2.80.93_dummy|penetrates]]</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 2 Topazes, 3 Pearls, 1 Diamond, 1 Ruby and 2 Emeralds</span><br/><br />
<br/><br />
=== Nighwalker &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>Black and transparent</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#lesser nightstalk_.E2.80.93_hides|lesser nightstalk]]</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 3 Obsidians and 1 Opal</span><br/><br />
<br/><br />
=== Perfection &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>I am from a perfect breed. Orcs are so low-born, they must be exterminated.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#misorcia_.E2.80.93_damage|misorcia]]</span><br/><br />
<span style='color:green'>Increases all magical damages by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 20%</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 2 Obsidians, 1 Topaz, 1 Opal, 1 Diamond and 2 Rubies</span><br/><br />
<br/><br />
=== Prayer &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>'I feel sick, can you help me?'<br />
'No, but I shall pray for you.'</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 15%</span><br/><br />
<span style='color:#60A0FF'>New ability: regenerates</span><br/><br />
<span style='color:#60A0FF'>New ability: cures</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 2 Topazes, 1 Opal, 3 Pearls, 3 Diamonds and 2 Rubies</span><br/><br />
<br/><br />
=== Purity &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>Glory of the pure led the nocturnal creatures away.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 15%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#improved illumination_.E2.80.93_illuminates|improved illumination]]</span><br/><br />
<span style='color:#60A0FF'>Sets alignment to lawful</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 4 Topazes, 2 Diamonds and 1 Amethyst</span><br/><br />
<br/><br />
=== Quintessence &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>'All is made of four elements.'<br />
'Master, four is not a pretty number. Why not five?'<br />
'Very well, I was testing you. There is a fifth element.'</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:#60A0FF'>Spells suck 1 health from targets with each hit</span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 10%</span><br/><br />
<span style='color:green'>Enemy resistances to cold decreased by 10%</span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 10%</span><br/><br />
<span style='color:green'>Increases all magical damages by 20%</span><br/><br />
<span style='color:purple'>New ability: regenerates (requires [[#The Essence of Magic_.E2.80.93_craftable as any weapon|The Essence of Magic]])</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 1 Topaz, 3 Opals, 1 Ruby, 2 Emeralds and 1 Amethyst</span><br/><br />
<br/><br />
=== Scourge of All Living &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>Stories talk about a disease that comes out of nowhere and no one can survive.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 30%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#cancer_.E2.80.93_dummy|cancer]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (20)]]</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 3 Obsidians, 1 Opal, 1 Pearl, 1 Diamond and 1 Emerald</span><br/><br />
<br/><br />
=== Sorcery &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>'You shall never question my power!'<br />
'Only because of that cheap decorated armour of yours?'</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:green'>Increases all magical damages by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 1 Obsidian, 1 Opal and 2 Pearls</span><br/><br />
<br/><br />
=== Spell Devourer &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>When the mighty wizard saw soldiers wearing armour protecting from his magic, he summoned undead to fight them.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 15%</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 2 Obsidians, 3 Pearls, 3 Diamonds and 2 Rubies</span><br/><br />
<br/><br />
=== Spiritual Presence &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>Run through hills, swamps and sand as if you had no body limiting you.</i></span><br/><br />
<span style='color:green'>Increases all magical damages by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 40%</span><br/><br />
<span style='color:#60A0FF'>Movement costs through forests set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs on frozen lands set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs on flat terrains set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs through dark caves set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs through mushroom groves set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs through villages set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs through castles set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs on coastal reefs set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs through swampy places set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs on hills set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs across sands set to 1</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 2 Topazes, 1 Opal, 1 Diamond, 3 Emeralds, 2 Amethysts and 1 Sapphire</span><br/><br />
<br/><br />
=== Strength &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>Why does nobody want to play handwrestling with me?</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 10%</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 1 Obsidian, 3 Topazes and 2 Opals</span><br/><br />
<br/><br />
=== The Art of War &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>If you know the enemy and you know yourself, you need not fear the outcome of a thousand battles.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 25%</span><br/><br />
<span style='color:green'>Damage increased by 3</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#NAME (INTENSITY)_.E2.80.93_leadership|damage aura (25)]]</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 2 Obsidians, 2 Topazes, 1 Opal, 1 Pearl, 3 Emeralds and 3 Sapphires</span><br/><br />
<br/><br />
=== The Godless &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>Do not justify your actions with the name of a man made deity.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 35%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 25%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 30%</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 1 Obsidian, 1 Topaz, 1 Opal, 1 Pearl, 1 Diamond, 1 Ruby and 1 Emerald</span><br/><br />
<br/><br />
=== The Shiverbringer &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>His presence brought shivers of fear to everyone who defied him. He was defeated by the insane.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 20%</span><br/><br />
<span style='color:green'>Enemy resistances to cold decreased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: regenerates</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (20)]]</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 2 Obsidians, 1 Opal, 2 Diamonds, 2 Rubies, 1 Emerald and 1 Amethyst</span><br/><br />
<br/><br />
=== Unimpalability &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>The executioner tried to impale him on a stick. It was his last mistake.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 40%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#frail tide (INTENSITY)_.E2.80.93_resistance|frail tide (15)]]</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 3 Opals and 1 Pearl</span><br/><br />
<br/><br />
=== Warheart &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>This will please my war loving heart.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 25%</span><br/><br />
<span style='color:green'>1 more attacks</span><br/><br />
<span style='color:#60A0FF'>5% chance to strike a devastating blow</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#NAME (INTENSITY)_.E2.80.93_leadership|damage aura (10)]]</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 2 Obsidians, 1 Opal, 1 Diamond, 2 Rubies and 1 Amethyst</span><br/><br />
<br/><br />
== craftable as any weapon ==<br />
=== Anger &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>If we were not born to rage, why would we have the ability to rage then?</i></span><br/><br />
<span style='color:green'>Damage increased by 30%</span><br/><br />
<span style='color:green'>30% more attacks</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#anger_.E2.80.93_attacks|anger]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 2 Obsidians, 1 Opal, 3 Rubies and 1 Emerald</span><br/><br />
<br/><br />
=== Dominion &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>Obey.</i></span><br/><br />
<span style='color:green'>Damage increased by 40% (in EASY difficulty), 20% (in MEDIUM difficulty), 0% (in HARD difficulty)</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#mind raid_.E2.80.93_dummy|mind raid]]</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 15%</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 1 Obsidian, 2 Opals, 1 Pearl, 2 Emeralds and 1 Amethyst</span><br/><br />
<br/><br />
=== Dugi's Wrath &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>The probability that somebody will get this is quite low, maybe some of my assumptions were wrong.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:green'>Damage increased by 70% (in EASY difficulty), 50% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>30% more attacks</span><br/><br />
<span style='color:#60A0FF'>Spells suck 2 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>15% chance to strike a devastating blow</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#leeches_.E2.80.93_damage|leech]]</span><br/><br />
<span style='color:green'>New weapon special: berserk</span><br/><br />
<span style='color:green'>New weapon special: charge</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#radiating insanity_.E2.80.93_dummy|radiating insanity]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#warlord's rule_.E2.80.93_dummy|warlord's rule]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#wrath_.E2.80.93_dummy|wrath]]</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 3 Obsidians, 3 Topazes, 3 Opals, 3 Pearls, 3 Diamonds, 10 Rubies, 10 Emeralds, 10 Amethysts, 10 Sapphires and 10 Black Pearls</span><br/><br />
<br/><br />
=== Equality &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>Even the weak can kill with this one.</i></span><br/><br />
<span style='color:green'>Damage increased by 7 (in EASY difficulty), 6 (in MEDIUM difficulty), 5 (in HARD difficulty)</span><br/><br />
<span style='color:green'>20% more attacks</span><br/><br />
<span style='color:green'>Increases all magical damages by 15%</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 3 Topazes and 2 Opals</span><br/><br />
<br/><br />
=== Forestburner &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>Sarah always preferred money over pristine nature.</i></span><br/><br />
<span style='color:green'>Damage increased by 40% (in EASY difficulty), 30% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#misdryadia_.E2.80.93_damage|misdryadia]]</span><br/><br />
<span style='color:green'>Increases all magical damages by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 15%</span><br/><br />
<span style='color:green'>New attack: fireball (13 - 4, fire)</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 1 Obsidian, 1 Opal, 4 Rubies and 1 Amethyst</span><br/><br />
<br/><br />
=== Gloombringer &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>One side wins, the other side loses. Both sides' widows weep.</i></span><br/><br />
<span style='color:green'>Damage increased by 80% (in EASY difficulty), 50% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:green'>30% more attacks</span><br/><br />
<span style='color:green'>New weapon special: poison</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 10%</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 2 Obsidians, 1 Topaz, 1 Ruby, 4 Emeralds and 1 Amethyst</span><br/><br />
<br/><br />
=== Guerrilla &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>Fight when you choose to fight, hide when you are hunted.</i></span><br/><br />
<span style='color:green'>Damage increased by 2</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#hit and run_.E2.80.93_dummy|hit and run]]</span><br/><br />
<span style='color:#60A0FF'>New ability: concealment</span><br/><br />
<span style='color:#60A0FF'>2 more movement points</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 1 Obsidian, 1 Topaz, 1 Opal, 1 Pearl, 1 Diamond, 2 Emeralds and 1 Sapphire</span><br/><br />
<br/><br />
=== Inferno &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>Infernal flames will devour those who are struck with the ruby-clad weapon.</i></span><br/><br />
<span style='color:green'>Damage increased by 50% (in EASY difficulty), 40% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Sets damage type to fire</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#incinerate_.E2.80.93_dummy|incinerate]]</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 20%</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 1 Obsidian, 1 Opal, 3 Rubies and 2 Emeralds</span><br/><br />
<br/><br />
=== Konrad's Might &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>No sword or shield can protect from my wrath.</i></span><br/><br />
<span style='color:green'>Damage increased by 40% (in EASY difficulty), 30% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Damage increased by 2</span><br/><br />
<span style='color:green'>New weapon special: marksman</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 3 Obsidians and 1 Topaz</span><br/><br />
<br/><br />
=== Malice &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>Dishonest combat is usually stronger.</i></span><br/><br />
<span style='color:green'>Damage increased by 25%</span><br/><br />
<span style='color:green'>Damage increased by 4</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:green'>New weapon special: backstab</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 5%</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 2 Topazes, 1 Pearl and 1 Diamond</span><br/><br />
<br/><br />
=== Marie Byrd &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>He set foot into the Land of Always Winter and named it after his wife.</i></span><br/><br />
<span style='color:green'>Damage increased by 60% (in EASY difficulty), 55% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Sets damage type to cold</span><br/><br />
<span style='color:green'>New weapon special: slow</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 40%</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<span style='color:#60A0FF'>Movement costs on frozen lands set to 1</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 1 Obsidian, 1 Pearl, 1 Diamond, 1 Emerald and 4 Sapphires</span><br/><br />
<br/><br />
=== Marrowrend &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>Let your anger penetrate into the depths of your bones.</i></span><br/><br />
<span style='color:green'>Damage increased by 40% (in EASY difficulty), 25% (in MEDIUM difficulty), 10% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Damage increased by 2</span><br/><br />
<span style='color:green'>30% more attacks</span><br/><br />
<span style='color:green'>Sets damage type to impact</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:green'>Enemy resistances to impact decreased by 20%</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#anger_.E2.80.93_attacks|anger]]</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 1 Opal, 1 Pearl, 3 Rubies and 1 Black Pearl</span><br/><br />
<br/><br />
=== Misanthropia &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>I have seen pillagers torturing children for fun. The worst of monsters are humans. They must be smitten.</i></span><br/><br />
<span style='color:green'>Damage increased by 30%</span><br/><br />
<span style='color:green'>25% more attacks</span><br/><br />
<span style='color:green'>Enemy resistances to cold decreased by 20%</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#misanthropia_.E2.80.93_damage|misanthropia]]</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#misnania_.E2.80.93_damage|misnania]]</span><br/><br />
<span style='color:green'>Increases all magical damages by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 15%</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 1 Topaz, 1 Pearl, 2 Diamonds and 1 Emerald</span><br/><br />
<br/><br />
=== Scaryface &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>Behold my countenance and tremble!</i></span><br/><br />
<span style='color:green'>Damage increased by 70% (in EASY difficulty), 50% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Damage increased by 3</span><br/><br />
<span style='color:green'>20% more attacks</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#horrid_.E2.80.93_dummy|horrid]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 40%</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 1 Obsidian, 1 Opal, 1 Amethyst and 1 Sapphire</span><br/><br />
<br/><br />
=== Soul Eclipse &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>Hide your soul and gifts of undeath await you.</i></span><br/><br />
<span style='color:green'>Damage increased by 4 (in EASY difficulty), 0 (in MEDIUM difficulty), -4 (in HARD difficulty)</span><br/><br />
<span style='color:green'>New weapon special: drain</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Unlife (immunity to poison, plague and drain)</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 3 Obsidians, 2 Topazes, 3 Diamonds, 1 Emerald and 2 Amethysts</span><br/><br />
<br/><br />
=== Soul Hunter &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>Noble cannibals do not eat corpses, they eat souls.</i></span><br/><br />
<span style='color:green'>Damage increased by 40%</span><br/><br />
<span style='color:green'>Damage increased by 1</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#murderlust_.E2.80.93_dummy|murderlust]]</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 2 Obsidians, 1 Topaz, 3 Opals and 2 Pearls</span><br/><br />
<br/><br />
=== Soul Render &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>Sticks and stones will break his bones, but this will destroy even his soul.</i></span><br/><br />
<span style='color:green'>Damage increased by 70% (in EASY difficulty), 55% (in MEDIUM difficulty), 40% (in HARD difficulty)</span><br/><br />
<span style='color:green'>30% more attacks</span><br/><br />
<span style='color:#60A0FF'>10% chance to strike a devastating blow</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#leeches_.E2.80.93_damage|leech]]</span><br/><br />
<span style='color:green'>Increases all magical damages by 30%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 20%</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 2 Obsidians, 1 Topaz, 1 Pearl, 2 Rubies, 3 Emeralds, 1 Amethyst, 2 Sapphires and 1 Black Pearl</span><br/><br />
<br/><br />
=== The End of All that Is &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>From the victim's point of view, there was no death at all.</i></span><br/><br />
<span style='color:green'>Damage increased by 40% (in EASY difficulty), 30% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:green'>20% more attacks</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#soul annihilation_.E2.80.93_damage|soul annihilation]]</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 2 Topazes, 1 Opal, 1 Pearl, 3 Diamonds, 1 Ruby, 2 Emeralds and 1 Amethyst</span><br/><br />
<br/><br />
=== The Essence of Magic &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>Fire, earth, air and water. And then there is magic.</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:green'>Sets damage type to arcane</span><br/><br />
<span style='color:green'>Increases all magical damages by 35%</span><br/><br />
<span style='color:purple'>5% to all resistances to magic (requires [[#Quintessence_.E2.80.93_craftable as any armour|Quintessence]])</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 1 Topaz, 1 Pearl, 1 Diamond and 1 Ruby</span><br/><br />
<br/><br />
=== The Lesser Lich &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>Let this skeleton be my lieutenant. They will not notice any difference.</i></span><br/><br />
<span style='color:green'>30% (in EASY difficulty), 25% (in MEDIUM difficulty), 20% (in HARD difficulty) more attacks</span><br/><br />
<span style='color:green'>Sets damage type to arcane</span><br/><br />
<span style='color:#60A0FF'>Sucks 2 health from targets with each hit</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#plague (LANGUAGE_TYPE)_.E2.80.93_plague|plague (Soulless)]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 3 Obsidians, 1 Topaz, 1 Pearl, 1 Emerald, 1 Amethyst, 2 Sapphires and 1 Black Pearl</span><br/><br />
<br/><br />
=== Thundering Revenge &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>I call this new weapon of mine.. bazooka!</i></span><br/><br />
<span style='color:green'>Damage decreased by 30% (in EASY difficulty), 40% (in MEDIUM difficulty), 50% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Sets damage type to lightning</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#explosive_.E2.80.93_damage|explosive]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#retribution_.E2.80.93_dummy|retribution]]</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 1 Topaz, 1 Pearl, 2 Rubies, 3 Emeralds and 1 Sapphire</span><br/><br />
<br/><br />
=== Widowmaker, Widowermaker &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>The number of widows will rise after this battle.</i></span><br/><br />
<span style='color:green'>Damage decreased by 10%</span><br/><br />
<span style='color:green'>New weapon special: charge</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 5%</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 1 Topaz, 1 Opal, 2 Pearls and 1 Diamond</span><br/><br />
<br/><br />
=== Wretched Defiler &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>Minimise your casualties, even at the cost of defiling corpses.</i></span><br/><br />
<span style='color:green'>Damage increased by 25%</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#plague (LANGUAGE_TYPE)_.E2.80.93_plague|plague (Soulless)]]</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 25%</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 2 Topazes, 2 Opals and 1 Pearl</span><br/><br />
<br/><br />
== dagger ==<br />
=== Chaosbringer &ndash; dagger ===<br />
<span style='color:#808080'><i>Do you like order? Shame that I do not.</i></span><br/><br />
<span style='color:green'>40% more attacks</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 (in EASY difficulty) health from targets with each hit</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#misanthropia_.E2.80.93_damage|misanthropia]]</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#misnania_.E2.80.93_damage|misnania]]</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#misdryadia_.E2.80.93_damage|misdryadia]]</span><br/><br />
<br/><br />
=== Dagger of Craving &ndash; dagger ===<br />
<span style='color:#808080'><i>Does this make you feel some sort of... bloodlust?</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#aura of hunger_.E2.80.93_dummy|aura of hunger]]</span><br/><br />
<br/><br />
=== Dagger of Shielding &ndash; dagger ===<br />
<span style='color:#808080'><i>He survived a thousand knife fights. Not because of his bravery.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:green'>New weapon special: poison</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 10%</span><br/><br />
<br/><br />
=== Dagger of Sicarii &ndash; dagger ===<br />
<span style='color:#808080'><i>An oppressed nation will find a way to have its revenge.</i></span><br/><br />
<span style='color:green'>Damage increased by 50% (in EASY difficulty), 20% (in MEDIUM difficulty), -10% (in HARD difficulty)</span><br/><br />
<span style='color:green'>25% more attacks</span><br/><br />
<span style='color:#60A0FF'>Spells suck 1 health from targets with each hit</span><br/><br />
<span style='color:green'>New weapon special: poison</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#uber backstab_.E2.80.93_damage|uber backstab]]</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#darkens_.E2.80.93_illuminates|darkens]]</span><br/><br />
<span style='color:#60A0FF'>New ability: nightstalk</span><br/><br />
<br/><br />
=== Dagger of Surprises &ndash; dagger ===<br />
<span style='color:#808080'><i>One stab to rule them all.</i></span><br/><br />
<span style='color:green'>25% more attacks</span><br/><br />
<span style='color:green'>Merges attacks</span><br/><br />
<span style='color:green'>New weapon special: backstab</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<br/><br />
=== Exterminator's Dagger &ndash; dagger ===<br />
<span style='color:#808080'><i>Slay the tyrant. Put an end to his wicked rule.</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:green'>Increases all magical damages by 15%</span><br/><br />
<span style='color:purple'>2% to all resistances (requires [[#Exterminator's Scythe_.E2.80.93_polearm|Exterminator's Scythe]])</span><br/><br />
<span style='color:purple'>2% to all resistances (requires [[#Exterminator's Knives_.E2.80.93_knife|Exterminator's Knives]])</span><br/><br />
<span style='color:purple'>2% to all resistances (requires [[#Exterminator's Ring_.E2.80.93_ring|Exterminator's Ring]])</span><br/><br />
<br/><br />
=== Exterminator's Dagger &ndash; dagger ===<br />
<span style='color:#808080'><i>Slay the tyrant. Put an end to his wicked rule.</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:green'>Increases all magical damages by 15%</span><br/><br />
<span style='color:purple'>2% to all resistances (requires [[#Exterminator's Scythe_.E2.80.93_polearm|Exterminator's Scythe]])</span><br/><br />
<span style='color:purple'>2% to all resistances (requires [[#Exterminator's Knives_.E2.80.93_knife|Exterminator's Knives]])</span><br/><br />
<span style='color:purple'>2% to all resistances (requires [[#Exterminator's Ring_.E2.80.93_ring|Exterminator's Ring]])</span><br/><br />
<br/><br />
=== Nightstalker &ndash; dagger ===<br />
<span style='color:#808080'><i>That looming darkness is a herald of his arrival. Somebody will die very soon.</i></span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#greater backstab_.E2.80.93_damage|greater backstab]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#darkens_.E2.80.93_illuminates|darkens]]</span><br/><br />
<span style='color:#60A0FF'>New ability: nightstalk</span><br/><br />
<br/><br />
=== Souldrainer &ndash; dagger ===<br />
<span style='color:#808080'><i>To kill or to preserve oneself? One has to consider the situation.</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 20%</span><br/><br />
<br/><br />
=== Straight out of Nowhere &ndash; dagger ===<br />
<span style='color:#808080'><i>Expect the unexpected. Diabolus ex machina.</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:green'>Merges attacks</span><br/><br />
<span style='color:green'>New weapon special: poison</span><br/><br />
<br/><br />
=== Survival of the Cowardliest &ndash; dagger ===<br />
<span style='color:#808080'><i>Revered men once went to war. Revered men now lay in red mud.</i></span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#greater backstab_.E2.80.93_damage|greater backstab]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#cowardice_.E2.80.93_dummy|cowardice]]</span><br/><br />
<br/><br />
=== The Psychotic's Dagger &ndash; dagger ===<br />
<span style='color:#808080'><i>I will kill you! Kill! Kill! Hahahahahahaha, aaahahahahahahaaa! Hahahaaa!</i></span><br/><br />
<span style='color:green'>30% (in EASY difficulty), 25% (in MEDIUM difficulty), 20% (in HARD difficulty) more attacks</span><br/><br />
<span style='color:green'>New weapon special: poison</span><br/><br />
<br/><br />
=== Titan's Bane &ndash; dagger ===<br />
<span style='color:#808080'><i>My blows may cause mere scratches on your skin, but it can be enough for you to die.</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:green'>Sets damage type to arcane</span><br/><br />
<span style='color:#60A0FF'>20% chance to strike a devastating blow</span><br/><br />
<br/><br />
=== Traces of Blood &ndash; dagger ===<br />
<span style='color:#808080'><i>That assassin is hard to find, but his bloody trace can be followed. Shame that it costs so many lives.</i></span><br/><br />
<span style='color:green'>Damage increased by 60% (in EASY difficulty), 50% (in MEDIUM difficulty), 40% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 (in EASY difficulty) health from targets with each hit</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#mayhem_.E2.80.93_dummy|mayhem]]</span><br/><br />
<br/><br />
== gauntlets ==<br />
=== Brawler's Triumph &ndash; gauntlets ===<br />
<span style='color:#808080'><i>It protects well... but not as much from punches.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 10%</span><br/><br />
<br/><br />
=== Chilling Touch &ndash; gauntlets ===<br />
<span style='color:#808080'><i>Unnatural clouds of dust can come and cover the sun. No heat will come and summer crops will be touched by chill.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:green'>Damage decreased by 3</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 15%</span><br/><br />
<span style='color:purple'>New ability: freezing aura (requires [[#Heart of Ice_.E2.80.93_armour|Heart of Ice]])</span><br/><br />
<span style='color:purple'>+1 base damage (requires [[#Iced Boots_.E2.80.93_boots|Iced Boots]])</span><br/><br />
<br/><br />
=== Dark Gloves of Destruction &ndash; gauntlets ===<br />
<span style='color:#808080'><i>Surviving warriors have learned that healing while fighting is necessary for survival.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 15%</span><br/><br />
<span style='color:purple'>+1 base damage (requires [[#Dark Sword of Destruction_.E2.80.93_sword|Dark Sword of Destruction]])</span><br/><br />
<span style='color:purple'>+1 base damage (requires [[#Dark Helm of Destruction_.E2.80.93_helm|Dark Helm of Destruction]])</span><br/><br />
<br/><br />
=== Draingloves &ndash; gauntlets ===<br />
<span style='color:#808080'><i>You hit, you heal. I hit, you heal. But can you heal enough?</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Spells suck 1 health from targets with each hit</span><br/><br />
<span style='color:green'>Increases all magical damages by 5%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#absorbs (1)_.E2.80.93_dummy|absorbs (1)]]</span><br/><br />
<br/><br />
=== Eidolon's Gauntlets &ndash; gauntlets ===<br />
<span style='color:#808080'><i>He hired white mages to imbue a glorious warrior with their power. The warrior thought this power came from a god.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 20%</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<span style='color:purple'>4% to cold resistance (requires [[#Eidolon's Ring_.E2.80.93_ring|Eidolon's Ring]])</span><br/><br />
<span style='color:purple'>3% to pierce resistance (requires [[#Eidolon's Necklace_.E2.80.93_amulet|Eidolon's Necklace]])</span><br/><br />
<span style='color:purple'>3% to blade resistance (requires [[#Eidolon's Armour_.E2.80.93_armour|Eidolon's Armour]])</span><br/><br />
<span style='color:purple'>4 to hitpoints (requires [[#Eidolon's Mask_.E2.80.93_helm|Eidolon's Mask]])</span><br/><br />
<span style='color:purple'>1 to damage (requires [[#Eidolon's Boots_.E2.80.93_boots|Eidolon's Boots]])</span><br/><br />
<span style='color:purple'>2% to arcane resistance (requires [[#Eidolon's Coat_.E2.80.93_cloak|Eidolon's Coat]])</span><br/><br />
<span style='color:purple'>New ability: Steals (requires [[#Eidolon's Sword_.E2.80.93_sword|Eidolon's Sword]])</span><br/><br />
<br/><br />
=== Fiery Blood &ndash; gauntlets ===<br />
<span style='color:#808080'><i>Red is the fire. Red is the blood. I am not sure which of them is pouring.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:green'>1 more attacks</span><br/><br />
<span style='color:green'>Sets damage type to fire</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<br/><br />
=== Grim Trigger &ndash; gauntlets ===<br />
<span style='color:#808080'><i>If someone throws stones at you, make an example out of him and no one will ever dare again.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#triggerable_.E2.80.93_dummy|triggerable]]</span><br/><br />
<br/><br />
=== Hands of Sorrow &ndash; gauntlets ===<br />
<span style='color:#808080'><i>He grew up as a mercenary bound to obey any command. Remorse led him to distant corners where he died, miserable and alone.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>5% chance to strike a devastating blow</span><br/><br />
<span style='color:#60A0FF'>Movement costs on frozen lands set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs through dark caves set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs through mushroom groves set to 1</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (5)]]</span><br/><br />
<br/><br />
=== Heavy Gauntlets &ndash; gauntlets ===<br />
<span style='color:#808080'><i>How the hell do you fight with this?</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<br/><br />
=== Heavy Gauntlets of Virility &ndash; gauntlets ===<br />
<span style='color:#808080'><i>It protects you well, but are you sure that you can lift a weapon with that?</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>4 more hitpoints per level per level</span><br/><br />
<br/><br />
=== Hellslash &ndash; gauntlets ===<br />
<span style='color:#808080'><i>Careful about him, you will get hurt even if he is not attacking you.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#cleave_.E2.80.93_damage|cleave]] (melee attacks only)</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 5%</span><br/><br />
<br/><br />
=== Mighty Gauntlets &ndash; gauntlets ===<br />
<span style='color:#808080'><i>Like any other visitor, he put his sword on a rack outside. His mighty fists were deadly enough.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<br/><br />
=== Quick Gauntlets &ndash; gauntlets ===<br />
<span style='color:#808080'><i>Quick hands are the best defence.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:green'>1 more attacks</span><br/><br />
<span style='color:green'>Increases all magical damages by 5%</span><br/><br />
<br/><br />
=== Rationality &ndash; gauntlets ===<br />
<span style='color:#808080'><i>Magic is just very well made quackery.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:green'>Sets damage type to blade</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 15%</span><br/><br />
<br/><br />
=== Soul Thrash &ndash; gauntlets ===<br />
<span style='color:#808080'><i>'My life is in ruins, if I die, I cannot lose anything.'<br />
Then he saw this item.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:green'>Damage decreased by 30% (in EASY difficulty), 40% (in MEDIUM difficulty), 50% (in HARD difficulty)</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#soul thrash_.E2.80.93_damage|soul thrash]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#wrath_.E2.80.93_dummy|wrath]]</span><br/><br />
<br/><br />
=== Stormgrip &ndash; gauntlets ===<br />
<span style='color:#808080'><i>You are an evil overlord, armoured and shielded against everything? I will slay you anyway.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:green'>Sets damage type to lightning</span><br/><br />
<span style='color:#60A0FF'>5% chance to strike a devastating blow</span><br/><br />
<br/><br />
=== The Touch of Death &ndash; gauntlets ===<br />
<span style='color:#808080'><i>There is no touch of death. But you can take your time to aim at the windpipe from the correct angle...</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:green'>Damage increased by 20 (in EASY difficulty), 18 (in MEDIUM difficulty), 16 (in HARD difficulty)</span><br/><br />
<span style='color:green'>4 fewer attacks</span><br/><br />
<br/><br />
=== Unspoken Words &ndash; gauntlets ===<br />
<span style='color:#808080'><i>No matter how wise you are, your words once shall be forgotten. But meaning may remain.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 5%</span><br/><br />
<span style='color:green'>Enemy resistances to cold decreased by 5%</span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 5%</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:purple'>4% to all physical resistances (requires [[#Unseen Writings_.E2.80.93_cloak|Unseen Writings]])</span><br/><br />
<span style='color:purple'>4% to magical resistances (requires [[#Unthought Memories_.E2.80.93_amulet|Unthought Memories]])</span><br/><br />
<span style='color:purple'>2% to all resistances (requires [[#Unsung Odes_.E2.80.93_armour|Unsung Odes]])</span><br/><br />
<br/><br />
== gem ==<br />
=== Amethyst &ndash; gem ===<br />
<span style='color:#808080'><i>These purple precious stones always attracted people for their massive magical power. However, its use as decoration by those without any knowledge of magic is widespread.</i></span><br/><br />
<br/><br />
=== Black Pearl &ndash; gem ===<br />
<span style='color:#808080'><i>Black pearls are legendarily rare and powerful items, investigated because of its powers reaching beyond the borders of standard magic.</i></span><br/><br />
<br/><br />
=== Diamond &ndash; gem ===<br />
<span style='color:#808080'><i>This colourless precious stone is known to be the hardest mineral, but it is too fragile to be used in weapons or armour as a hard material. However, it very useful due to its magical properties.</i></span><br/><br />
<br/><br />
=== Emerald &ndash; gem ===<br />
<span style='color:#808080'><i>Diamonds tainted with copper salts are coloured green and possess huge magical power. However, it is uneasy to extract it.</i></span><br/><br />
<br/><br />
=== Obsidian &ndash; gem ===<br />
<span style='color:#808080'><i>Although this gem looks interesting in appearance, its magical power is limited. However, in combination with other gems, it can find some use.</i></span><br/><br />
<br/><br />
=== Opal &ndash; gem ===<br />
<span style='color:#808080'><i>This is the least rare of precious gems, but it can be still used to craft useful items.</i></span><br/><br />
<br/><br />
=== Pearl &ndash; gem ===<br />
<span style='color:#808080'><i>This is one of the few kinds of precious gems that are grown, and not created by volcanic or tectonic processes. It has a wide use in decorating things or granting them magical properties.</i></span><br/><br />
<br/><br />
=== Ruby &ndash; gem ===<br />
<span style='color:#808080'><i>This is a diamond containing other minerals, that make its colour bright red. Its magical power is strong, and it can be used to create powerful magical things.</i></span><br/><br />
<br/><br />
=== Sapphire &ndash; gem ===<br />
<span style='color:#808080'><i>This incredibly rare colour variation is highly sought after for its incredible magical power.</i></span><br/><br />
<br/><br />
=== Topaz &ndash; gem ===<br />
<span style='color:#808080'><i>Although this gem looks interesting in appearance, its magical power is not really remarkable, but its importance for magical gem combination is not to be neglected.</i></span><br/><br />
<br/><br />
== gold ==<br />
=== 100 gold &ndash; gold ===<br />
<span style='color:#808080'><i>Why conquer when you can buy?</i></span><br/><br />
<span style='color:#808080'><i>100 gold</i></span><br/><br />
<br/><br />
=== 200 gold &ndash; gold ===<br />
<span style='color:#808080'><i>Money will not buy you anything. It is you who has to buy it for money.</i></span><br/><br />
<span style='color:#808080'><i>200 gold</i></span><br/><br />
<br/><br />
=== 50 gold &ndash; gold ===<br />
<span style='color:#808080'><i>Money is more powerful than magic.</i></span><br/><br />
<span style='color:#808080'><i>50 gold</i></span><br/><br />
<br/><br />
== helm ==<br />
=== Apricity &ndash; helm ===<br />
<span style='color:#808080'><i>In winter, the burning sun is actually enjoyable.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 20%</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== Crown of the King &ndash; helm ===<br />
<span style='color:#808080'><i>The masses obeyed the one who had the crown. Whoever it was.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:green'>Increases all magical damages by 15%</span><br/><br />
<span style='color:purple'>New Ability: cantor (requires [[#Ring of the King_.E2.80.93_ring|Ring of the King]])</span><br/><br />
<span style='color:purple'>+1 to base attacks (requires [[#Armour of the King_.E2.80.93_armour|Armour of the King]])</span><br/><br />
<span style='color:purple'>1 more movement point (requires [[#Sceptre of the King_.E2.80.93_mace|Sceptre of the King]])</span><br/><br />
<br/><br />
=== Cunctator's Helmet &ndash; helm ===<br />
<span style='color:#808080'><i>If you command Cunctator to attack immediately, he will not obey.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 25%</span><br/><br />
<span style='color:green'>Damage decreased by 10% (in EASY difficulty), 20% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (15)]]</span><br/><br />
<span style='color:purple'>New ability: careful (10) (requires [[#Cunctator's sword_.E2.80.93_sword|Cunctator's Sword]])</span><br/><br />
<span style='color:purple'>New ability: 10% to physical resistances (requires [[#Cunctator's Armour_.E2.80.93_armour|Cunctator's Armour]])</span><br/><br />
<br/><br />
=== Dark Helm of Destruction &ndash; helm ===<br />
<span style='color:#808080'><i>Deadly warriors wear even offensive armour.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:green'>1 more attacks</span><br/><br />
<span style='color:purple'>+1 base damage (requires [[#Dark Sword of Destruction_.E2.80.93_sword|Dark Sword of Destruction]])</span><br/><br />
<span style='color:purple'>+1 base damage (requires [[#Dark Gloves of Destruction_.E2.80.93_gauntlets|Dark Gloves of Destruction]])</span><br/><br />
<br/><br />
=== Diadem of the Dark Headmaster &ndash; helm ===<br />
<span style='color:#808080'><i>He presides. He protects. He teaches. He attacks.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>Spells suck 1 health from targets with each hit</span><br/><br />
<span style='color:green'>Enemy resistances to cold decreased by 10%</span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 10%</span><br/><br />
<br/><br />
=== Eidolon's Mask &ndash; helm ===<br />
<span style='color:#808080'><i>His experience showed him that if dead are all around, people need a champion. Otherwise they fall without resistance.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 10%</span><br/><br />
<span style='color:purple'>4% to cold resistance (requires [[#Eidolon's Ring_.E2.80.93_ring|Eidolon's Ring]])</span><br/><br />
<span style='color:purple'>3% to pierce resistance (requires [[#Eidolon's Necklace_.E2.80.93_amulet|Eidolon's Necklace]])</span><br/><br />
<span style='color:purple'>3% to blade resistance (requires [[#Eidolon's Armour_.E2.80.93_armour|Eidolon's Armour]])</span><br/><br />
<span style='color:purple'>1 to damage (requires [[#Eidolon's Gauntlets_.E2.80.93_gauntlets|Eidolon's Gauntlets]])</span><br/><br />
<span style='color:purple'>2% to arcane resistance (requires [[#Eidolon's Coat_.E2.80.93_cloak|Eidolon's Coat]])</span><br/><br />
<span style='color:purple'>New ability: Mockery (requires [[#Eidolon's Sword_.E2.80.93_sword|Eidolon's Sword]])</span><br/><br />
<br/><br />
=== False Paradise &ndash; helm ===<br />
<span style='color:#808080'><i>Their society was almost utopian. They grew lazy and weak and became an easy prey for invaders.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 20%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#regenerates (VALUE)_.E2.80.93_regenerate|regenerates (24)]]</span><br/><br />
<span style='color:#60A0FF'>3 (in EASY difficulty), 4 (in MEDIUM difficulty), 5 (in HARD difficulty) fewer movement points</span><br/><br />
<br/><br />
=== Helmet of Paladins &ndash; helm ===<br />
<span style='color:#808080'><i>Let the light show you the way into the darkness that you can enlighten.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: illuminates</span><br/><br />
<br/><br />
=== Irongut Helmet &ndash; helm ===<br />
<span style='color:#808080'><i>'Are those berries edible?'<br />
'Who cares?'</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 5%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#immune to poison_.E2.80.93_dummy|immune to poison]]</span><br/><br />
<br/><br />
=== King Salmon's Crown &ndash; helm ===<br />
<span style='color:#808080'><i>What? The king has a known name? Now I can no longer call him what I want...</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 30%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<br/><br />
=== Man with a Vision &ndash; helm ===<br />
<span style='color:#808080'><i>His vision has the potential to bring sorrow and eternal tears to some</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:green'>Damage increased by 10%</span><br/><br />
<br/><br />
=== Mask of Famine &ndash; helm ===<br />
<span style='color:#808080'><i>His hunger... it feeds on everyone nearby!</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 5%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#leeches_.E2.80.93_dummy|leech]]</span><br/><br />
<br/><br />
=== Mask of Insanity &ndash; helm ===<br />
<span style='color:#808080'><i>Insanity allows doing things that could not be done otherwise, but at a great cost.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#lesser berserk (COUNT)_.E2.80.93_berserk|lesser berserk (2)]] (melee attacks only)</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<br/><br />
=== Mask of the Demiurge &ndash; helm ===<br />
<span style='color:#808080'><i>Souls and magic are crafted into a world that obeys strict laws.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#antimagic (INTENSITY)_.E2.80.93_resistance|antimagic (20)]]</span><br/><br />
<br/><br />
=== Mental Sheath &ndash; helm ===<br />
<span style='color:#808080'><i>You can never touch my spirit, you can never catch my soul.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 20%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#absorbs (1)_.E2.80.93_dummy|absorbs (1)]]</span><br/><br />
<br/><br />
=== Mind Assisting Element &ndash; helm ===<br />
<span style='color:#808080'><i>This soulless clockwork wonder seems to somehow have a mind of its own.</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 15%</span><br/><br />
<br/><br />
=== Misery's Crown &ndash; helm ===<br />
<span style='color:#808080'><i>Do not bring your misery down on me.</i></span><br/><br />
<span style='color:#60A0FF'>Decreases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#conviction (INTENSITY)_.E2.80.93_resistance|conviction (15)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#leeches_.E2.80.93_dummy|leech]]</span><br/><br />
<br/><br />
=== Rherraent's Helm &ndash; helm ===<br />
<span style='color:#808080'><i>Look at your foes face to face,<br />
defeat your foes mace to face.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 5%</span><br/><br />
<span style='color:purple'>1 more movement point (requires [[#Rherraent's Sword_.E2.80.93_sword|Rherraent's Sword]])</span><br/><br />
<span style='color:purple'>12 more hitpoints (requires [[#Rherraent's Armour_.E2.80.93_armour|Rherraent's Armour]])</span><br/><br />
<span style='color:purple'>12 more hitpoints (requires [[#Rherraent's Ring_.E2.80.93_ring|Rherraent's Ring]])</span><br/><br />
<br/><br />
=== Royal Diadem &ndash; helm ===<br />
<span style='color:#808080'><i>Even a fake king can lead soldiers into victory.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: royalty</span><br/><br />
<br/><br />
=== Shako &ndash; helm ===<br />
<span style='color:#808080'><i>Nobody would wear this helmet if it was not for its magic.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 10%</span><br/><br />
<span style='color:green'>Increases all magical damages by 20%</span><br/><br />
<br/><br />
=== Static Float &ndash; helm ===<br />
<span style='color:#808080'><i>This one will be destroyed only at the end of times.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>New ability: submerge</span><br/><br />
<br/><br />
=== Steel Helmet &ndash; helm ===<br />
<span style='color:#808080'><i>'What is this thing good for?'<br />
'Nothing special.'</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 5%</span><br/><br />
<br/><br />
=== The Jester &ndash; helm ===<br />
<span style='color:#808080'><i>We needed better entertainment. They're in flames now.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 2%</span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 10%</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#incinerate_.E2.80.93_dummy|incinerate]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<br/><br />
=== The Sick Face &ndash; helm ===<br />
<span style='color:#808080'><i>He looks sick. Killing him will be easy, just try not to catch whatever he has.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:green'>New weapon special: poison (melee attacks only)</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#radiation_.E2.80.93_dummy|radiation]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#dark aura_.E2.80.93_dummy|dark aura]]</span><br/><br />
<span style='color:#60A0FF'>16 fewer hitpoints per level</span><br/><br />
<br/><br />
=== Virtual Void &ndash; helm ===<br />
<span style='color:#808080'><i>The pure shall be overridden.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:green'>Damage increased by 4</span><br/><br />
<span style='color:green'>Sets damage type to cold</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<br/><br />
=== Visions of Cruelty &ndash; helm ===<br />
<span style='color:#808080'><i>There is cruelty. As far as I can see, cruelty is everywhere.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:green'>Damage increased by 20% (in EASY difficulty), 15% (in MEDIUM difficulty), 10% (in HARD difficulty)</span><br/><br />
<br/><br />
=== What no man should know &ndash; helm ===<br />
<span style='color:#808080'><i>I saw a man, frozen solid in a midsummer day. He had this pretty helmet, let me try it on...</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 20%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#frostbite_.E2.80.93_dummy|frostbite]]</span><br/><br />
<span style='color:#60A0FF'>New ability: regenerates</span><br/><br />
<br/><br />
=== Wisdom of the Ages &ndash; helm ===<br />
<span style='color:#808080'><i>There is no ancient wisdom. Knowledge must be created in present.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 (in EASY difficulty) health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Spells suck 1 health from targets with each hit</span><br/><br />
<span style='color:green'>Enemy resistances to cold decreased by 10%</span><br/><br />
<span style='color:purple'>+1 to base attacks (requires [[#Search for Wisdom_.E2.80.93_boots|Search for Wisdom]])</span><br/><br />
<span style='color:purple'>+2 base damage (requires [[#Tracking the Lost Knowledge_.E2.80.93_cloak|Tracking the Lost Knowledge]])</span><br/><br />
<br/><br />
== knife ==<br />
=== Blade Juggler &ndash; knife ===<br />
<span style='color:#808080'><i>He threw a dozen knives into the air, catching and throwing them one by one.</i></span><br/><br />
<span style='color:green'>Damage decreased by 25%</span><br/><br />
<span style='color:green'>100% (in EASY difficulty), 85% (in MEDIUM difficulty), 70% (in HARD difficulty) more attacks</span><br/><br />
<span style='color:green'>Sets damage type to cold</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 5%</span><br/><br />
<br/><br />
=== Exterminator's Knives &ndash; knife ===<br />
<span style='color:#808080'><i>It may be hard to get close enough.</i></span><br/><br />
<span style='color:green'>Damage increased by 40%</span><br/><br />
<span style='color:green'>Sets damage type to cold</span><br/><br />
<span style='color:purple'>+1 to base ranged damage (requires [[#Exterminator's Scythe_.E2.80.93_polearm|Exterminator's Scythe]])</span><br/><br />
<span style='color:purple'>16 more hitpoints (requires [[#Exterminator's Dagger_.E2.80.93_dagger|Exterminator's Dagger]])</span><br/><br />
<span style='color:purple'>+1 to base attacks (requires [[#Exterminator's Ring_.E2.80.93_ring|Exterminator's Ring]])</span><br/><br />
<br/><br />
=== Exterminator's Knives &ndash; knife ===<br />
<span style='color:#808080'><i>It may be hard to get close enough.</i></span><br/><br />
<span style='color:green'>Damage increased by 40%</span><br/><br />
<span style='color:green'>Sets damage type to cold</span><br/><br />
<span style='color:purple'>+1 to base ranged damage (requires [[#Exterminator's Scythe_.E2.80.93_polearm|Exterminator's Scythe]])</span><br/><br />
<span style='color:purple'>16 more hitpoints (requires [[#Exterminator's Dagger_.E2.80.93_dagger|Exterminator's Dagger]])</span><br/><br />
<span style='color:purple'>+1 to base attacks (requires [[#Exterminator's Ring_.E2.80.93_ring|Exterminator's Ring]])</span><br/><br />
<br/><br />
=== Glowing Flight &ndash; knife ===<br />
<span style='color:#808080'><i>The pragmatic baron sent an assassin to kill a necromancer. It was not a bad idea.</i></span><br/><br />
<span style='color:green'>Damage increased by 40%</span><br/><br />
<span style='color:green'>40% more attacks</span><br/><br />
<span style='color:green'>Sets damage type to arcane</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<br/><br />
=== Glowing Flight &ndash; knife ===<br />
<span style='color:#808080'><i>The pragmatic baron sent an assassin to kill a necromancer. It was not a bad idea.</i></span><br/><br />
<span style='color:green'>Damage increased by 40%</span><br/><br />
<span style='color:green'>40% more attacks</span><br/><br />
<span style='color:green'>Sets damage type to arcane</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<br/><br />
=== Rigor Mortis &ndash; knife ===<br />
<span style='color:#808080'><i>Freeze! I need to aim!</i></span><br/><br />
<span style='color:green'>Damage increased by 4 (in EASY difficulty), 3 (in MEDIUM difficulty), 2 (in HARD difficulty)</span><br/><br />
<span style='color:green'>15% more attacks</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#focused_.E2.80.93_chance_to_hit|focused]]</span><br/><br />
<br/><br />
=== Shredder &ndash; knife ===<br />
<span style='color:#808080'><i>Doing gruesome things to your enemies will enhance their fear and make them weak.</i></span><br/><br />
<span style='color:green'>Damage increased by 50% (in EASY difficulty), 40% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>20% more attacks</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#horrid_.E2.80.93_dummy|horrid]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 5%</span><br/><br />
<br/><br />
=== Soul Drinker &ndash; knife ===<br />
<span style='color:#808080'><i>The wounded assassin hid in the shadows. Only thrown knives could be seen. Then, he returned healthy.</i></span><br/><br />
<span style='color:green'>Damage decreased by 20%</span><br/><br />
<span style='color:green'>80% (in EASY difficulty), 65% (in MEDIUM difficulty), 50% (in HARD difficulty) more attacks</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 15%</span><br/><br />
<br/><br />
=== Spectral Jet &ndash; knife ===<br />
<span style='color:#808080'><i>When you die, you should not expect your soul to go where you think it belongs.</i></span><br/><br />
<span style='color:green'>Damage decreased by 20% (in EASY difficulty), 25% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#plague (LANGUAGE_TYPE)_.E2.80.93_plague|plague (Ghost)]]</span><br/><br />
<br/><br />
=== Spineripper &ndash; knife ===<br />
<span style='color:#808080'><i>Look at that exposed back.</i></span><br/><br />
<span style='color:green'>25% more attacks</span><br/><br />
<span style='color:green'>New weapon special: poison</span><br/><br />
<span style='color:green'>New weapon special: backstab</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#mayhem_.E2.80.93_dummy|mayhem]]</span><br/><br />
<br/><br />
=== The Crusher &ndash; knife ===<br />
<span style='color:#808080'><i>I will send my assassins to slay the lich. You will gear them properly.</i></span><br/><br />
<span style='color:green'>Damage increased by 60% (in EASY difficulty), 45% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Sets damage type to impact</span><br/><br />
<br/><br />
=== The Shrapnel Knife &ndash; knife ===<br />
<span style='color:#808080'><i>I can hit all four of you with a single knife, hehe.</i></span><br/><br />
<span style='color:green'>Damage increased by 45% (in EASY difficulty), 35% (in MEDIUM difficulty), 25% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 15%</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== The Vile Knife &ndash; knife ===<br />
<span style='color:#808080'><i>Wounds heal, poison remains.</i></span><br/><br />
<span style='color:green'>Damage increased by 25% (in EASY difficulty), 15% (in MEDIUM difficulty), 5% (in HARD difficulty)</span><br/><br />
<span style='color:green'>40% more attacks</span><br/><br />
<span style='color:green'>Sets damage type to cold</span><br/><br />
<span style='color:green'>New weapon special: poison</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#greater backstab_.E2.80.93_damage|greater backstab]]</span><br/><br />
<br/><br />
== limited ==<br />
=== Al-Fuṣūl wa al-ghāyāt &ndash; limited ===<br />
<span style='color:#808080'><i>They would not have accepted a spoken lie,<br />
but whips were raised to strike them,<br />
traditions were brought to them.</i></span><br/><br />
<span style='color:purple'>10% to arcane resistance (requires [[#Theophrastus Redivivus_.E2.80.93_limited|Theophrastus Redivivus]])</span><br/><br />
<span style='color:purple'>New ability: frail tide (10) (requires [[#Treatise of the Three Impostors_.E2.80.93_limited|Treatise of the Three Impostors]])</span><br/><br />
<br/><br />
=== Blue orb of dragonflame &ndash; limited ===<br />
<span style='color:#808080'><i>'Have you ever seen something like this?'<br />
'No, I will never see anything like this.'</i></span><br/><br />
<span style='color:green'>2 more attacks</span><br/><br />
<span style='color:green'>Sets damage type to fire</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 30%</span><br/><br />
<br/><br />
=== Book of Courage &ndash; limited ===<br />
<span style='color:#808080'><i>Daniel was looking for this book. But it was in a dark corner.</i></span><br/><br />
<span style='color:green'>Unit becomes fearless</span><br/><br />
<br/><br />
=== Book of Fireballs &ndash; limited ===<br />
<span style='color:#808080'><i>Burn, incinerate, scorch, see your foes turn to ash.</i></span><br/><br />
<span style='color:orange'>New advancements: Casting fireballs, from basic casting to explosive damages</span><br/><br />
<br/><br />
=== Book of Herbal Tinctures and Malignancies &ndash; limited ===<br />
<span style='color:#808080'><i>Like real cures are not needed to get payment for healing, real poison is not needed to harm.</i></span><br/><br />
<span style='color:orange'>New advancements: Poisons and cures</span><br/><br />
<br/><br />
=== Book of Magical Swordplay &ndash; limited ===<br />
<span style='color:#808080'><i>It is not strength or motivation that makes a great warrior. It is the skill.</i></span><br/><br />
<span style='color:orange'>New advancements: Fencing techniques, offensive and also defensive</span><br/><br />
<br/><br />
=== Glitch Item &ndash; limited ===<br />
<span style='color:#808080'><i>Everything can fail. Regardless of the amount of polishing done.</i></span><br/><br />
<span style='color:red'>New obligation: Report this bug on the forums</span><br/><br />
<br/><br />
=== Guide to Lycanthropy &ndash; limited ===<br />
<span style='color:#808080'><i>Search your memories and find the monster you are.</i></span><br/><br />
<span style='color:orange'>New advancements: Abilities that allow a transformation into powerful animal forms</span><br/><br />
<br/><br />
=== Heart of Darkness &ndash; limited ===<br />
<span style='color:#808080'><i>Find your dark subconscience and embrace it.</i></span><br/><br />
<span style='color:orange'>New advancements: Various wicked spells</span><br/><br />
<br/><br />
=== How to be an Overlord &ndash; limited ===<br />
<span style='color:#808080'><i>Attack! Attack! Attack!</i></span><br/><br />
<span style='color:orange'>New advancements: Leadership-like abilities</span><br/><br />
<br/><br />
=== Koschei's Journal &ndash; limited ===<br />
<span style='color:#808080'><i>The princess asked him where his soul was hidden. The prince found it.</i></span><br/><br />
<span style='color:orange'>New advancements: Powerful improvements to spells</span><br/><br />
<br/><br />
=== Orb of Demonic Wrath &ndash; limited ===<br />
<span style='color:#808080'><i>Live for the spite, serve the rage, love the hate, drink the anger, embrace the loathing,<br />
pet the resentment, enjoy the scorning, cuddle the abhorrence, kiss all the foul.</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#wrath_.E2.80.93_dummy|wrath]]</span><br/><br />
<br/><br />
=== Raijer's Bloody Field &ndash; limited ===<br />
<span style='color:#808080'><i>Those who are the first of their kinds are often the mightiest of them.</i></span><br/><br />
<span style='color:orange'>New advancements: Techniques of extracting the victims's soul and using it for own profit</span><br/><br />
<br/><br />
=== Serendipity &ndash; limited ===<br />
<span style='color:#808080'><i>'Some inventions come out of nowhere.' - Kevla the Saviour</i></span><br/><br />
<span style='color:orange'>New advancements: You never know what will be learned from here</span><br/><br />
<br/><br />
=== The Doctrine of Vindictiveness &ndash; limited ===<br />
<span style='color:#808080'><i>If they attack you, make sure they will not dare or will not exist to attack again.</i></span><br/><br />
<span style='color:orange'>New advancements: A distinctively vindictive view on combat</span><br/><br />
<br/><br />
=== The Fencer's Study &ndash; limited ===<br />
<span style='color:#808080'><i>Do you think fencing takes a lot of time to learn? Just buy this for 20 gold and see how easy it is!</i></span><br/><br />
<span style='color:orange'>New advancements: Quick mastery of fencing</span><br/><br />
<br/><br />
=== The Infidel &ndash; limited ===<br />
<span style='color:#808080'><i>Fidel is dead. Hail the Infidel.</i></span><br/><br />
<span style='color:#60A0FF'>Sets alignment to neutral</span><br/><br />
<br/><br />
=== Theophrastus Redivivus &ndash; limited ===<br />
<span style='color:#808080'><i>Difficile est negave Deos, si inconcione quaratur, sed in familliarium, sermone, en consessur facilitimum...</i></span><br/><br />
<span style='color:purple'>10% to arcane resistance (requires [[#Treatise of the Three Impostors_.E2.80.93_limited|Treatise of the Three Impostors]])</span><br/><br />
<span style='color:purple'>New ability: regenerates slightly (requires [[#Al-Fuṣūl wa al-ghāyāt_.E2.80.93_limited|Al-Fuṣūl wa al-ghāyāt]])</span><br/><br />
<br/><br />
=== Tome of Bards &ndash; limited ===<br />
<span style='color:#808080'><i>Stand up and fight<br />
Stand up and see the sky turn bright</i></span><br/><br />
<span style='color:orange'>New advancements: Techniques of inspiring allies to deal more damage</span><br/><br />
<br/><br />
=== Tome of Bards, Volume II &ndash; limited ===<br />
<span style='color:#808080'><i>Shining and so glorious<br />
The bloodline of true warriors</i></span><br/><br />
<span style='color:orange'>New advancements: Techniques of inspiring allies to fight better and annoying enemies</span><br/><br />
<br/><br />
=== Tome of Liches &ndash; limited ===<br />
<span style='color:#808080'><i>Are you fed up of mortality?</i></span><br/><br />
<span style='color:orange'>New advancements: Teachings of the dark arts of necromancy</span><br/><br />
<br/><br />
=== Tome of Liches &ndash; limited ===<br />
<span style='color:#808080'><i>Are you fed up of mortality?</i></span><br/><br />
<span style='color:orange'>New advancements: Teachings of the dark arts of necromancy</span><br/><br />
<br/><br />
=== Treatise of the Three Impostors &ndash; limited ===<br />
<span style='color:#808080'><i>However important it may be for all men to know the Truth, very few, nevertheless, are acquainted with it...</i></span><br/><br />
<span style='color:purple'>10% to arcane resistance (requires [[#Theophrastus Redivivus_.E2.80.93_limited|Theophrastus Redivivus]])</span><br/><br />
<span style='color:purple'>New ability: exile (requires [[#Al-Fuṣūl wa al-ghāyāt_.E2.80.93_limited|Al-Fuṣūl wa al-ghāyāt]])</span><br/><br />
<br/><br />
=== Wrathful Combat Techniques &ndash; limited ===<br />
<span style='color:#808080'><i>Let the anger flow through your veins.</i></span><br/><br />
<span style='color:orange'>New advancements: Techniques of using anger in battle</span><br/><br />
<br/><br />
== mace ==<br />
=== Beelzebub's Hammer &ndash; mace ===<br />
<span style='color:#808080'><i>Where is Bruce gone?</i></span><br/><br />
<span style='color:green'>Damage increased by 10% (in EASY difficulty), 25% (in MEDIUM difficulty), 40% (in HARD difficulty)</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#lord of the flies_.E2.80.93_damage|lord of the flies]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 15%</span><br/><br />
<br/><br />
=== Despicable Heroism &ndash; mace ===<br />
<span style='color:#808080'><i>Your deeds are revered, but the way you do them is damned.</i></span><br/><br />
<span style='color:green'>Damage decreased by 40% (in EASY difficulty), 50% (in MEDIUM difficulty), 55% (in HARD difficulty)</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#plague (LANGUAGE_TYPE)_.E2.80.93_plague|plague (Revenant)]]</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane decreased by 5%</span><br/><br />
<br/><br />
=== Despicable Heroism &ndash; mace ===<br />
<span style='color:#808080'><i>Your deeds are revered, but the way you do them is damned.</i></span><br/><br />
<span style='color:green'>Damage decreased by 20% (in EASY difficulty), 30% (in MEDIUM difficulty), 40% (in HARD difficulty)</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#plague (LANGUAGE_TYPE)_.E2.80.93_plague|plague (Revenant)]]</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane decreased by 5%</span><br/><br />
<br/><br />
=== Eternity's End &ndash; mace ===<br />
<span style='color:#808080'><i>Even lich lords cannot live forever.</i></span><br/><br />
<span style='color:green'>Damage increased by 40% (in EASY difficulty), 30% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Sets damage type to arcane</span><br/><br />
<span style='color:green'>Enemy resistances to blade decreased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 20%</span><br/><br />
<br/><br />
=== Fist of Anarchy &ndash; mace ===<br />
<span style='color:#808080'><i>Rebirth through devastation, freedom through bloodshed.</i></span><br/><br />
<span style='color:green'>60% (in EASY difficulty), 50% (in MEDIUM difficulty), 40% (in HARD difficulty) more attacks</span><br/><br />
<span style='color:#60A0FF'>10% chance to strike a devastating blow</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#anarchy_.E2.80.93_damage|anarchy]]</span><br/><br />
<br/><br />
=== Fleshrending Scourge &ndash; mace ===<br />
<span style='color:#808080'><i>Do not run away from me. I will catch you anyway.</i></span><br/><br />
<span style='color:green'>Damage increased by 60% (in EASY difficulty), 40% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:green'>20% more attacks</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:green'>Enemy resistances to impact decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>2 more movement points</span><br/><br />
<br/><br />
=== Godsmasher &ndash; mace ===<br />
<span style='color:#808080'><i>'With this beast, I can kill even a god!'<br />
'Crunch, munch,... burp. Anybody else thinks that it can kill dragons too?'</i></span><br/><br />
<span style='color:green'>Damage increased by 70% (in EASY difficulty), 50% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>20% more attacks</span><br/><br />
<span style='color:#60A0FF'>10% chance to strike a devastating blow</span><br/><br />
<span style='color:green'>Enemy resistances to impact decreased by 20%</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#leeches_.E2.80.93_damage|leech]]</span><br/><br />
<br/><br />
=== Godsmasher &ndash; mace ===<br />
<span style='color:#808080'><i>'With this beast, I can kill even a god!'<br />
'Crunch, munch,... burp. Anybody else thinks that it can kill dragons too?'</i></span><br/><br />
<span style='color:green'>Damage increased by 70% (in EASY difficulty), 50% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>20% more attacks</span><br/><br />
<span style='color:#60A0FF'>10% chance to strike a devastating blow</span><br/><br />
<span style='color:green'>Enemy resistances to impact decreased by 20%</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#leeches_.E2.80.93_damage|leech]]</span><br/><br />
<br/><br />
=== Gvødgührvoḧzzorghkuz &ndash; mace ===<br />
<span style='color:#808080'><i>Ürhrabgzubruprÿÿrv øẗhnäæzdaz grohruth züürd myyvöthgavrhyd...</i></span><br/><br />
<span style='color:green'>30% (in EASY difficulty), 25% (in MEDIUM difficulty), 20% (in HARD difficulty) more attacks</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#anger_.E2.80.93_attacks|anger]]</span><br/><br />
<br/><br />
=== Heathenbasher &ndash; mace ===<br />
<span style='color:#808080'><i>Dark is the night that has set to your mind, sweet is the pride that reflects in your eyes.</i></span><br/><br />
<span style='color:green'>Damage increased by 30%</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#lawful_.E2.80.93_damage|lawful]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: illuminates</span><br/><br />
<br/><br />
=== Jawbreaker &ndash; mace ===<br />
<span style='color:#808080'><i>Why are you grinning like that? It could have killed you!</i></span><br/><br />
<span style='color:green'>Damage decreased by 10% (in EASY difficulty), 20% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#mayhem_.E2.80.93_dummy|mayhem]]</span><br/><br />
<br/><br />
=== Lilith's Old Precious &ndash; mace ===<br />
<span style='color:#808080'><i>In order to be able to fight with any weapon available, Lilith swaps weapon types once per century.</i></span><br/><br />
<span style='color:green'>Damage increased by 2</span><br/><br />
<span style='color:green'>50% (in EASY difficulty), 40% (in MEDIUM difficulty), 30% (in HARD difficulty) more attacks</span><br/><br />
<span style='color:#60A0FF'>20% chance to strike a devastating blow</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#dazzle_.E2.80.93_dummy|dazzle]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#dark aura_.E2.80.93_dummy|dark aura]]</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<span style='color:#60A0FF'>24 more hitpoints per level</span><br/><br />
<br/><br />
=== Morgenstern &ndash; mace ===<br />
<span style='color:#808080'><i>The star of dawn will smash your face.</i></span><br/><br />
<span style='color:green'>Damage increased by 60%</span><br/><br />
<span style='color:green'>Sets damage type to arcane</span><br/><br />
<span style='color:green'>New weapon special: magical</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#twilightstalk_.E2.80.93_hides|twilightstalk]]</span><br/><br />
<br/><br />
=== Organ Grinder &ndash; mace ===<br />
<span style='color:#808080'><i>Keep that man away from me... Hey, keep him away! Do not flee! Aaarghh! Ehhmragehhhd...</i></span><br/><br />
<span style='color:green'>Damage increased by 8 (in EASY difficulty), 6 (in MEDIUM difficulty), 4 (in HARD difficulty)</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#mayhem_.E2.80.93_dummy|mayhem]]</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#lethargy_.E2.80.93_dummy|lethargy]]</span><br/><br />
<br/><br />
=== Preacher of Hatred &ndash; mace ===<br />
<span style='color:#808080'><i>Your descendants, ancestors and friends are demonic kin that is behind all our suffering.</i></span><br/><br />
<span style='color:green'>25% more attacks</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 10%</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#hate speech_.E2.80.93_dummy|hate speech]]</span><br/><br />
<span style='color:#60A0FF'>Sets alignment to chaotic</span><br/><br />
<br/><br />
=== Righteous Cause &ndash; mace ===<br />
<span style='color:#808080'><i>Once he starts attacking, you cannot stop him. You can only run.</i></span><br/><br />
<span style='color:green'>Damage increased by 8 (in EASY difficulty), 6 (in MEDIUM difficulty), 5 (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#zeal_.E2.80.93_resistance|zeal]]</span><br/><br />
<br/><br />
=== Sceptre of Antipater &ndash; mace ===<br />
<span style='color:#808080'><i>You can be evil even if you heal people.</i></span><br/><br />
<span style='color:#60A0FF'>20% chance to strike a devastating blow</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#chaotic_.E2.80.93_damage|chaotic]]</span><br/><br />
<span style='color:green'>Increases all magical damages by 20%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#heals +VALUE_.E2.80.93_heals|heals (16)]]</span><br/><br />
<br/><br />
=== Sceptre of the King &ndash; mace ===<br />
<span style='color:#808080'><i>The sceptre was the symbol of king's power. Using it as a weapon did not stop the assassin.</i></span><br/><br />
<span style='color:green'>Damage increased by 40% (in EASY difficulty), 30% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>20% more attacks</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:purple'>New Ability: radiation (requires [[#Crown of the King_.E2.80.93_helm|Crown of the King]])</span><br/><br />
<span style='color:purple'>+1 to base attacks (requires [[#Armour of the King_.E2.80.93_armour|Armour of the King]])</span><br/><br />
<span style='color:purple'>+2 to base damage (requires [[#Ring of the King_.E2.80.93_ring|Ring of the King]])</span><br/><br />
<br/><br />
=== The Disease and the Cure &ndash; mace ===<br />
<span style='color:#808080'><i>You are the disease. We are the cure.</i></span><br/><br />
<span style='color:green'>Damage increased by 6 (in EASY difficulty), 5 (in MEDIUM difficulty), 4 (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#NAME (INTENSITY)_.E2.80.93_leadership|damage aura (25)]]</span><br/><br />
<br/><br />
=== The Fighting Bull &ndash; mace ===<br />
<span style='color:#808080'><i>Takes a blink of an eye to anger, takes a day to calm down.</i></span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#anger_.E2.80.93_attacks|anger]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#wrath_.E2.80.93_dummy|wrath]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#triggerable_.E2.80.93_dummy|triggerable]]</span><br/><br />
<br/><br />
=== The Great Truth &ndash; mace ===<br />
<span style='color:#808080'><i>The Great Truth is that there is no Great Truth.</i></span><br/><br />
<span style='color:green'>Damage increased by 14 (in EASY difficulty), 12 (in MEDIUM difficulty), 10 (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 20%</span><br/><br />
<br/><br />
=== The Unstoppable &ndash; mace ===<br />
<span style='color:#808080'><i>No one can bargain with him. There is no way to reason with him. He feels no fear. There is nothing at all that would stop him... until the evil is banished.</i></span><br/><br />
<span style='color:green'>New weapon special: marksman</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#resistant to slow_.E2.80.93_dummy|resistant to slow]]</span><br/><br />
<br/><br />
=== Tormentor of Light &ndash; mace ===<br />
<span style='color:#808080'><i>In the absence of light, darkness and disorder rules.</i></span><br/><br />
<span style='color:green'>Damage increased by 30%</span><br/><br />
<span style='color:green'>25% more attacks</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#chaotic_.E2.80.93_damage|chaotic]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#darkens_.E2.80.93_illuminates|darkens]]</span><br/><br />
<br/><br />
=== Unrighteous Cause &ndash; mace ===<br />
<span style='color:#808080'><i>Avoid hitting too hard, it will defeat the enemy too fast and take away the fun.</i></span><br/><br />
<span style='color:green'>Damage decreased by 4</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 30%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 30%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 20%</span><br/><br />
<br/><br />
=== Wrath of the Pagan &ndash; mace ===<br />
<span style='color:#808080'><i>Law or chaos? That is just a point of view not everyone shares.</i></span><br/><br />
<span style='color:green'>Damage increased by 50% (in EASY difficulty), 40% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>30% more attacks</span><br/><br />
<span style='color:green'>New weapon special: marksman</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#chaotic and lawful_.E2.80.93_damage|chaotic and lawful]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<br/><br />
=== Wrath of the Pagan &ndash; mace ===<br />
<span style='color:#808080'><i>Law or chaos? That is just a point of view not everyone shares.</i></span><br/><br />
<span style='color:green'>Damage increased by 50% (in EASY difficulty), 40% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>30% more attacks</span><br/><br />
<span style='color:green'>New weapon special: marksman</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#chaotic and lawful_.E2.80.93_damage|chaotic and lawful]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<br/><br />
== polearm ==<br />
=== Exterminator's Scythe &ndash; polearm ===<br />
<span style='color:#808080'><i>Victims' loyals look for revenge.</i></span><br/><br />
<span style='color:green'>Damage increased by 30% (in EASY difficulty), 20% (in MEDIUM difficulty), 10% (in HARD difficulty)</span><br/><br />
<span style='color:green'>35% more attacks</span><br/><br />
<span style='color:purple'>+1 to base damage (requires [[#Exterminator's Dagger_.E2.80.93_dagger|Exterminator's Dagger]])</span><br/><br />
<span style='color:purple'>+1 to base damage (requires [[#Exterminator's Knives_.E2.80.93_knife|Exterminator's Knives]])</span><br/><br />
<span style='color:purple'>+1 to base damage (requires [[#Exterminator's Ring_.E2.80.93_ring|Exterminator's Ring]])</span><br/><br />
<br/><br />
=== Exterminator's Scythe &ndash; polearm ===<br />
<span style='color:#808080'><i>Victims' loyals look for revenge.</i></span><br/><br />
<span style='color:green'>Damage increased by 30% (in EASY difficulty), 20% (in MEDIUM difficulty), 10% (in HARD difficulty)</span><br/><br />
<span style='color:green'>35% more attacks</span><br/><br />
<span style='color:purple'>+1 to base damage (requires [[#Exterminator's Dagger_.E2.80.93_dagger|Exterminator's Dagger]])</span><br/><br />
<span style='color:purple'>+1 to base damage (requires [[#Exterminator's Knives_.E2.80.93_knife|Exterminator's Knives]])</span><br/><br />
<span style='color:purple'>+1 to base damage (requires [[#Exterminator's Ring_.E2.80.93_ring|Exterminator's Ring]])</span><br/><br />
<br/><br />
=== Xuanquang's Soul Harvest &ndash; polearm ===<br />
<span style='color:#808080'><i>Don't be afraid when seeing a bloody road. Keep calm and turn back to face the one who made it so bloody.</i></span><br/><br />
<span style='color:green'>Damage increased by 40% (in EASY difficulty), 30% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Merges attacks</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#kamikaze sprint_.E2.80.93_damage|kamikaze sprint]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 20%</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
== potion ==<br />
=== Bloodsucker's Potion &ndash; potion ===<br />
<span style='color:#808080'><i>All this blood. It is yours. You will drink it. You will guzzle it. You will choke on it. You will drown in it.</i></span><br/><br />
<span style='color:green'>New weapon special (ranged attacks only): drain</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#blood drinking_.E2.80.93_dummy|blood drinking]]</span><br/><br />
<br/><br />
=== Creepy Potion &ndash; potion ===<br />
<span style='color:#808080'><i>If you hear me better fear me, if you see me better flee me.</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#conviction (INTENSITY)_.E2.80.93_resistance|conviction (20)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (20)]]</span><br/><br />
<br/><br />
=== Fire-Forged Friend &ndash; potion ===<br />
<span style='color:#808080'><i>'I make my friends with hammer and anvil.' -Pygmaliophaestus</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 50%</span><br/><br />
<span style='color:#60A0FF'>4 fewer movement points</span><br/><br />
<br/><br />
=== Foul Potion &ndash; potion ===<br />
<span style='color:#808080'><i>It helps us greatly, but its user pays a great price.</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#unholy hunger_.E2.80.93_dummy|unholy hunger]]</span><br/><br />
<br/><br />
=== Greater Healing Potion &ndash; potion ===<br />
<span style='color:#808080'><i>This can heal almost anyone, find the one who brewed it!</i></span><br/><br />
<span style='color:orange'>This unit is completely restored, including statuses, moves and attacks.</span><br/><br />
<br/><br />
=== Healing Potion &ndash; potion ===<br />
<span style='color:#808080'><i>I am healed! More healthy than ever!</i></span><br/><br />
<span style='color:#60A0FF'>10 more hitpoints per level</span><br/><br />
<span style='color=#60A0FF'>Full heal</span><br/><br />
<br/><br />
=== Holy potion &ndash; potion ===<br />
<span style='color:#808080'><i>Grrrh! Remove this filth from this world! Rrrargh!</i></span><br/><br />
<span style='color:green'>New weapon special (melee attacks only): [[LotI_Abilities#unholybane_.E2.80.93_damage|unholybane]]</span><br/><br />
<br/><br />
=== Lesser Potion of Invisibility &ndash; potion ===<br />
<span style='color:#808080'><i>When you are defeated, search for solace in the darkness.</i></span><br/><br />
<span style='color:#60A0FF'>New ability: nightstalk</span><br/><br />
<br/><br />
=== Otherworldy Cinders &ndash; potion ===<br />
<span style='color:#808080'><i>Arise, the bird of death, burn when you die and reappear from your flames.</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 40%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#from the ashes_.E2.80.93_dummy|from the ashes]]</span><br/><br />
<br/><br />
=== Poison &ndash; potion ===<br />
<span style='color:#808080'><i>Why is this technique a taboo?</i></span><br/><br />
<span style='color:green'>New weapon special (melee attacks only): poison</span><br/><br />
<span style='color:green'>New weapon special (ranged pierce attacks only): poison</span><br/><br />
<br/><br />
=== Potion of Authority &ndash; potion ===<br />
<span style='color:#808080'><i>One gulp to rule them all!</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#leadership (as level LEVEL unit)_.E2.80.93_leadership|leadership (as level 6 unit)]]</span><br/><br />
<br/><br />
=== Potion of Mundanity &ndash; potion ===<br />
<span style='color:#808080'><i>What if magic was just a nocebo?</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 60%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 60%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 60%</span><br/><br />
<br/><br />
=== Potion of Sacrifice &ndash; potion ===<br />
<span style='color:#808080'><i>'I will need you to understand the conception of divine sacrifice.' - Luke</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#martyrdom_.E2.80.93_dummy|martyrdom]]</span><br/><br />
<br/><br />
=== Potion of Speed &ndash; potion ===<br />
<span style='color:#808080'><i>The quickest, the fastest, born under the sonic sign.</i></span><br/><br />
<span style='color:green'>1 more attacks</span><br/><br />
<span style='color:#60A0FF'>2 more movement points</span><br/><br />
<br/><br />
=== Potion of Steel Skin &ndash; potion ===<br />
<span style='color:#808080'><i>Only magic can make steel bend easily when needed. Or not?</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 25%</span><br/><br />
<br/><br />
=== Potion of the Northern Winds &ndash; potion ===<br />
<span style='color:#808080'><i>I will rule my frostbitten kingdom with an iron hand.</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#northfrost aura_.E2.80.93_dummy|northfrost aura]]</span><br/><br />
<br/><br />
=== Potion of Titanic Strength &ndash; potion ===<br />
<span style='color:#808080'><i>Cronus was the mightiest of the Titans. Only a fraction of his strength is devastating.</i></span><br/><br />
<span style='color:orange'>Increases all melee damages by 10</span><br/><br />
<br/><br />
=== Potion of Vitality &ndash; potion ===<br />
<span style='color:#808080'><i>A new life flows in the veins of those who drink this brew.</i></span><br/><br />
<span style='color:#60A0FF'>New ability: regenerates</span><br/><br />
<br/><br />
=== Spirits of a Madman's Alacrity &ndash; potion ===<br />
<span style='color:#808080'><i>Are you sane? You cannot fight so much, we will run out of enemies too soon!</i></span><br/><br />
<span style='color:orange'>1 extra attack per turn</span><br/><br />
<br/><br />
=== Stolen Potion &ndash; potion ===<br />
<span style='color:#808080'><i>I have stolen this. Now all the word is here for me to steal.</i></span><br/><br />
<span style='color:#60A0FF'>New ability: skirmisher</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#steals_.E2.80.93_dummy|steals]]</span><br/><br />
<br/><br />
=== Virulent Poison &ndash; potion ===<br />
<span style='color:#808080'><i>He is not only farting poison, he also sweats and burps it.</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#dark aura_.E2.80.93_dummy|dark aura]]</span><br/><br />
<br/><br />
== ring ==<br />
=== Angel of Death's Ring &ndash; ring ===<br />
<span style='color:#808080'><i>Death is the end, but sometimes an end is needed.</i></span><br/><br />
<span style='color:green'>Damage increased by 2</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 7%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 7%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 7%</span><br/><br />
<span style='color:purple'>+12 to hitpoints (requires [[#Cloak of the Pale Rider_.E2.80.93_cloak|Cloak of the Pale Rider]])</span><br/><br />
<span style='color:purple'>5% to all resistances (requires [[#Amulet of the Last Guide_.E2.80.93_amulet|Amulet of the Last Guide]])</span><br/><br />
<br/><br />
=== Dazzling Ring &ndash; ring ===<br />
<span style='color:#808080'><i>You were born to die blind.</i></span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#dazzle_.E2.80.93_dummy|dazzle]]</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 10%</span><br/><br />
<br/><br />
=== Eidolon's Ring &ndash; ring ===<br />
<span style='color:#808080'><i>When he was old and dying, he remembered what he could from the days he loved a necromanceress.</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane decreased by 10%</span><br/><br />
<span style='color:purple'>3% to pierce resistance (requires [[#Eidolon's Necklace_.E2.80.93_amulet|Eidolon's Necklace]])</span><br/><br />
<span style='color:purple'>3% to blade resistance (requires [[#Eidolon's Armour_.E2.80.93_armour|Eidolon's Armour]])</span><br/><br />
<span style='color:purple'>4 to hitpoints (requires [[#Eidolon's Mask_.E2.80.93_helm|Eidolon's Mask]])</span><br/><br />
<span style='color:purple'>1 to damage (requires [[#Eidolon's Gauntlets_.E2.80.93_gauntlets|Eidolon's Gauntlets]])</span><br/><br />
<span style='color:purple'>2% to arcane resistance (requires [[#Eidolon's Coat_.E2.80.93_cloak|Eidolon's Coat]])</span><br/><br />
<span style='color:purple'>New ability: Deathaura (8) (requires [[#Eidolon's Sword_.E2.80.93_sword|Eidolon's Sword]])</span><br/><br />
<br/><br />
=== Exterminator's Ring &ndash; ring ===<br />
<span style='color:#808080'><i>Hide from the revolution.</i></span><br/><br />
<span style='color:green'>Damage increased by 1</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 15%</span><br/><br />
<span style='color:purple'>+1 to base ranged damage (requires [[#Exterminator's Scythe_.E2.80.93_polearm|Exterminator's Scythe]])</span><br/><br />
<span style='color:purple'>+1 to base ranged damage (requires [[#Exterminator's Dagger_.E2.80.93_dagger|Exterminator's Dagger]])</span><br/><br />
<span style='color:purple'>2% to all resistances (requires [[#Exterminator's Knives_.E2.80.93_knife|Exterminator's Knives]])</span><br/><br />
<br/><br />
=== Exterminator's Ring &ndash; ring ===<br />
<span style='color:#808080'><i>Hide from the revolution.</i></span><br/><br />
<span style='color:green'>Damage increased by 1</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 15%</span><br/><br />
<span style='color:purple'>+1 to base ranged damage (requires [[#Exterminator's Scythe_.E2.80.93_polearm|Exterminator's Scythe]])</span><br/><br />
<span style='color:purple'>+1 to base ranged damage (requires [[#Exterminator's Dagger_.E2.80.93_dagger|Exterminator's Dagger]])</span><br/><br />
<span style='color:purple'>2% to all resistances (requires [[#Exterminator's Knives_.E2.80.93_knife|Exterminator's Knives]])</span><br/><br />
<br/><br />
=== Precious Eagle Cactus Fruit &ndash; ring ===<br />
<span style='color:#808080'><i>I need sacrifice. Be it involuntary or not.</i></span><br/><br />
<span style='color:#60A0FF'>Decreases physical resistances by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire decreased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold decreased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane decreased by 20%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#heals +VALUE_.E2.80.93_heals|heals (40)]]</span><br/><br />
<br/><br />
=== Pyromancer's Ring &ndash; ring ===<br />
<span style='color:#808080'><i>He could feed on fire and magic, spitting it back on those who tried to harm him with it.</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 5%</span><br/><br />
<span style='color:purple'>New attack: fireball (11-4 fire damage, magical) (requires [[#Pyromancer's Sword_.E2.80.93_sword|Pyromancer's Sword]])</span><br/><br />
<span style='color:purple'>Damage increased by 2 (requires [[#Pyromancer's Cloak_.E2.80.93_cloak|Pyromancer's Cloak]])</span><br/><br />
<br/><br />
=== Rherraent's Ring &ndash; ring ===<br />
<span style='color:#808080'><i>His poor widow sold his property bit by bit, and they lost their power.</i></span><br/><br />
<span style='color:green'>Enemy resistances to blade decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<span style='color:purple'>New Ability: regenerates (requires [[#Rherraent's Sword_.E2.80.93_sword|Rherraent's Sword]])</span><br/><br />
<br/><br />
=== Ring of Deathaura &ndash; ring ===<br />
<span style='color:#808080'><i>A harbinger of death from the world of witchcraft.</i></span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 10%</span><br/><br />
<span style='color:green'>Increases all magical damages by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 20%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#Deathaura_.E2.80.93_heals|deathaura (13)]]</span><br/><br />
<br/><br />
=== Ring of Devil's Doom &ndash; ring ===<br />
<span style='color:#808080'><i>The demonic magic is deadly, but you can prepare yourself to live through it.</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#absorbs (1)_.E2.80.93_dummy|absorbs (1)]]</span><br/><br />
<br/><br />
=== Ring of Dragon's Bane &ndash; ring ===<br />
<span style='color:#808080'><i>Dragons are no challenge, let us hunt scorpions instead.</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 30%</span><br/><br />
<br/><br />
=== Ring of Health &ndash; ring ===<br />
<span style='color:#808080'><i>Health is more important than body count.</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>8 more hitpoints per level per level</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#regenerates slightly_.E2.80.93_regenerate|regenerates slightly]]</span><br/><br />
<br/><br />
=== Ring of Iced Veins &ndash; ring ===<br />
<span style='color:#808080'><i>'Your hand is colder than ice! Are you sure do not need warm tea?'<br />
'No, I am fine, mom.'</i></span><br/><br />
<span style='color:green'>Sets damage type to cold</span><br/><br />
<span style='color:green'>New weapon special: slow</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 15%</span><br/><br />
<br/><br />
=== Ring of the King &ndash; ring ===<br />
<span style='color:#808080'><i>The king was greatly fond of his magical ring. He should have been more fond of his throne.</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 5%</span><br/><br />
<span style='color:purple'>New Ability: leadership (level 3) (requires [[#Armour of the King_.E2.80.93_armour|Armour of the King]])</span><br/><br />
<span style='color:purple'>+1 base damage (requires [[#Crown of the King_.E2.80.93_helm|Crown of the King]])</span><br/><br />
<span style='color:purple'>5% to all resistances (requires [[#Sceptre of the King_.E2.80.93_mace|Sceptre of the King]])</span><br/><br />
<br/><br />
=== Ring of Unearthly Existence &ndash; ring ===<br />
<span style='color:#808080'><i>Warriors were no match for him. He was no match for wizards.</i></span><br/><br />
<span style='color:green'>Damage increased by 40%</span><br/><br />
<span style='color:green'>1 more attacks</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire decreased by 30%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold decreased by 30%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane decreased by 30%</span><br/><br />
<br/><br />
=== Ring of Unearthly Existence &ndash; ring ===<br />
<span style='color:#808080'><i>Warriors were no match for him. He was no match for wizards.</i></span><br/><br />
<span style='color:green'>Damage increased by 40%</span><br/><br />
<span style='color:green'>1 more attacks</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire decreased by 30%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold decreased by 30%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane decreased by 30%</span><br/><br />
<br/><br />
=== Ring of Wisdom &ndash; ring ===<br />
<span style='color:#808080'><i>This magical artifact is one of a kind. Use it well.</i></span><br/><br />
<span style='color:green'>Increases all magical damages by 40%</span><br/><br />
<br/><br />
=== Ring of Wizard's Bane &ndash; ring ===<br />
<span style='color:#808080'><i>Nice fireworks, loser.</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 15%</span><br/><br />
<br/><br />
=== Rock Solid &ndash; ring ===<br />
<span style='color:#808080'><i>In halls of stone... walls are impassable.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<br/><br />
=== Sinister Lunacy &ndash; ring ===<br />
<span style='color:#808080'><i>If there was no lunatic causing the war, there would be no war.</i></span><br/><br />
<span style='color:green'>New weapon special: charge (melee attacks only)</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 10%</span><br/><br />
<br/><br />
=== Sparkling Ring &ndash; ring ===<br />
<span style='color:#808080'><i>Nobody knows why the yellow-green gemstone in this ring is sparkling.</i></span><br/><br />
<span style='color:green'>New weapon special: poison</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 20%</span><br/><br />
<br/><br />
=== The Alliance &ndash; ring ===<br />
<span style='color:#808080'><i>We are The Alliance! We are one!</i></span><br/><br />
<span style='color:green'>Damage increased by 1</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#alliance_.E2.80.93_leadership|alliance]]</span><br/><br />
<br/><br />
=== The Black Ring &ndash; ring ===<br />
<span style='color:#808080'><i>There were two hundreds of us before the battle. Three hundreds of us left the battlefield.</i></span><br/><br />
<span style='color:#60A0FF'>Spells suck 1 health from targets with each hit</span><br/><br />
<span style='color:green'>New weapon special: plague (melee attacks only)</span><br/><br />
<span style='color:green'>Increases all magical damages by 5%</span><br/><br />
<br/><br />
=== The gloomy Ring &ndash; ring ===<br />
<span style='color:#808080'><i>Bring sadness to your enemies by showing them how futile their effort is.</i></span><br/><br />
<span style='color:green'>Damage increased by 10%</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 20%</span><br/><br />
<span style='color:purple'>New Ability: deathaura (requires [[#The gloomy Cloak_.E2.80.93_cloak|The gloomy Cloak]])</span><br/><br />
<span style='color:purple'>New Ability: despair (requires [[#The gloomy Amulet_.E2.80.93_amulet|The gloomy Amulet]])</span><br/><br />
<br/><br />
=== The Unprecious Ring &ndash; ring ===<br />
<span style='color:#808080'><i>Sometimes a fiery or rimy blade is not what you need.</i></span><br/><br />
<span style='color:green'>Sets damage type to blade</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#struggle_.E2.80.93_chance_to_hit|struggle]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 5%</span><br/><br />
<br/><br />
=== The Warmth &ndash; ring ===<br />
<span style='color:#808080'><i>Solace from depressive gloom of northern winters when dusk follows dawn with nothing in between.</i></span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 30%</span><br/><br />
<span style='color:#60A0FF'>New ability: regenerates</span><br/><br />
<br/><br />
== sling ==<br />
=== Balls of Steel &ndash; sling ===<br />
<span style='color:#808080'><i>You will need courage in this cruel world.</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 10%</span><br/><br />
<span style='color:#60A0FF'>16 more hitpoints per level</span><br/><br />
<br/><br />
== spear ==<br />
=== Caeordwyccywyrin's Spear &ndash; spear ===<br />
<span style='color:#808080'><i>Whose spear is this?</i></span><br/><br />
<span style='color:green'>Damage increased by 4</span><br/><br />
<span style='color:green'>40% more attacks</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 5%</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== Corpsegrinder &ndash; spear ===<br />
<span style='color:#808080'><i>Mutilating dead enemies makes you forget your woes.</i></span><br/><br />
<span style='color:green'>Damage increased by 30%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#evisceration_.E2.80.93_dummy|evisceration]]</span><br/><br />
<br/><br />
=== Explosionlance &ndash; spear ===<br />
<span style='color:#808080'><i>Take that away, we need to stay silent.</i></span><br/><br />
<span style='color:green'>Damage increased by 30%</span><br/><br />
<span style='color:green'>Damage increased by 1</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#extra damage (+5; impact)_.E2.80.93_dummy|extra damage (+5; impact)]]</span><br/><br />
<br/><br />
=== Hellrake &ndash; spear ===<br />
<span style='color:#808080'><i>Flowers bloom in hell too. And every flower has its gardener.</i></span><br/><br />
<span style='color:green'>Damage increased by 60% (in EASY difficulty), 50% (in MEDIUM difficulty), 40% (in HARD difficulty)</span><br/><br />
<span style='color:green'>New weapon special: poison</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== Lightbringer's Trident &ndash; spear ===<br />
<span style='color:#808080'><i>He brought light, but it was red and searing.</i></span><br/><br />
<span style='color:green'>Damage increased by 50% (in EASY difficulty), 35% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:green'>50% more attacks</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 30%</span><br/><br />
<br/><br />
=== Odin's Spear &ndash; spear ===<br />
<span style='color:#808080'><i>Odin was a warrior, but every winter solstice, he came and brought gifts to kids.</i></span><br/><br />
<span style='color:green'>Damage increased by 50%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 20%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#immune to drain_.E2.80.93_dummy|immune to drain]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#absorbs (1)_.E2.80.93_dummy|absorbs (1)]]</span><br/><br />
<br/><br />
=== Return to the Tribe &ndash; spear ===<br />
<span style='color:#808080'><i>I may be no better, but at least I am different.</i></span><br/><br />
<span style='color:green'>Damage increased by 30%</span><br/><br />
<span style='color:green'>50% (in EASY difficulty), 40% (in MEDIUM difficulty), 30% (in HARD difficulty) more attacks</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Movement costs through forests set to 1</span><br/><br />
<br/><br />
=== Something &ndash; spear ===<br />
<span style='color:#808080'><i>Uhm... I wanted to say... ehm, that... it was... uh... basically... so now, I am saying that... uhm...</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:green'>Damage increased by 2</span><br/><br />
<span style='color:green'>30% (in EASY difficulty), 20% (in MEDIUM difficulty), 10% (in HARD difficulty) more attacks</span><br/><br />
<span style='color:green'>Enemy resistances to pierce decreased by 10%</span><br/><br />
<br/><br />
=== The Humongously Enormous Megaspear &ndash; spear ===<br />
<span style='color:#808080'><i>Small weapons are for wimps.</i></span><br/><br />
<span style='color:green'>40% (in EASY difficulty), 50% (in MEDIUM difficulty), 60% (in HARD difficulty) fewer attacks</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#hose_.E2.80.93_dummy|hose]]</span><br/><br />
<br/><br />
=== The Impaler &ndash; spear ===<br />
<span style='color:#808080'><i>Do not hide behind your comrades, just run away.</i></span><br/><br />
<span style='color:green'>Damage increased by 30%</span><br/><br />
<span style='color:green'>Enemy resistances to pierce decreased by 10%</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#pierce_.E2.80.93_dummy|pierce]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 5%</span><br/><br />
<br/><br />
=== The Original Trident of Storms &ndash; spear ===<br />
<span style='color:#808080'><i>This is no obvious fake. Is it the true one or just a better fake?</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:green'>Sets damage type to fire</span><br/><br />
<span style='color:green'>New weapon special: slow</span><br/><br />
<span style='color:green'>New attack: storm trident (14 - 4, fire)</span><br/><br />
<br/><br />
=== Wicked Spear of Cruelty &ndash; spear ===<br />
<span style='color:#808080'><i>With horror, he realised that the horse under him had joined the walking dead.</i></span><br/><br />
<span style='color:green'>Damage increased by 50% (in EASY difficulty), 40% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Sets damage type to cold</span><br/><br />
<span style='color:green'>New weapon special: plague</span><br/><br />
<br/><br />
== staff ==<br />
=== Absence of Purpose and Meaning &ndash; staff ===<br />
<span style='color:#808080'><i>Do not look for the meaning of this. There is none.</i></span><br/><br />
<span style='color:green'>Damage increased by 4</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Spells suck 1 (in EASY difficulty) health from targets with each hit</span><br/><br />
<span style='color:green'>Enemy resistances to pierce decreased by 20%</span><br/><br />
<span style='color:green'>Increases all magical damages by 20%</span><br/><br />
<span style='color:#60A0FF'>New ability: submerge</span><br/><br />
<br/><br />
=== Ashes of Dead Suns &ndash; staff ===<br />
<span style='color:#808080'><i>Things that destroy stars can destroy anything. According to one of a thousand hypotheses.</i></span><br/><br />
<span style='color:#60A0FF'>15% chance to strike a devastating blow</span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 10%</span><br/><br />
<span style='color:green'>Increases all magical damages by 25%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<br/><br />
=== Cursed Memories &ndash; staff ===<br />
<span style='color:#808080'><i>Every hero suffers from horrors of the past. Only a few can have their enemies suffer from them instead.</i></span><br/><br />
<span style='color:green'>Damage increased by 7 (in EASY difficulty), 6 (in MEDIUM difficulty), 5 (in HARD difficulty)</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#horrid_.E2.80.93_dummy|horrid]]</span><br/><br />
<span style='color:green'>Increases all magical damages by 40% (in EASY difficulty), 35% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<br/><br />
=== Dead End Road &ndash; staff ===<br />
<span style='color:#808080'><i>You will walk away from a necromancer fight. That does not imply that you will survive.</i></span><br/><br />
<span style='color:green'>Damage increased by 25%</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#greater infect_.E2.80.93_poison|greater infect]]</span><br/><br />
<span style='color:green'>Increases all magical damages by 25%</span><br/><br />
<br/><br />
=== Lethal staff &ndash; staff ===<br />
<span style='color:#808080'><i>Most elvish shamans heal. Others kill.</i></span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 15%</span><br/><br />
<span style='color:green'>Increases all magical damages by 30%</span><br/><br />
<span style='color:purple'>10% more overall damage (requires [[#Lethal Axe_.E2.80.93_axe|Lethal Axe]])</span><br/><br />
<br/><br />
=== Lethalia's Staff &ndash; staff ===<br />
<span style='color:#808080'><i>Tinebrithiel's will never be forgotten.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:green'>Damage increased by 3</span><br/><br />
<span style='color:green'>Increases all magical damages by 30%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:purple'>1 more movement point (requires [[#Lethalia's Armour_.E2.80.93_armour|Lethalia's Armour]])</span><br/><br />
<br/><br />
=== Mother de Rais &ndash; staff ===<br />
<span style='color:#808080'><i>The undead were too numerous to be burned by her fireballs. She had to jump into a river far below to save herself.</i></span><br/><br />
<span style='color:#60A0FF'>Spells suck 1 health from targets with each hit</span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 10%</span><br/><br />
<span style='color:green'>Increases all magical damages by 30% (in EASY difficulty), 25% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>Movement costs in shallow waters set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs on coastal reefs set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs through swampy places set to 1</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== Showshaunshog's Staff &ndash; staff ===<br />
<span style='color:#808080'><i>Anaximandros said that all comes from water.<br />
Showshaunshog proved him wrong by collecting condensed water from smoke.</i></span><br/><br />
<span style='color:green'>Sets damage type to fire</span><br/><br />
<span style='color:#60A0FF'>Spells suck 1 health from targets with each hit</span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 25%</span><br/><br />
<span style='color:green'>Increases all magical damages by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 15% (in EASY difficulty)</span><br/><br />
<br/><br />
=== Staff of Aimucasur &ndash; staff ===<br />
<span style='color:#808080'><i>A skeletal horde rose from the mud to take lives away. Konrad's warriors were too strong for them.</i></span><br/><br />
<span style='color:green'>Enemy resistances to cold decreased by 10%</span><br/><br />
<span style='color:green'>New weapon special: drain</span><br/><br />
<span style='color:green'>Increases all magical damages by 30%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 5%</span><br/><br />
<br/><br />
=== Staff of Circe &ndash; staff ===<br />
<span style='color:#808080'><i>Eurylochus knew he could not trust her. It saved his life.</i></span><br/><br />
<span style='color:green'>Increases all magical damages by 40% (in EASY difficulty), 35% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<br/><br />
=== Staff of Crelanu &ndash; staff ===<br />
<span style='color:#808080'><i>Crelanu's staff fell into the wrong hands before it was even made.</i></span><br/><br />
<span style='color:green'>Increases all magical damages by 40%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<br/><br />
=== Staff of Crelanu &ndash; staff ===<br />
<span style='color:#808080'><i>Crelanu's staff fell into the wrong hands before it was even made.</i></span><br/><br />
<span style='color:green'>Increases all magical damages by 40%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<br/><br />
=== Staff of Kerathur &ndash; staff ===<br />
<span style='color:#808080'><i>'I know that you have no idea who I am...' - Kerathur the Unheard Of</i></span><br/><br />
<span style='color:green'>Damage increased by 2</span><br/><br />
<span style='color:green'>70% (in EASY difficulty), 55% (in MEDIUM difficulty), 40% (in HARD difficulty) more attacks</span><br/><br />
<span style='color:green'>Increases all magical damages by 20%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 5%</span><br/><br />
<br/><br />
=== Staff of Koschei &ndash; staff ===<br />
<span style='color:#808080'><i>Koschei kidnapped a young princess. His mundane motivations caused his fall.</i></span><br/><br />
<span style='color:#60A0FF'>Spells suck 2 health from targets with each hit</span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 10%</span><br/><br />
<span style='color:green'>Enemy resistances to cold decreased by 10%</span><br/><br />
<span style='color:green'>Increases all magical damages by 20%</span><br/><br />
<span style='color:purple'>16 to Maximum Health (requires [[#Koschei's Journal_.E2.80.93_limited|Koschei's Journal]])</span><br/><br />
<br/><br />
=== Stardust &ndash; staff ===<br />
<span style='color:#808080'><i>Born from absolute destruction, craving for absolute destruction.</i></span><br/><br />
<span style='color:#60A0FF'>Sucks 1 (in EASY difficulty) health from targets with each hit</span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 10%</span><br/><br />
<span style='color:green'>Increases all magical damages by 20%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#murderlust_.E2.80.93_dummy|murderlust]]</span><br/><br />
<br/><br />
=== Static Cast &ndash; staff ===<br />
<span style='color:#808080'><i>Whenever you destroy something, do not touch it again or you will be dead on the spot.</i></span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 10%</span><br/><br />
<span style='color:green'>Enemy resistances to cold decreased by 10%</span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 10%</span><br/><br />
<span style='color:green'>Increases all magical damages by 30% (in EASY difficulty), 25% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:green'>New attack: lightning (18 - 2, lightning)</span><br/><br />
<br/><br />
=== Tears of Void &ndash; staff ===<br />
<span style='color:#808080'><i>Who made up this name? What was he thinking?</i></span><br/><br />
<span style='color:#60A0FF'>Spells suck 1 health from targets with each hit</span><br/><br />
<span style='color:green'>Increases all magical damages by 40% (in EASY difficulty), 30% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 15%</span><br/><br />
<br/><br />
=== The Killer of Great Magi &ndash; staff ===<br />
<span style='color:#808080'><i>I care not how much better you are. Your crippling overspecialisation will be your downfall.</i></span><br/><br />
<span style='color:#60A0FF'>Spells suck 1 health from targets with each hit</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 40%</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== Townsend Dark Discharge &ndash; staff ===<br />
<span style='color:#808080'><i>The right tool for a self-sustaining wizard.</i></span><br/><br />
<span style='color:green'>Damage increased by 3</span><br/><br />
<span style='color:green'>Sets damage type to lightning</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:green'>New weapon special: charge</span><br/><br />
<span style='color:green'>Increases all magical damages by 15%</span><br/><br />
<br/><br />
=== Violent Mage's Staff &ndash; staff ===<br />
<span style='color:#808080'><i>He was not a bad mage, but he enjoyed hitting enemies with hard objects a bit too much.</i></span><br/><br />
<span style='color:green'>20% more attacks</span><br/><br />
<span style='color:#60A0FF'>Spells suck 1 health from targets with each hit</span><br/><br />
<span style='color:purple'>New ability: firecast (requires the two other Violent Mage's items)</span><br/><br />
<br/><br />
=== Virtue of Hope &ndash; staff ===<br />
<span style='color:#808080'><i>See the ones who know.</i></span><br/><br />
<span style='color:green'>Increases all magical damages by 25%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>4 more hitpoints per level per level</span><br/><br />
<br/><br />
== sword ==<br />
=== Aevyn's Wrath &ndash; sword ===<br />
<span style='color:#808080'><i>I cannot quite figure out how to use this thing.</i></span><br/><br />
<span style='color:green'>Damage decreased by 20% (in EASY difficulty), 30% (in MEDIUM difficulty), 40% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#anger_.E2.80.93_attacks|anger]]</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#horrid_.E2.80.93_dummy|horrid]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (10)]]</span><br/><br />
<br/><br />
=== Avenging Fire &ndash; sword ===<br />
<span style='color:#808080'><i>Burn! Let the hair catch fire and help the skin burn. Ignite the skin and help the flesh burn.</i></span><br/><br />
<span style='color:green'>Sets damage type to fire</span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#flaming radiance_.E2.80.93_dummy|flaming radiance]]</span><br/><br />
<br/><br />
=== Blade of Turisas &ndash; sword ===<br />
<span style='color:#808080'><i>Every nation had its god of war. Or was it just one with many names?</i></span><br/><br />
<span style='color:green'>Damage increased by 50% (in EASY difficulty), 35% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 10%</span><br/><br />
<br/><br />
=== Brightslash &ndash; sword ===<br />
<span style='color:#808080'><i>He came like a shining star,<br />
allied with the sun,<br />
he smote the villains,<br />
and saved the righteous.</i></span><br/><br />
<span style='color:green'>Damage increased by 50% (in EASY difficulty), 35% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#absorbs (2)_.E2.80.93_dummy|absorbs (2)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: cures</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#regenerates (VALUE)_.E2.80.93_regenerate|regenerates (16)]]</span><br/><br />
<br/><br />
=== Claymore &ndash; sword ===<br />
<span style='color:#808080'><i>I am done with you, go away!</i></span><br/><br />
<span style='color:green'>Damage increased by 10%</span><br/><br />
<span style='color:green'>Damage increased by 2</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#knockback_.E2.80.93_damage|knockback]]</span><br/><br />
<br/><br />
=== Colossally Colossal Arch-Devilish Blade of Universal Annihilation &ndash; sword ===<br />
<span style='color:#808080'><i>Forged by the Paladin of Golden Glory with the Hammer of Eternal Magic.</i></span><br/><br />
<span style='color:green'>Damage increased by 70% (in EASY difficulty), 50% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Enemy resistances to blade decreased by 10%</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: aura of power</span><br/><br />
<br/><br />
=== Cunctator's sword &ndash; sword ===<br />
<span style='color:#808080'><i>Nobody wanted to face Cunctator. He never fought when you wanted to fight him.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:green'>Damage decreased by 30% (in EASY difficulty), 40% (in MEDIUM difficulty), 50% (in HARD difficulty)</span><br/><br />
<span style='color:green'>New weapon special: slow</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#explosive slow_.E2.80.93_damage|explosive slow]]</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#hit and run_.E2.80.93_dummy|hit and run]]</span><br/><br />
<span style='color:purple'>New melee weapon special: struggle (requires [[#Cunctator's Armour_.E2.80.93_armour|Cunctator's Armour]])</span><br/><br />
<span style='color:purple'>5% to all magical resistances (requires [[#Cunctator's Helmet_.E2.80.93_helm|Cunctator's Helmet]])</span><br/><br />
<br/><br />
=== Dark Sword of Destruction &ndash; sword ===<br />
<span style='color:#808080'><i>Real warriors know that their opponents will get heavy armours and prepare for it.</i></span><br/><br />
<span style='color:green'>Damage increased by 50%</span><br/><br />
<span style='color:green'>Sets damage type to cold</span><br/><br />
<span style='color:#60A0FF'>5% chance to strike a devastating blow</span><br/><br />
<span style='color:purple'>+1 to base attacks (requires [[#Dark Helm of Destruction_.E2.80.93_helm|Dark Helm of Destruction]])</span><br/><br />
<span style='color:purple'>+1 to base attacks (requires [[#Dark Gloves of Destruction_.E2.80.93_gauntlets|Dark Gloves of Destruction]])</span><br/><br />
<br/><br />
=== Deathwhirl &ndash; sword ===<br />
<span style='color:#808080'><i>Swarm him so that he would not get to me! Oh, dammit...</i></span><br/><br />
<span style='color:green'>Damage increased by 50% (in EASY difficulty), 40% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 5%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#penetrates_.E2.80.93_dummy|penetrates]]</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== Doombringer &ndash; sword ===<br />
<span style='color:#808080'><i>Hitting the enemy hard is not crucial. You have to make sure that you will not get killed when he hits you.</i></span><br/><br />
<span style='color:green'>Damage increased by 70% (in EASY difficulty), 50% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>20% more attacks</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:green'>New weapon special: slow</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#disintegrate_.E2.80.93_damage|disintegrate]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<br/><br />
=== Doombringer &ndash; sword ===<br />
<span style='color:#808080'><i>Hitting the enemy hard is not crucial. You have to make sure that you will not get killed when he hits you.</i></span><br/><br />
<span style='color:green'>Damage increased by 70% (in EASY difficulty), 50% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>20% more attacks</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:green'>New weapon special: slow</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#disintegrate_.E2.80.93_damage|disintegrate]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<br/><br />
=== Dragon Claw &ndash; sword ===<br />
<span style='color:#808080'><i>Claws of dragons have no unusual magical properties, but they cut so well.</i></span><br/><br />
<span style='color:green'>Damage increased by 30%</span><br/><br />
<span style='color:green'>Damage increased by 2</span><br/><br />
<span style='color:green'>30% more attacks</span><br/><br />
<br/><br />
=== Eidolon's Sword &ndash; sword ===<br />
<span style='color:#808080'><i>He could fuel his champion alone, as his powers of light and darkness amplified each other. He became an Eidolon.</i></span><br/><br />
<span style='color:green'>Sets damage type to arcane</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#unholybane_.E2.80.93_damage|unholybane]]</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#leeches_.E2.80.93_damage|leech]]</span><br/><br />
<span style='color:purple'>4% to cold resistance (requires [[#Eidolon's Ring_.E2.80.93_ring|Eidolon's Ring]])</span><br/><br />
<span style='color:purple'>3% to pierce resistance (requires [[#Eidolon's Necklace_.E2.80.93_amulet|Eidolon's Necklace]])</span><br/><br />
<span style='color:purple'>3% to blade resistance (requires [[#Eidolon's Armour_.E2.80.93_armour|Eidolon's Armour]])</span><br/><br />
<span style='color:purple'>4 to hitpoints (requires [[#Eidolon's Mask_.E2.80.93_helm|Eidolon's Mask]])</span><br/><br />
<span style='color:purple'>1 to damage (requires [[#Eidolon's Gauntlets_.E2.80.93_gauntlets|Eidolon's Gauntlets]])</span><br/><br />
<span style='color:purple'>1 to movement (requires [[#Eidolon's Boots_.E2.80.93_boots|Eidolon's Boots]])</span><br/><br />
<span style='color:purple'>2% to arcane resistance (requires [[#Eidolon's Coat_.E2.80.93_cloak|Eidolon's Coat]])</span><br/><br />
<br/><br />
=== Flaming Sword &ndash; sword ===<br />
<span style='color:#808080'><i>If you need to fight ghosts, good steel is not enough.</i></span><br/><br />
<span style='color:green'>Damage increased by 7</span><br/><br />
<span style='color:green'>Sets damage type to fire</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<br/><br />
=== Holy Sword &ndash; sword ===<br />
<span style='color:#808080'><i>You, comrade with that Unholy Axe, position yourself as far from me as possible!</i></span><br/><br />
<span style='color:green'>Damage increased by 25%</span><br/><br />
<span style='color:green'>Sets damage type to arcane</span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: illuminates</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#unholybane (INTENSITY)_.E2.80.93_heals|unholybane (12)]]</span><br/><br />
<span style='color:#60A0FF'>Sets alignment to lawful</span><br/><br />
<br/><br />
=== Lilith's Other Old Precious &ndash; sword ===<br />
<span style='color:#808080'><i>In order to be able to fight with any weapon available, Lilith swaps weapon types once per century.</i></span><br/><br />
<span style='color:green'>Damage increased by 50% (in EASY difficulty), 40% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#absorbs (1)_.E2.80.93_dummy|absorbs (1)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#regenerates (VALUE)_.E2.80.93_regenerate|regenerates (16)]]</span><br/><br />
<br/><br />
=== Pyromancer's Sword &ndash; sword ===<br />
<span style='color:#808080'><i>Flames were his nature, they replaced his insides.</i></span><br/><br />
<span style='color:green'>Damage increased by 20% (in EASY difficulty), -10% (in MEDIUM difficulty), -40% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:purple'>New ability: firecast (requires [[#Pyromancer's Ring_.E2.80.93_ring|Pyromancer's Ring]])</span><br/><br />
<span style='color:purple'>5% to magical resistances (requires [[#Pyromancer's Cloak_.E2.80.93_cloak|Pyromancer's Cloak]])</span><br/><br />
<br/><br />
=== Rherraent's Sword &ndash; sword ===<br />
<span style='color:#808080'><i>In his hands, the sword was a formidable weapon. In the hands of its thief, it was useless.</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 (in EASY difficulty) health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<span style='color:purple'>+2 to base melee damage (requires [[#Rherraent's Armour_.E2.80.93_armour|Rherraent's Armour]])</span><br/><br />
<span style='color:purple'>+2 to base melee damage (requires [[#Rherraent's Helm_.E2.80.93_helm|Rherraent's Helm]])</span><br/><br />
<span style='color:purple'>+2 to base melee damage (requires [[#Rherraent's Ring_.E2.80.93_ring|Rherraent's Ring]])</span><br/><br />
<br/><br />
=== Stormrend &ndash; sword ===<br />
<span style='color:#808080'><i>They are protected well. Have them try to survive lightning.</i></span><br/><br />
<span style='color:green'>Damage increased by 10% (in EASY difficulty), -5% (in MEDIUM difficulty), -20% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Sets damage type to lightning</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#trickery_.E2.80.93_dummy|trickery]]</span><br/><br />
<br/><br />
=== Sword of Barys &ndash; sword ===<br />
<span style='color:#808080'><i>A rare metal burns with green flame. Its ashes are poisonous, so be careful with it.</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:green'>Sets damage type to fire</span><br/><br />
<span style='color:green'>New weapon special: poison</span><br/><br />
<span style='color:green'>Increases all magical damages by 20%</span><br/><br />
<br/><br />
=== Sword of Krux &ndash; sword ===<br />
<span style='color:#808080'><i>Krux has never been a great warrior, deceptive diplomacy was his favourite weapon.</i></span><br/><br />
<span style='color:green'>Damage increased by 3</span><br/><br />
<span style='color:green'>Increases all magical damages by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 15%</span><br/><br />
<br/><br />
=== The Decimator &ndash; sword ===<br />
<span style='color:#808080'><i>Do not get too crazy with that sword.</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:green'>New weapon special: charge</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#anger_.E2.80.93_attacks|anger]]</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade decreased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact decreased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce decreased by 15%</span><br/><br />
<br/><br />
=== The Decimator &ndash; sword ===<br />
<span style='color:#808080'><i>Do not get too crazy with that sword.</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:green'>New weapon special: charge</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#anger_.E2.80.93_attacks|anger]]</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade decreased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact decreased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce decreased by 15%</span><br/><br />
<br/><br />
=== The Nightreaver &ndash; sword ===<br />
<span style='color:#808080'><i>Aggressive and violent, they strike when least expected and take away all serenity.</i></span><br/><br />
<span style='color:green'>Damage increased by 40% (in EASY difficulty), 30% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Enemy resistances to blade decreased by 10%</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#chaotic_.E2.80.93_damage|chaotic]]</span><br/><br />
<br/><br />
=== The Outsider Sword &ndash; sword ===<br />
<span style='color:#808080'><i>Mages say it does not come from any world.</i></span><br/><br />
<span style='color:green'>Damage increased by 65% (in EASY difficulty), 50% (in MEDIUM difficulty), 35% (in HARD difficulty)</span><br/><br />
<span style='color:green'>25% (in EASY difficulty), 15% (in MEDIUM difficulty), 5% (in HARD difficulty) more attacks</span><br/><br />
<span style='color:purple'>2 to base melee damage (requires [[#Transformed Flesh_.E2.80.93_cloak|Transformed Flesh]])</span><br/><br />
<span style='color:purple'>2 to base melee damage (requires [[#Bones of Steel_.E2.80.93_boots|Bones of Steel]])</span><br/><br />
<span style='color:purple'>2 to base melee damage (requires [[#Hydraulic Core_.E2.80.93_amulet|Hydraulic Core]])</span><br/><br />
<span style='color:purple'>1 to base melee attacks (requires [[#Mind Assisting Element_.E2.80.93_helm|Mind Assisting Element]])</span><br/><br />
<br/><br />
=== The Searing Ice &ndash; sword ===<br />
<span style='color:#808080'><i>Be careful not to get some cold burns.</i></span><br/><br />
<span style='color:#60A0FF'>Sucks 2 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 15%</span><br/><br />
<br/><br />
=== Thornsword &ndash; sword ===<br />
<span style='color:#808080'><i>'How can you cut something with that?'<br />
'It is not for cutting.'</i></span><br/><br />
<span style='color:green'>Damage increased by 40% (in EASY difficulty), 30% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Sets damage type to pierce</span><br/><br />
<span style='color:green'>Enemy resistances to pierce decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#thorns_.E2.80.93_dummy|thorns]]</span><br/><br />
<br/><br />
=== Twinkling Sword &ndash; sword ===<br />
<span style='color:#808080'><i>Run towards your enemy and attack sooner than he expects.</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:green'>Sets damage type to cold</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 15%</span><br/><br />
<span style='color:#60A0FF'>2 more movement points</span><br/><br />
<br/><br />
=== Winterclaw &ndash; sword ===<br />
<span style='color:#808080'><i>They come at night. They leave frozen bodies behind. Bodies that awaken.</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:green'>Enemy resistances to cold decreased by 20%</span><br/><br />
<span style='color:green'>New weapon special: plague</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<br/><br />
== thunderstick ==<br />
=== Bean Shooter &ndash; thunderstick ===<br />
<span style='color:#808080'><i>Put there raw beans instead of a bullet, it will hit so many enemies.</i></span><br/><br />
<span style='color:green'>Damage increased by 3</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#cone_.E2.80.93_dummy|cone]]</span><br/><br />
<br/><br />
== xbow ==<br />
=== Ballista &ndash; xbow ===<br />
<span style='color:#808080'><i>Are you sure that thing is meant to be hand-held?</i></span><br/><br />
<span style='color:green'>Damage increased by 120% (in EASY difficulty), 100% (in MEDIUM difficulty), 80% (in HARD difficulty)</span><br/><br />
<br/><br />
=== Ballista &ndash; xbow ===<br />
<span style='color:#808080'><i>Are you sure that thing is meant to be hand-held?</i></span><br/><br />
<span style='color:green'>Damage increased by 120% (in EASY difficulty), 100% (in MEDIUM difficulty), 80% (in HARD difficulty)</span><br/><br />
<br/><br />
=== Black Raptor &ndash; xbow ===<br />
<span style='color:#808080'><i>Birds look upwards to avoid eagles. They should look down to avoid hunters.</i></span><br/><br />
<span style='color:#60A0FF'>Decreases physical resistances by 20%</span><br/><br />
<span style='color:green'>Damage increased by 60%</span><br/><br />
<span style='color:green'>30% more attacks</span><br/><br />
<span style='color:green'>New weapon special: marksman</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== Chu-ko-nu &ndash; xbow ===<br />
<span style='color:#808080'><i>Do you even reload that thing?</i></span><br/><br />
<span style='color:green'>Damage increased by 15%</span><br/><br />
<span style='color:green'>55% more attacks</span><br/><br />
<span style='color:green'>New weapon special: marksman</span><br/><br />
<br/><br />
=== Doomsday Machine &ndash; xbow ===<br />
<span style='color:#808080'><i>To spread doom, you need proper tools.</i></span><br/><br />
<span style='color:green'>Damage increased by 50% (in EASY difficulty), 40% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>25% more attacks</span><br/><br />
<span style='color:green'>Enemy resistances to pierce decreased by 10%</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#shockwave_.E2.80.93_slow|shockwave]]</span><br/><br />
<span style='color:green'>Increases all magical damages by 15%</span><br/><br />
<br/><br />
=== Hatred for Men &ndash; xbow ===<br />
<span style='color:#808080'><i>Fuelled by the venom and hatred.</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:#60A0FF'>10% chance to strike a devastating blow</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#pierce_.E2.80.93_dummy|pierce]]</span><br/><br />
<span style='color:green'>New weapon special: poison</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#NAME (INTENSITY)_.E2.80.93_leadership|damage aura (10)]]</span><br/><br />
<br/><br />
=== Headstriker &ndash; xbow ===<br />
<span style='color:#808080'><i>If you have a good aim, you will hit a vulnerable spot and kill even with a lightweight bolt.</i></span><br/><br />
<span style='color:green'>Damage increased by 25%</span><br/><br />
<span style='color:green'>Damage increased by 2</span><br/><br />
<span style='color:green'>New weapon special: marksman</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 5%</span><br/><br />
<br/><br />
=== Orcish Ingenuity &ndash; xbow ===<br />
<span style='color:#808080'><i>How the hell could an orc invent this?!</i></span><br/><br />
<span style='color:green'>Damage increased by 40% (in EASY difficulty), 30% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<br/><br />
=== Relentless Fury &ndash; xbow ===<br />
<span style='color:#808080'><i>You tell that my hits are weak? I will show you how many of them you can survive, nothing can stop me!</i></span><br/><br />
<span style='color:green'>Damage decreased by 30% (in EASY difficulty), 40% (in MEDIUM difficulty), 50% (in HARD difficulty)</span><br/><br />
<span style='color:green'>100% (in EASY difficulty), 80% (in MEDIUM difficulty), 60% (in HARD difficulty) more attacks</span><br/><br />
<span style='color:#60A0FF'>24 more hitpoints per level</span><br/><br />
<br/><br />
=== Starbreaker &ndash; xbow ===<br />
<span style='color:#808080'><i>So you are good at blocking? We shall see about that!</i></span><br/><br />
<span style='color:green'>Damage increased by 8 (in EASY difficulty), 5 (in MEDIUM difficulty), 2 (in HARD difficulty)</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#trickery_.E2.80.93_dummy|trickery]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#conviction (INTENSITY)_.E2.80.93_resistance|conviction (15)]]</span><br/><br />
<br/><br />
=== The Cannon &ndash; xbow ===<br />
<span style='color:#808080'><i>If I will ever get to you, you will be wrecked!</i></span><br/><br />
<span style='color:green'>Damage increased by 70% (in EASY difficulty), 60% (in MEDIUM difficulty), 50% (in HARD difficulty)</span><br/><br />
<span style='color:green'>25% more attacks</span><br/><br />
<span style='color:#60A0FF'>3 fewer movement points</span><br/><br />
<br/><br />
=== The Overdrawer &ndash; xbow ===<br />
<span style='color:#808080'><i>Draw the arrow, draw it more, more, more, and now you can shoot through enemies!</i></span><br/><br />
<span style='color:green'>Damage increased by 45% (in EASY difficulty), 40% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<br/><br />
=== The Underdrawer &ndash; xbow ===<br />
<span style='color:#808080'><i>Shoot as much as you can, enemies will think they are facing a large army!</i></span><br/><br />
<span style='color:green'>45% (in EASY difficulty), 40% (in MEDIUM difficulty), 30% (in HARD difficulty) more attacks</span><br/><br />
<br/></div>Inkyhttps://wiki.wesnoth.org/index.php?title=LotI_Scenarios&diff=68493LotI Scenarios2021-09-19T04:39:59Z<p>Inky: get rid of the test scenario</p>
<hr />
<div>This is an auto-generated wiki page listing all the scenarios currently available in the campaign "Legend of the Invincibles". <br />
This was generated at Sun Sep 19 00:38:16 2021 using version 3.2.6d of LotI and version 0.3.5.1 of the generation script.<br />
As this is auto-generated, DO NOT EDIT THIS PAGE.<br />
Instead, create a new issue at https://github.com/matsjoyce/LotIWikiGen/issues/new and the script will be adjusted.<br />
<br />
Other LotI-related wiki pages:<br />
<br />
* https://wiki.wesnoth.org/LotI_Items &ndash; items, such as weapons and books<br />
* https://wiki.wesnoth.org/LotI_Standard_Advancements &ndash; general advancements such as legacies and books<br />
* https://wiki.wesnoth.org/LotI_Unit_Advancements &ndash; unit-specific advancements<br />
* https://wiki.wesnoth.org/LotI_Abilities &ndash; abilities and weapon specials<br />
* https://wiki.wesnoth.org/LotI_Scenarios &ndash; scenario information<br />
* https://wiki.wesnoth.org/DeadlyUnitsFromLotI<br />
<br />
== Chapter 1 ==<br />
<br />
=== 00 &ndash; Tutorial ===<br />
<span style='color:#808080'><i>No drop information found</i></span><br/><br />
<br/><br />
=== 01 &ndash; An Orcish Assault ===<br />
<span style='color:green'>Chance of a dying enemy on the side 4 dropping a weapon is 20%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the side 4 dropping a gem is 20%</span><br/><br />
<span style='color:#B81413'>Enemy bosses do not always drop</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 29%</span><br/><br />
<br/><br />
=== 02 &ndash; The Assassination ===<br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a weapon is 30%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a gem is 20%</span><br/><br />
<span style='color:#B81413'>Enemy bosses do not always drop</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 29%</span><br/><br />
<br/><br />
=== 03 &ndash; Banished ===<br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a weapon is 10%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a gem is 10%</span><br/><br />
<span style='color:#B81413'>Enemy bosses do not always drop</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 12%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 12%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 12%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 12%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 12%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 25%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 12%</span><br/><br />
<br/><br />
=== 04 &ndash; Paradise Lost ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 3, 4 and 5 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 3, 4 and 5 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 12%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 12%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 12%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 12%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 12%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 25%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 12%</span><br/><br />
<br/><br />
=== 05 &ndash; Shatter the Defilers ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3 and 4 dropping a weapon is 4%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3 and 4 dropping a gem is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 17%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 17%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 25%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
=== 06 &ndash; Ruins of Lost Empires ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 5, 6, 7, 8 and 9 dropping a weapon is 4%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 5, 6, 7, 8 and 9 dropping a gem is 6%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 17%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 17%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 25%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
=== 07 &ndash; The Return ===<br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a weapon is 4%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a gem is 7%</span><br/><br />
<span style='color:#B81413'>Enemy bosses do not always drop</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 17%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 17%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 25%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
=== 08 &ndash; Where the Sun Does not Shine ===<br />
<span style='color:green'>Chance of a dying enemy on the side 3 dropping a weapon is 4%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the side 3 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 17%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 17%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 33%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 17%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 17%</span><br/><br />
<br/><br />
=== 09 &ndash; Escape from Oblivion ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2 and 3 dropping a weapon is 4%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2 and 3 dropping a gem is 7%</span><br/><br />
<span style='color:#B81413'>Enemy bosses do not always drop</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 17%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 17%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 33%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 17%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 17%</span><br/><br />
<br/><br />
=== 10 &ndash; The Poison ===<br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a weapon is 4%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a gem is 7%</span><br/><br />
<span style='color:#B81413'>Enemy bosses do not always drop</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 23%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
=== 11 &ndash; Ascension ===<br />
<span style='color:#808080'><i>No drop information found</i></span><br/><br />
<br/><br />
=== 12 &ndash; Toxic Sun ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 3, 4, 5 and 6 dropping a weapon is 3%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 3, 4, 5 and 6 dropping a gem is 4%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 21%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 7%</span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 24, 25 and will release 1 fly per turn</span><br/><br />
<br/><br />
=== 13 &ndash; Twilight ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 3 and 4 dropping a weapon is 10%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 3 and 4 dropping a gem is 10%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 21%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 7%</span><br/><br />
<br/><br />
=== 14 &ndash; Shadow Empire ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 3, 4, 5, 6 and 7 dropping a weapon is 2%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 3, 4, 5, 6 and 7 dropping a gem is 3%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 21%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 7%</span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 32, 35 and will release 1 fly per turn</span><br/><br />
<br/><br />
=== 15 &ndash; Long Way Home ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3 and 4 dropping a weapon is 3%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3 and 4 dropping a gem is 4%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 12%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 12%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 6%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 6%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 12%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 12%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 12%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 19%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 6%</span><br/><br />
<br/><br />
=== 16 &ndash; The Battle for Ogira ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 3, 4, 5, 6, 7 and 8 dropping a weapon is 2%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 3, 4, 5, 6, 7 and 8 dropping a gem is 3%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 12%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 12%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 6%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 6%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 12%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 12%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 12%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 19%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 6%</span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 24, 24 and will release 1 fly per turn</span><br/><br />
<br/><br />
<br />
== Chapter 2 ==<br />
<br />
=== 01 &ndash; The Beginning ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 3, 4 and 5 dropping a weapon is 3%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 3, 4 and 5 dropping a gem is 5%</span><br/><br />
<span style='color:#B81413'>Enemy bosses do not always drop</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 23%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 9, 17 and will release 1 fly per turn</span><br/><br />
<br/><br />
=== 02 &ndash; Gods ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 4, 5, 6, 7 and 8 dropping a weapon is 2%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 4, 5, 6, 7 and 8 dropping a gem is 3%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 23%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 8, 59 and will release 1 fly per turn</span><br/><br />
<br/><br />
=== 03 &ndash; Forest of Witchery ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2 and 3 dropping a weapon is 2%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2 and 3 dropping a gem is 3%</span><br/><br />
<span style='color:#B81413'>Enemy bosses do not always drop</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 23%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 13, 43 and will release 1 fly per turn</span><br/><br />
<br/><br />
=== 03s &ndash; In the Magical Mirror ===<br />
<span style='color:#808080'><i>No drop information found</i></span><br/><br />
<br/><br />
=== 04 &ndash; Darkness Closing In ===<br />
<span style='color:green'>Chance of a dying enemy on the side 5 dropping a weapon is 2%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the side 5 dropping a gem is 3%</span><br/><br />
<span style='color:#B81413'>Enemy bosses do not always drop</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 23%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 51, 23 and will release 1 fly per turn</span><br/><br />
<br/><br />
=== 05 &ndash; Umbra ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 4 and 5 dropping a weapon is 2%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 4 and 5 dropping a gem is 3%</span><br/><br />
<span style='color:#B81413'>Enemy bosses do not always drop</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 23%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 11, 14 and will release 2 flies per turn</span><br/><br />
<br/><br />
=== 06 &ndash; The Army of Darkness ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 4, 5 and 6 dropping a weapon is 2%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 4, 5 and 6 dropping a gem is 3%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 33%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 17%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 50%</span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 25, 34 and will release 2 flies per turn</span><br/><br />
<br/><br />
=== 07 &ndash; Infinite Legion ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4 and 5 dropping a weapon is 2%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4 and 5 dropping a gem is 3%</span><br/><br />
<span style='color:#B81413'>Enemy bosses do not always drop</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 23%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 57, 34 and will release 2 flies per turn</span><br/><br />
<br/><br />
=== 08 &ndash; Sightseeing ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 4 and 5 dropping a weapon is 1%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 4 and 5 dropping a gem is 2%</span><br/><br />
<span style='color:#B81413'>Enemy bosses do not always drop</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 23%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 24, 42 and will release 1 fly per turn</span><br/><br />
<br/><br />
=== 09 &ndash; Underground ===<br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a weapon is 2%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a gem is 3%</span><br/><br />
<span style='color:#B81413'>Enemy bosses do not always drop</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 23%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
=== 10 &ndash; Lilith ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 4 and 5 dropping a weapon is 2%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 4 and 5 dropping a gem is 3%</span><br/><br />
<span style='color:#B81413'>Enemy bosses do not always drop</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 17%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 17%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 25%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
<br />
== Chapter 3 ==<br />
<br />
=== 01 &ndash; Thirst for Adventures ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 3, 4 and 5 dropping a weapon is 3%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 3, 4 and 5 dropping a gem is 5%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 23%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 71, 42 and will release 2 flies per turn</span><br/><br />
<br/><br />
=== 01b &ndash; Bandits ===<br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a weapon is 3%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a gem is 5%</span><br/><br />
<span style='color:#B81413'>Enemy bosses do not always drop</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 21%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 7%</span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 16, 17 and will release 2 flies per turn</span><br/><br />
<br/><br />
=== 02 &ndash; Journey South ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6 and 7 dropping a weapon is 2%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6 and 7 dropping a gem is 3%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 21%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 7%</span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 35, 55 and will release 3 flies per turn</span><br/><br />
<br/><br />
=== 02b &ndash; Mining ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6 and 7 dropping a weapon is 3%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6 and 7 dropping a gem is 3%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 21%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 7%</span><br/><br />
<br/><br />
=== 03 &ndash; Siege ===<br />
<span style='color:green'>Chance of a dying enemy on the side 4 dropping a weapon is 3%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the side 4 dropping a gem is 3%</span><br/><br />
<span style='color:#B81413'>Enemy bosses do not always drop</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 21%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 7%</span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 8, 11 and will release 3 flies per turn</span><br/><br />
<br/><br />
=== 04 &ndash; Entering the Desert ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3 and 4 dropping a weapon is 3%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3 and 4 dropping a gem is 3%</span><br/><br />
<span style='color:#B81413'>Enemy bosses do not always drop</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 21%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 7%</span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 43, 39 and will release 3 flies per turn</span><br/><br />
<br/><br />
=== 05 &ndash; The Pit ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2 and 3 dropping a weapon is 2%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2 and 3 dropping a gem is 3%</span><br/><br />
<span style='color:#B81413'>Enemy bosses do not always drop</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 21%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 7%</span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 18, 44 and will release 3 flies per turn</span><br/><br />
<br/><br />
=== 06 &ndash; Darkest Darkness ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5 and 6 dropping a weapon is 1%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5 and 6 dropping a gem is 2%</span><br/><br />
<span style='color:#B81413'>Enemy bosses do not always drop</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 21%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 7%</span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 9, 10 and will release 4 flies per turn</span><br/><br />
<br/><br />
=== 07 &ndash; End of all Hopes ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 3 and 4 dropping a weapon is 1%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 3 and 4 dropping a gem is 2%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 13%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 13%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 13%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 13%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 20%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 7%</span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 15, 16 and will release 4 flies per turn</span><br/><br />
<br/><br />
=== 08 &ndash; Lost ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6, 7, 8 and 9 dropping a weapon is 1%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6, 7, 8 and 9 dropping a gem is 1%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 13%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 13%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 13%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 13%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 20%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 7%</span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 32, 44 and will release 4 flies per turn</span><br/><br />
<br/><br />
=== 09 &ndash; Ambush ===<br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a weapon is 1%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a gem is 2%</span><br/><br />
<span style='color:#B81413'>Enemy bosses do not always drop</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 13%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 13%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 13%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 13%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 20%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 7%</span><br/><br />
<br/><br />
=== 10 &ndash; Gehenna ===<br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a weapon is 1%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a gem is 1%</span><br/><br />
<span style='color:#B81413'>Enemy bosses do not always drop</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 13%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 13%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 13%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 13%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 20%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 7%</span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 10, 9 and will release 4 flies per turn</span><br/><br />
<br/><br />
=== 11 &ndash; Achilles' Revenge ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 3 and 4 dropping a weapon is 1%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 3 and 4 dropping a gem is 1%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 13%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 13%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 13%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 13%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 20%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 7%</span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 29, 20 and will release 4 flies per turn</span><br/><br />
<br/><br />
=== 12 &ndash; Bitter Swamp ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2 and 3 dropping a weapon is 1%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2 and 3 dropping a gem is 2%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 13%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 13%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 13%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 13%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 20%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 7%</span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 15, 11 and will release 4 flies per turn</span><br/><br />
<br/><br />
=== 12s &ndash; Wings of Doom ===<br />
<span style='color:#808080'><i>No drop information found</i></span><br/><br />
<br/><br />
=== 13 &ndash; First Confrontation ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2 and 3 dropping a weapon is 1%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2 and 3 dropping a gem is 2%</span><br/><br />
<span style='color:#B81413'>Enemy bosses do not always drop</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 13%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 13%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 13%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 13%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 20%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 7%</span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 15, 7 and will release 4 flies per turn</span><br/><br />
<br/><br />
=== 14 &ndash; Chasing Dragons ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 5, 6, 7 and 8 dropping a weapon is 1%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 5, 6, 7 and 8 dropping a gem is 1%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 13%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 13%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 13%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 13%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 20%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 7%</span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 24, 17 and will release 4 flies per turn</span><br/><br />
<br/><br />
=== 15 &ndash; Nightmare ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3 and 4 dropping a weapon is 3%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3 and 4 dropping a gem is 5%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 20%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 20%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 20%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 20%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 20%</span><br/><br />
<br/><br />
=== 15s &ndash; Epilogue ===<br />
<span style='color:#808080'><i>No drop information found</i></span><br/><br />
<br/><br />
<br />
== Chapter 4 ==<br />
<br />
=== 01 &ndash; He Came Down From The Mountains ===<br />
<span style='color:green'>Chance of a dying enemy on the side 3 dropping a weapon is 3%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the side 3 dropping a gem is 4%</span><br/><br />
<span style='color:#B81413'>Enemy bosses do not always drop</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 50%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 50%</span><br/><br />
<br/><br />
=== 02 &ndash; Into Our Frozen Land ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4 and 5 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4 and 5 dropping a gem is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 43%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 14%</span><br/><br />
<br/><br />
=== 03 &ndash; Revolution Begins ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6, 7 and 8 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6, 7 and 8 dropping a gem is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 43%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 14%</span><br/><br />
<br/><br />
=== 04 &ndash; Doomsday Omens ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 3, 4, 5 and 6 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 3, 4, 5 and 6 dropping a gem is 6%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 25%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 25%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 25%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 25%</span><br/><br />
<br/><br />
=== 05 &ndash; Meeting of the Ancients ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6, 7 and 8 dropping a weapon is 4%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6, 7 and 8 dropping a gem is 6%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 17%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 33%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 17%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 33%</span><br/><br />
<br/><br />
=== 06 &ndash; Castle of the Wicked ===<br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a gem is 6%</span><br/><br />
<span style='color:#B81413'>Enemy bosses do not always drop</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 50%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 50%</span><br/><br />
<br/><br />
=== 07 &ndash; Nemesis ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 3 and 4 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 3 and 4 dropping a gem is 7%</span><br/><br />
<span style='color:#B81413'>Enemy bosses do not always drop</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 50%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 50%</span><br/><br />
<br/><br />
=== 08 &ndash; An Army Is Born ===<br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a weapon is 4%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a gem is 6%</span><br/><br />
<span style='color:#B81413'>Enemy bosses do not always drop</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 33%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 33%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 33%</span><br/><br />
<br/><br />
=== 09 &ndash; The First Blow ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6 and 7 dropping a weapon is 4%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6 and 7 dropping a gem is 6%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 38%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 25%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 12%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 12%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 12%</span><br/><br />
<br/><br />
=== 10 &ndash; Dealing with Trolls ===<br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a weapon is 4%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a gem is 6%</span><br/><br />
<span style='color:#B81413'>Enemy bosses do not always drop</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 50%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 50%</span><br/><br />
<br/><br />
=== 11 &ndash; Invasion ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 6, 7 and 8 dropping a weapon is 3%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 6, 7 and 8 dropping a gem is 5%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 33%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 22%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 22%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 11%</span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 11, 12 and will release 2 flies per turn</span><br/><br />
<br/><br />
=== 12 &ndash; Bloodbath ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 6, 7 and 8 dropping a weapon is 4%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 6, 7 and 8 dropping a gem is 6%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 30%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 20%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 10%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 10%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 20%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 10%</span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 9, 14 and will release 2 flies per turn</span><br/><br />
<br/><br />
=== 13 &ndash; The Way of Assassins ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4 and 5 dropping a weapon is 3%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4 and 5 dropping a gem is 5%</span><br/><br />
<span style='color:#B81413'>Enemy bosses do not always drop</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 33%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 33%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 33%</span><br/><br />
<br/><br />
=== 14 &ndash; The Kingslayer ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3 and 4 dropping a weapon is 10%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3 and 4 dropping a gem is 15%</span><br/><br />
<span style='color:#B81413'>Enemy bosses do not always drop</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 33%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 33%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 33%</span><br/><br />
<br/><br />
=== 15 &ndash; The Library ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2 and 3 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2 and 3 dropping a gem is 8%</span><br/><br />
<span style='color:#B81413'>Enemy bosses do not always drop</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 40%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 20%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 40%</span><br/><br />
<br/><br />
=== 15s &ndash; The Speech ===<br />
<span style='color:#808080'><i>No drop information found</i></span><br/><br />
<br/><br />
=== 16 &ndash; Lost in Space ===<br />
<span style='color:green'>Chance of a dying enemy on the side 3 dropping a weapon is 4%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the side 3 dropping a gem is 5%</span><br/><br />
<span style='color:#B81413'>Enemy bosses do not always drop</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 40%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 20%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 40%</span><br/><br />
<br/><br />
=== 17 &ndash; Any Means Necessary ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 3, 4 and 5 dropping a weapon is 4%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 3, 4 and 5 dropping a gem is 6%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 17%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 17%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 6%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 6%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 6%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 17%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 17%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 6%</span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 37, 6 and will release 3 flies per turn</span><br/><br />
<br/><br />
<br />
== Chapter 5 ==<br />
<br />
=== 01 &ndash; Diplomacy ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 3, 4 and 5 dropping a weapon is 4%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 3, 4 and 5 dropping a gem is 5%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 33%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 33%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 33%</span><br/><br />
<br/><br />
=== 02 &ndash; Escape ===<br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a weapon is 4%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a gem is 5%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 20%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 20%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 20%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 20%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 20%</span><br/><br />
<br/><br />
=== 03 &ndash; Pirates ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3 and 4 dropping a weapon is 4%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3 and 4 dropping a gem is 4%</span><br/><br />
<span style='color:#B81413'>Enemy bosses do not always drop</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 14%</span><br/><br />
<br/><br />
=== 04 &ndash; Again ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3 and 4 dropping a weapon is 3%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3 and 4 dropping a gem is 5%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 14%</span><br/><br />
<br/><br />
=== 05 &ndash; We Walk in the Shadows ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 3 and 4 dropping a weapon is 2%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 3 and 4 dropping a gem is 3%</span><br/><br />
<span style='color:#B81413'>Enemy bosses do not always drop</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 25%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 25%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 25%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 25%</span><br/><br />
<br/><br />
=== 06 &ndash; The Real Enemy ===<br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a weapon is 2%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a gem is 3%</span><br/><br />
<span style='color:#B81413'>Enemy bosses do not always drop</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 17%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 17%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 6%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 6%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 6%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 17%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 17%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 6%</span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 18, 8 and will release 1 fly per turn</span><br/><br />
<br/><br />
=== 07 &ndash; Into the Shadows ===<br />
<span style='color:#808080'><i>No drop information found</i></span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 23, 16 and will release 1 fly per turn</span><br/><br />
<br/><br />
=== 08 &ndash; Entrance ===<br />
<span style='color:#808080'><i>No drop information found</i></span><br/><br />
<br/><br />
=== 09 &ndash; Northwestern Storeroom ===<br />
<span style='color:#808080'><i>No drop information found</i></span><br/><br />
<br/><br />
=== 10 &ndash; Guards' Quarters ===<br />
<span style='color:#808080'><i>No drop information found</i></span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 30, 20 and will release 6 flies per turn</span><br/><br />
<br/><br />
=== 11 &ndash; Northern Guardian Room ===<br />
<span style='color:#808080'><i>No drop information found</i></span><br/><br />
<br/><br />
=== 12 &ndash; Magic Power Amplificator 1 ===<br />
<span style='color:#808080'><i>No drop information found</i></span><br/><br />
<br/><br />
=== 13 &ndash; Eastern Storeroom ===<br />
<span style='color:#808080'><i>No drop information found</i></span><br/><br />
<br/><br />
=== 14 &ndash; Armoury ===<br />
<span style='color:#808080'><i>No drop information found</i></span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 14, 8 and will release 7 flies per turn</span><br/><br />
<br/><br />
=== 15 &ndash; Magic Power Amplificator 2 ===<br />
<span style='color:#808080'><i>No drop information found</i></span><br/><br />
<br/><br />
=== 16 &ndash; Southeastern Storeroom ===<br />
<span style='color:#808080'><i>No drop information found</i></span><br/><br />
<br/><br />
=== 17 &ndash; Magic Power Amplificator 3 ===<br />
<span style='color:#808080'><i>No drop information found</i></span><br/><br />
<br/><br />
=== 18 &ndash; Eastern Guardian Room ===<br />
<span style='color:#808080'><i>No drop information found</i></span><br/><br />
<br/><br />
=== 19 &ndash; Soldiers Training Room ===<br />
<span style='color:#808080'><i>No drop information found</i></span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 16, 18 and will release 6 flies per turn</span><br/><br />
<br/><br />
=== 20 &ndash; Southern Guardian Room ===<br />
<span style='color:#808080'><i>No drop information found</i></span><br/><br />
<br/><br />
=== 21 &ndash; Soldiers' Quarters ===<br />
<span style='color:#808080'><i>No drop information found</i></span><br/><br />
<br/><br />
=== 22 &ndash; Magic Power Amplificator 4 ===<br />
<span style='color:#808080'><i>No drop information found</i></span><br/><br />
<br/><br />
=== 23 &ndash; Akula's Place ===<br />
<span style='color:#808080'><i>No drop information found</i></span><br/><br />
<br/><br />
=== 24 &ndash; Escape Tunnel ===<br />
<span style='color:#808080'><i>No drop information found</i></span><br/><br />
<br/><br />
=== 25 &ndash; Prison ===<br />
<span style='color:#808080'><i>No drop information found</i></span><br/><br />
<br/><br />
=== 26 &ndash; Library ===<br />
<span style='color:#808080'><i>No drop information found</i></span><br/><br />
<br/><br />
=== 27 &ndash; Power Station ===<br />
<span style='color:#808080'><i>No drop information found</i></span><br/><br />
<br/><br />
=== 28 &ndash; War Zone ===<br />
<span style='color:#808080'><i>No drop information found</i></span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 30, 16 and will release 7 flies per turn</span><br/><br />
<br/><br />
=== 29 &ndash; Armageddon ===<br />
<span style='color:#808080'><i>No drop information found</i></span><br/><br />
<br/><br />
=== 29s &ndash; Epilogue ===<br />
<span style='color:#808080'><i>No drop information found</i></span><br/><br />
<br/><br />
<br />
== Chapter 6 ==<br />
<br />
=== 01 &ndash; The Awakening ===<br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 33%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 17%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 17%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 33%</span><br/><br />
<br/><br />
=== 02 &ndash; Who Am I ===<br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a weapon is 2%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a gem is 5%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 33%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 17%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 17%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 33%</span><br/><br />
<br/><br />
=== 03 &ndash; Into the Light ===<br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a weapon is 20%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a gem is 25%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 22%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 22%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 11%</span><br/><br />
<br/><br />
=== 04 &ndash; I Hate You, I Hate You Too ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2 and 3 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2 and 3 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 22%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 22%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 11%</span><br/><br />
<br/><br />
=== 05 &ndash; Friends No More ===<br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 7%</span><br/><br />
<br/><br />
=== 06 &ndash; Tunnels ===<br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 7%</span><br/><br />
<br/><br />
=== 07 &ndash; World Without Amity ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2 and 3 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2 and 3 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 7%</span><br/><br />
<br/><br />
=== 08 &ndash; Misguiding Lives ===<br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a gem is 7%</span><br/><br />
<span style='color:#B81413'>Enemy bosses do not always drop</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 7%</span><br/><br />
<br/><br />
=== 09 &ndash; Across the Barren Land ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6 and 7 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6 and 7 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 7%</span><br/><br />
<br/><br />
=== 10 &ndash; Heart Mountains ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4 and 5 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4 and 5 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 7%</span><br/><br />
<br/><br />
=== 11 &ndash; Axadria ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2 and 3 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2 and 3 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 7%</span><br/><br />
<br/><br />
=== 12 &ndash; The Library ===<br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 7%</span><br/><br />
<br/><br />
=== 13 &ndash; Phoenix ===<br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a weapon is 30%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a gem is 50%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 7%</span><br/><br />
<br/><br />
=== 14 &ndash; Frozen Land ===<br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a weapon is 6%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a gem is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 7%</span><br/><br />
<br/><br />
=== 15 &ndash; Apologies ===<br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 7%</span><br/><br />
<br/><br />
<br />
== Chapter 7 ==<br />
<br />
=== 01 &ndash; Another Orcish Assault ===<br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 17%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 17%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 17%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
=== 02 &ndash; Search for Elves ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6 and 7 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6 and 7 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 17%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 17%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 17%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 34, 41 and will release 3 flies per turn</span><br/><br />
<br/><br />
=== 03 &ndash; Corruption ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 3, 4, 5 and 6 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 3, 4, 5 and 6 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 17%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 17%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 17%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 10, 24 and will release 3 flies per turn</span><br/><br />
<br/><br />
=== 04 &ndash; Last Survivors ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 3, 4, 5, 6 and 7 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 3, 4, 5, 6 and 7 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 20%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 13%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 13%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 20%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 7%</span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 27, 34 and will release 4 flies per turn</span><br/><br />
<br/><br />
=== 05 &ndash; Tundra ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6, 7, 8, 9, 10, 11 and 12 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6, 7, 8, 9, 10, 11 and 12 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 9, 28 and will release 5 flies per turn</span><br/><br />
<br/><br />
=== 06 &ndash; Where the Flames Freeze ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 3, 4 and 5 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 3, 4 and 5 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 20%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 13%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 13%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 20%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 7%</span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 45, 3 and will release 5 flies per turn</span><br/><br />
<br/><br />
=== 07 &ndash; Subterranean War ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 3, 4 and 5 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 3, 4 and 5 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 17%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 17%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 17%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 27, 6 and will release 5 flies per turn</span><br/><br />
<br/><br />
=== 08 &ndash; Eruption ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3 and 4 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3 and 4 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 12%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 19%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 6%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 6%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 6%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 12%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 12%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 19%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 6%</span><br/><br />
<br/><br />
=== 08s &ndash; Neighbours ===<br />
<span style='color:green'>Chance of a dying enemy on the side 13 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the side 13 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 20%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 13%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 13%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 20%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 7%</span><br/><br />
<br/><br />
=== 09 &ndash; The Den of Evil ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6, 7 and 8 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6, 7 and 8 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 12%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 19%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 6%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 6%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 6%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 12%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 12%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 19%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 6%</span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 10, 21 and will release 5 flies per turn</span><br/><br />
<br/><br />
=== 10 &ndash; The Dragon and the Princess ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3 and 4 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3 and 4 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 12%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 19%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 6%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 6%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 6%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 12%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 12%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 19%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 6%</span><br/><br />
<br/><br />
=== 11 &ndash; An Old F(r)iend ===<br />
<span style='color:green'>Chance of a dying enemy on the side 3 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the side 3 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 12%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 19%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 6%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 6%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 6%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 12%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 12%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 19%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 6%</span><br/><br />
<br/><br />
=== 12 &ndash; The Last Enemy ===<br />
<span style='color:green'>Chance of a dying enemy on the side 3 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the side 3 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 12%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 19%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 6%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 6%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 6%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 12%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 12%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 19%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 6%</span><br/><br />
<br/><br />
=== 13 &ndash; Avengers ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5 and 6 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5 and 6 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 12, 12 and will release 6 flies per turn</span><br/><br />
<br/><br />
=== 14 &ndash; Arctic Wastelands ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6, 7, 8, 9, 10 and 11 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6, 7, 8, 9, 10 and 11 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 38, 41 and will release 7 flies per turn</span><br/><br />
<br/><br />
=== 15 &ndash; Annihilation ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3 and 4 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3 and 4 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 12%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 19%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 6%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 6%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 6%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 12%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 12%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 19%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 6%</span><br/><br />
<br/><br />
<br />
== Chapter 8 ==<br />
<br />
=== 01 &ndash; Mysterious Invasion ===<br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 33%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 33%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 33%</span><br/><br />
<br/><br />
=== 02 &ndash; Overpowered ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2 and 3 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2 and 3 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 33%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 33%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 33%</span><br/><br />
<br/><br />
=== 03 &ndash; United ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 3, 4 and 5 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 3, 4 and 5 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 43, 38 and will release 8 flies per turn</span><br/><br />
<br/><br />
=== 04 &ndash; Kidnapped ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5 and 6 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5 and 6 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
=== 05 &ndash; Investigations ===<br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 100%</span><br/><br />
<br/><br />
=== 06 &ndash; Gladiatrix ===<br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a weapon is 50%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a gem is 50%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 100%</span><br/><br />
<br/><br />
=== 07 &ndash; Unimportant Revolution ===<br />
<span style='color:green'>Chance of a dying enemy on the side 3 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the side 3 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 37, 11 and will release 9 flies per turn</span><br/><br />
<br/><br />
=== 08 &ndash; The Desert ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14 and 15 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14 and 15 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 15, 44 and will release 9 flies per turn</span><br/><br />
<br/><br />
=== 09 &ndash; Gladiatrix - The Path to Glory ===<br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a weapon is 14%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a gem is 20%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 25%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 25%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 25%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 25%</span><br/><br />
<br/><br />
=== 10 &ndash; Ruins of Wesnoth ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3 and 4 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3 and 4 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 33, 20 and will release 9 flies per turn</span><br/><br />
<br/><br />
=== 11 &ndash; Odd World ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6 and 7 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6 and 7 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 21, 15 and will release 10 flies per turn</span><br/><br />
<br/><br />
=== 12 &ndash; Gladiatrix - The Reckoning ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6, 7, 8, 9 and 10 dropping a weapon is 7%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6, 7, 8, 9 and 10 dropping a gem is 10%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 25%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 25%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 25%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 25%</span><br/><br />
<br/><br />
=== 13 &ndash; River of Flame ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4 and 5 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4 and 5 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 16, 16 and will release 8 flies per turn</span><br/><br />
<br/><br />
=== 14 &ndash; Finally Together ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3 and 4 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3 and 4 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 34, 17 and will release 11 flies per turn</span><br/><br />
<br/><br />
=== 15 &ndash; Jungle Hell ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6 and 7 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6 and 7 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 77, 37 and will release 10 flies per turn</span><br/><br />
<br/><br />
=== 16 &ndash; The Gates of Hell ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6, 7, 8 and 9 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6, 7, 8 and 9 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 28, 17 and will release 11 flies per turn</span><br/><br />
<br/><br />
<br />
== Chapter 9 ==<br />
<br />
=== 01 &ndash; Transporting Facility ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4 and 5 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4 and 5 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
=== 02 &ndash; Tunnels of Cruelty ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3 and 4 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3 and 4 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
=== 03 &ndash; Shores of Abyss ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5 and 6 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5 and 6 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
=== 04 &ndash; Grim Port ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4 and 5 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4 and 5 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
=== 05 &ndash; Stygian Caverns ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3 and 4 dropping a weapon is 7%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3 and 4 dropping a gem is 10%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
=== 06 &ndash; Zhangor's Pass ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6 and 7 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6 and 7 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
=== 07 &ndash; Wasteland of Lost Eternity ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6, 7, 8 and 9 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6, 7, 8 and 9 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
=== 08 &ndash; Doom Ford ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4 and 5 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4 and 5 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
=== 09 &ndash; Infernal Narrows ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6 and 7 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6 and 7 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
=== 10 &ndash; Fortress of Blackened Dreams ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6, 7, 8 and 9 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6, 7, 8 and 9 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
=== 11 &ndash; Fortress of Blackened Dreams (interior) ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3 and 4 dropping a weapon is 7%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3 and 4 dropping a gem is 10%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
=== 12 &ndash; Tainted Shores ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6, 7 and 8 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6, 7 and 8 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
=== 13 &ndash; Dominion of Evil Terror ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5 and 6 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5 and 6 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
=== 14 &ndash; Foul Pits ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5 and 6 dropping a weapon is 7%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5 and 6 dropping a gem is 10%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
=== 15 &ndash; Plains of Chaos ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6, 7 and 8 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6, 7 and 8 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
=== 16 &ndash; Sinful Caves ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6 and 7 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6 and 7 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
=== 17 &ndash; River Styx ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6, 7 and 8 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6, 7 and 8 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
=== 18 &ndash; Valley of Shattered Souls ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6 and 7 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6 and 7 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
=== 19 &ndash; Land of Misery ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6, 7 and 8 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6, 7 and 8 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
=== 20 &ndash; Unholy Realm ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6 and 7 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6 and 7 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
=== 21 &ndash; Tormentor's Burrow ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3 and 4 dropping a weapon is 10%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3 and 4 dropping a gem is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
=== 22 &ndash; Where the Hatred Grows ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15 and 16 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15 and 16 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
=== 23 &ndash; Empire of Suffering ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6, 7, 8 and 9 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6, 7, 8 and 9 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
=== 24 &ndash; Island of Atrocity ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3 and 4 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3 and 4 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
=== 25 &ndash; Chambers of Oblivion ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3 and 4 dropping a weapon is 10%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3 and 4 dropping a gem is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
=== 26 &ndash; Filthy Keep ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3 and 4 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3 and 4 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
=== 27 &ndash; Stronghold of Tears ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3 and 4 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3 and 4 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
=== 28 &ndash; Twilit Fortress ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3 and 4 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3 and 4 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
=== 29 &ndash; Wicked Barony ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6, 7 and 8 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6, 7 and 8 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
=== 30 &ndash; Nightmare Cellar ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4 and 5 dropping a weapon is 10%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4 and 5 dropping a gem is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
=== 31 &ndash; Bank of Ill Luck ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6, 7 and 8 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6, 7 and 8 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
=== 32 &ndash; Domain of Disaster ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6, 7 and 8 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6, 7 and 8 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
=== 33 &ndash; Pandemonium ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6, 7, 8, 9, 10, 11 and 12 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6, 7, 8, 9, 10, 11 and 12 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
=== 34 &ndash; Uria's Den ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4 and 5 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4 and 5 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
=== 35 &ndash; Antechambers of Ultimate Evil ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5 and 6 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5 and 6 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
=== 36 &ndash; Temple of Ultimate Evil ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4 and 5 dropping a weapon is 6%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4 and 5 dropping a gem is 9%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
=== 37 &ndash; Catacombs of Prolonged Agony ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5 and 6 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5 and 6 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
=== 38 &ndash; Halls of Miscreation ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5 and 6 dropping a weapon is 6%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5 and 6 dropping a gem is 9%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
=== 39 &ndash; Steelhive ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3 and 4 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3 and 4 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
=== 40 &ndash; Steelhive Depths ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3 and 4 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3 and 4 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
=== 41 &ndash; Heart of Steelhive ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2 and 3 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2 and 3 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
=== 42 &ndash; Passage of Detriment ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6, 7 and 8 dropping a weapon is 50%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6, 7 and 8 dropping a gem is 80%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
=== 43 &ndash; Verminous Sewers ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3 and 4 dropping a weapon is 6%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3 and 4 dropping a gem is 9%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
=== 44 &ndash; Gathering Alcove ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6, 7, 8 and 9 dropping a weapon is 6%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6, 7, 8 and 9 dropping a gem is 9%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
=== 45 &ndash; Refuge of Black Hope ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5 and 6 dropping a weapon is 6%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5 and 6 dropping a gem is 9%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
=== 46 &ndash; Sepulcher of the Nefarious ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6 and 7 dropping a weapon is 5%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6 and 7 dropping a gem is 7%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
=== 47 &ndash; Basilica of Imperfection ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6, 7 and 8 dropping a weapon is 6%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6, 7 and 8 dropping a gem is 9%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
=== 48 &ndash; Execrable Sanctum ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5 and 6 dropping a weapon is 10%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5 and 6 dropping a gem is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
=== 49 &ndash; Audience with the Arch Enemy ===<br />
<span style='color:#808080'><i>No drop information found</i></span><br/><br />
<br/><br />
=== 50 &ndash; The Last Crusade ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12 and 13 dropping a weapon is 6%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12 and 13 dropping a gem is 9%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a knife dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 8%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 8%</span><br/><br />
<br/><br />
=== 50s &ndash; Epilogue ===<br />
<span style='color:#808080'><i>No drop information found</i></span><br/><br />
<br/><br />
<br />
== Chapter 10 ==<br />
<br />
=== 01 &ndash; Despair ===<br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a weapon is 20%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a gem is 30%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 12%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 12%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 12%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 12%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 12%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 12%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 25%</span><br/><br />
<br/><br />
=== 02 &ndash; And Another Orcish Assault ===<br />
<span style='color:green'>Chance of a dying enemy on the side 3 dropping a weapon is 10%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the side 3 dropping a gem is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 12%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 12%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 12%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 12%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 12%</span><br/><br />
<span style='color:#60A0FF'>Chance of a staff dropping is 12%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 25%</span><br/><br />
<br/><br />
=== 03 &ndash; Fimbulwinter ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 3, 4 and 5 dropping a weapon is 10%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 3, 4 and 5 dropping a gem is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 22%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 22%</span><br/><br />
<br/><br />
=== 04 &ndash; Betrayers of Humankind ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3 and 4 dropping a weapon is 9%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3 and 4 dropping a gem is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 22%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 22%</span><br/><br />
<br/><br />
=== 05 &ndash; The Chase ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2 and 3 dropping a weapon is 9%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2 and 3 dropping a gem is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 22%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 22%</span><br/><br />
<br/><br />
=== 06 &ndash; Truth ===<br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a weapon is 9%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a gem is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 22%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 22%</span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 15, 12 and will release 2 flies per turn</span><br/><br />
<br/><br />
=== 07 &ndash; Borders ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 3, 4, 5 and 6 dropping a weapon is 9%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 3, 4, 5 and 6 dropping a gem is 14%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 22%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 22%</span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 16, 15 and will release 1 fly per turn</span><br/><br />
<br/><br />
=== 08 &ndash; Empire of Twilight ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6 and 7 dropping a weapon is 7%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6 and 7 dropping a gem is 10%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 22%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 22%</span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 48, 16 and will release 2 flies per turn</span><br/><br />
<br/><br />
=== 08b &ndash; Trolls ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 3 and 4 dropping a weapon is 7%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 3 and 4 dropping a gem is 10%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 22%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 22%</span><br/><br />
<br/><br />
=== 09 &ndash; Corrupted Town ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6, 7, 8 and 9 dropping a weapon is 7%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6, 7, 8 and 9 dropping a gem is 10%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 22%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 22%</span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 14, 12 and will release 2 flies per turn</span><br/><br />
<br/><br />
=== 10 &ndash; Idols Falling ===<br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a weapon is 14%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a gem is 20%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 22%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 22%</span><br/><br />
<br/><br />
=== 11 &ndash; Miracle ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6 and 7 dropping a weapon is 7%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6 and 7 dropping a gem is 10%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 22%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 22%</span><br/><br />
<br/><br />
=== 12 &ndash; Rush ===<br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a weapon is 7%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the side 2 dropping a gem is 10%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 22%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 22%</span><br/><br />
<br/><br />
=== 13 &ndash; Black Souls ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 3, 4 and 5 dropping a weapon is 8%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 3, 4 and 5 dropping a gem is 13%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 22%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 22%</span><br/><br />
<br/><br />
=== 14 &ndash; End of the World ===<br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6, 7, 8 and 9 dropping a weapon is 9%</span><br/><br />
<span style='color:green'>Chance of a dying enemy on the sides 2, 3, 4, 5, 6, 7, 8 and 9 dropping a gem is 15%</span><br/><br />
<span style='color:#60A0FF'>Chance of a axe dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a bow dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a dagger dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a mace dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a spear dropping is 11%</span><br/><br />
<span style='color:#60A0FF'>Chance of a sword dropping is 22%</span><br/><br />
<span style='color:#60A0FF'>Chance of a xbow dropping is 22%</span><br/><br />
<span style='color:#B81413'>Beelzebub will spawn at 41, 38 and will release 15 flies per turn</span><br/><br />
<br/><br />
=== 14s &ndash; New Era ===<br />
<span style='color:#808080'><i>No drop information found</i></span><br/><br />
<br/></div>Inkyhttps://wiki.wesnoth.org/index.php?title=LotI_Items&diff=68492LotI Items2021-09-19T04:07:54Z<p>Inky: Group by item type</p>
<hr />
<div>This is an auto-generated wiki page listing all the items currently available in the campaign "Legend of the Invincibles". <br />
This was generated at Sun Sep 19 00:03:51 2021 using version 3.2.6d of LotI and version 0.3.5.1 of the generation script.<br />
As this is auto-generated, DO NOT EDIT THIS PAGE.<br />
Instead, create a new issue at https://github.com/matsjoyce/LotIWikiGen/issues/new and the script will be adjusted.<br />
<br />
Other LotI-related wiki pages:<br />
<br />
* https://wiki.wesnoth.org/LotI_Items &ndash; items, such as weapons and books<br />
* https://wiki.wesnoth.org/LotI_Standard_Advancements &ndash; general advancements such as legacies and books<br />
* https://wiki.wesnoth.org/LotI_Unit_Advancements &ndash; unit-specific advancements<br />
* https://wiki.wesnoth.org/LotI_Abilities &ndash; abilities and weapon specials<br />
* https://wiki.wesnoth.org/LotI_Scenarios &ndash; scenario information<br />
* https://wiki.wesnoth.org/DeadlyUnitsFromLotI<br />
<br />
== amulet ==<br />
=== Amulet of Lich's Bane &ndash; amulet ===<br />
<span style='color:#808080'><i>Learn what the enemy will use against you and prepare yourself for it.</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 20%</span><br/><br />
<br/><br />
=== Amulet of Reason &ndash; amulet ===<br />
<span style='color:#808080'><i>The world is much better without magic.</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<br/><br />
=== Amulet of Shiva &ndash; amulet ===<br />
<span style='color:#808080'><i>All shall bow down to the Destroyer.</i></span><br/><br />
<span style='color:green'>Damage increased by 3</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 15%</span><br/><br />
<br/><br />
=== Amulet of the Last Guide &ndash; amulet ===<br />
<span style='color:#808080'><i>Death itself is not evil. Imagine yourself torn to shreds and rotting and having to feel the pain.</i></span><br/><br />
<span style='color:green'>1 more attacks</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 3%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 3%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 3%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 3%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 3%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 3%</span><br/><br />
<span style='color:purple'>+12 to hitpoints (requires [[#Cloak of the Pale Rider_.E2.80.93_cloak|Cloak of the Pale Rider]]</span><br/><br />
<span style='color:purple'>5% to all resistances (requires [[#Angel of Death's Ring_.E2.80.93_ring|Angel of Death's Ring]]</span><br/><br />
<br/><br />
=== Amulet of Twilight &ndash; amulet ===<br />
<span style='color:#808080'><i>When the day and night mix, unique powers appear.</i></span><br/><br />
<span style='color:green'>Damage increased by 40%</span><br/><br />
<span style='color:green'>Increases all magical damages by 30%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Sets alignment to liminal</span><br/><br />
<br/><br />
=== Ascent &ndash; amulet ===<br />
<span style='color:#808080'><i>Wizards do not need manual skills.</i></span><br/><br />
<span style='color:green'>Damage decreased by 65% (in EASY difficulty), 75% (in MEDIUM difficulty), 85% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Increases all magical damages by 50% (in EASY difficulty), 45% (in MEDIUM difficulty), 40% (in HARD difficulty)</span><br/><br />
<br/><br />
=== Black Widow &ndash; amulet ===<br />
<span style='color:#808080'><i>That horrid thing corrupts the very air around us!</i></span><br/><br />
<span style='color:green'>New weapon special: poison</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#dark aura_.E2.80.93_dummy|dark aura]]</span><br/><br />
<br/><br />
=== Crapsack World &ndash; amulet ===<br />
<span style='color:#808080'><i>'Oh, almighty god, why did you create this world?'<br />
'It was not me. I have a perfect alibi, by the way.'</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:green'>Damage increased by 15%</span><br/><br />
<span style='color:green'>Damage increased by 2</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== Demon Core &ndash; amulet ===<br />
<span style='color:#808080'><i>If you awaken it, foul light will ravage flesh.</i></span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Spells suck 1 (in EASY difficulty) health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#radiation_.E2.80.93_dummy|radiation]]</span><br/><br />
<br/><br />
=== Eidolon's Necklace &ndash; amulet ===<br />
<span style='color:#808080'><i>He was ingenious enough to become something new, not a pack of bones but a spirit. An opaque one.</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 20%</span><br/><br />
<span style='color:purple'>4% to cold resistance (requires [[#Eidolon's Ring_.E2.80.93_ring|Eidolon's Ring]]</span><br/><br />
<span style='color:purple'>3% to blade resistance (requires [[#Eidolon's Armour_.E2.80.93_armour|Eidolon's Armour]]</span><br/><br />
<span style='color:purple'>4 to hitpoints (requires [[#Eidolon's Mask_.E2.80.93_helm|Eidolon's Mask]]</span><br/><br />
<span style='color:purple'>1 to damage (requires [[#Eidolon's Gauntlets_.E2.80.93_gauntlets|Eidolon's Gauntlets]]</span><br/><br />
<span style='color:purple'>1 to movement (requires [[#Eidolon's Boots_.E2.80.93_boots|Eidolon's Boots]]</span><br/><br />
<span style='color:purple'>2% to arcane resistance (requires [[#Eidolon's Coat_.E2.80.93_cloak|Eidolon's Coat]]</span><br/><br />
<span style='color:purple'>New ability: Frail Tide (15) (requires [[#Eidolon's Sword_.E2.80.93_sword|Eidolon's Sword]]</span><br/><br />
<br/><br />
=== Frozen Locket &ndash; amulet ===<br />
<span style='color:#808080'><i>Frozen memories shall thaw and redeem.</i></span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 15%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#freezing aura_.E2.80.93_dummy|freezing aura]]</span><br/><br />
<br/><br />
=== Havoc Bliss &ndash; amulet ===<br />
<span style='color:#808080'><i>Destruction can save you from suffering if you do it right.</i></span><br/><br />
<span style='color:green'>Damage increased by 15%</span><br/><br />
<span style='color:green'>Damage increased by 1</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== Hydraulic Core &ndash; amulet ===<br />
<span style='color:#808080'><i>Purpose... unknown. Origin... unknown. Material... unknown. Mode of operation... unknown.</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 5%</span><br/><br />
<br/><br />
=== Leechward &ndash; amulet ===<br />
<span style='color:#808080'><i>Transform your blood to acid and nobody will drink it.</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 20%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#immune to drain_.E2.80.93_dummy|immune to drain]]</span><br/><br />
<br/><br />
=== Liquid Hatred &ndash; amulet ===<br />
<span style='color:#808080'><i>The essence of liquid hatred, purified and distilled.</i></span><br/><br />
<span style='color:green'>Damage decreased by 3</span><br/><br />
<span style='color:green'>1 more attacks</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#wrath_.E2.80.93_dummy|wrath]]</span><br/><br />
<br/><br />
=== Lucky Farmer's Amulet &ndash; amulet ===<br />
<span style='color:#808080'><i>Look at this trinket I found in my haystack. It will protect me from the atrocities of war.</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>16 more hitpoints per level</span><br/><br />
<br/><br />
=== Tears of the Dead &ndash; amulet ===<br />
<span style='color:#808080'><i>Pity the walking dead for they know no pleasure.</i></span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 10%</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#immune to drain_.E2.80.93_dummy|immune to drain]]</span><br/><br />
<br/><br />
=== The gloomy Amulet &ndash; amulet ===<br />
<span style='color:#808080'><i>Bring sadness to your enemies by showing them how weak they are.</i></span><br/><br />
<span style='color:green'>Damage increased by 30% (in EASY difficulty), 20% (in MEDIUM difficulty), 10% (in HARD difficulty)</span><br/><br />
<span style='color:green'>1 more attacks</span><br/><br />
<span style='color:purple'>+1 base damage (requires [[#The gloomy Cloak_.E2.80.93_cloak|The gloomy Cloak]]</span><br/><br />
<span style='color:purple'>+1 base damage (requires [[#The gloomy Ring_.E2.80.93_ring|The gloomy Ring]]</span><br/><br />
<br/><br />
=== Unthought Memories &ndash; amulet ===<br />
<span style='color:#808080'><i>Your life's experience may disappear when you perish, but once somebody will come to the same experience.</i></span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 5%</span><br/><br />
<span style='color:green'>Enemy resistances to cold decreased by 5%</span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 5%</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:purple'>4% to all physical resistances (requires [[#Unseen Writings_.E2.80.93_cloak|Unseen Writings]]</span><br/><br />
<span style='color:purple'>2% to all resistances (requires [[#Unspoken Words_.E2.80.93_gauntlets|Unspoken Words]]</span><br/><br />
<span style='color:purple'>4% to magical resistances (requires [[#Unsung Odes_.E2.80.93_armour|Unsung Odes]]</span><br/><br />
<br/><br />
== armour ==<br />
=== Ancient Armour &ndash; armour ===<br />
<span style='color:#808080'><i>Our ancestors were very strong if they could carry this around and run in it.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 22%</span><br/><br />
<span style='color:#60A0FF'>2 fewer movement points</span><br/><br />
<br/><br />
=== Ancient Armour of the Power of the Ancients &ndash; armour ===<br />
<span style='color:#808080'><i>The Ancients knew that imbuing armours with ancient power will make even the most ancient armour useful.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 22%</span><br/><br />
<span style='color:green'>Damage increased by 15%</span><br/><br />
<span style='color:green'>Damage increased by 2</span><br/><br />
<span style='color:green'>Increases all magical damages by 8%</span><br/><br />
<span style='color:#60A0FF'>2 fewer movement points</span><br/><br />
<br/><br />
=== Ancient Armour of the Power of the Ancients &ndash; armour ===<br />
<span style='color:#808080'><i>The Ancients knew that imbuing armours with ancient power will make even the most ancient armour useful.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 22%</span><br/><br />
<span style='color:green'>Damage increased by 15%</span><br/><br />
<span style='color:green'>Damage increased by 2</span><br/><br />
<span style='color:green'>Increases all magical damages by 15%</span><br/><br />
<span style='color:#60A0FF'>2 fewer movement points</span><br/><br />
<br/><br />
=== Archer's Leather Armour &ndash; armour ===<br />
<span style='color:#808080'><i>Better do not let enemies anywhere near you when wearing this.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<br/><br />
=== Armour of the King &ndash; armour ===<br />
<span style='color:#808080'><i>King's armour protected the usurper, but it did not suffice to prevent wizards from revolting.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 22%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 5%</span><br/><br />
<span style='color:#60A0FF'>2 fewer movement points</span><br/><br />
<span style='color:#60A0FF'>Movement costs on hills set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs on mountains set to 1</span><br/><br />
<span style='color:purple'>New Ability: warlord's rule (requires [[#Sceptre of the King_.E2.80.93_mace|Sceptre of the King]]</span><br/><br />
<span style='color:purple'>1 more movement point (requires [[#Crown of the King_.E2.80.93_helm|Crown of the King]]</span><br/><br />
<span style='color:purple'>4 more hitpoints per level (requires [[#Ring of the King_.E2.80.93_ring|Ring of the King]]</span><br/><br />
<br/><br />
=== Beyond Death &ndash; armour ===<br />
<span style='color:#808080'><i>Death can be temporary.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 25%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 40%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 40%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane decreased by 25%</span><br/><br />
<br/><br />
=== Cunctator's Armour &ndash; armour ===<br />
<span style='color:#808080'><i>Enemies were bored to death when Cunctator finally attacked.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 22%</span><br/><br />
<span style='color:#60A0FF'>2 fewer movement points</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#shield (INTENSITY)_.E2.80.93_resistance|shield (40)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#antisocial_.E2.80.93_leadership|antisocial]]</span><br/><br />
<span style='color:purple'>5% to all resistances (requires [[#Cunctator's sword_.E2.80.93_sword|Cunctator's Sword]]</span><br/><br />
<span style='color:purple'>5% to all resistances (requires [[#Cunctator's Helmet_.E2.80.93_helm|Cunctator's Helmet]]</span><br/><br />
<br/><br />
=== Dark Sarcasm &ndash; armour ===<br />
<span style='color:#808080'><i>You missed! You cannot even hit me! Hahahaha! I feel so good to see you fail, loser!</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#mockery_.E2.80.93_dummy|mockery]]</span><br/><br />
<br/><br />
=== Defender of the Faith &ndash; armour ===<br />
<span style='color:#808080'><i>We shall clear the world of this filth!</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 20%</span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 15%</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== Eidolon's Armour &ndash; armour ===<br />
<span style='color:#808080'><i>Clothes, masks and cosmetics helped him conceal his etherealness, his defeat of an undead army made him a nobleman.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: regenerates</span><br/><br />
<span style='color:purple'>4% to cold resistance (requires [[#Eidolon's Ring_.E2.80.93_ring|Eidolon's Ring]]</span><br/><br />
<span style='color:purple'>3% to pierce resistance (requires [[#Eidolon's Necklace_.E2.80.93_amulet|Eidolon's Necklace]]</span><br/><br />
<span style='color:purple'>4 to hitpoints (requires [[#Eidolon's Mask_.E2.80.93_helm|Eidolon's Mask]]</span><br/><br />
<span style='color:purple'>1 to damage (requires [[#Eidolon's Gauntlets_.E2.80.93_gauntlets|Eidolon's Gauntlets]]</span><br/><br />
<span style='color:purple'>1 to movement (requires [[#Eidolon's Boots_.E2.80.93_boots|Eidolon's Boots]]</span><br/><br />
<span style='color:purple'>2% to arcane resistance (requires [[#Eidolon's Coat_.E2.80.93_cloak|Eidolon's Coat]]</span><br/><br />
<span style='color:purple'>New ability: Wrath (requires [[#Eidolon's Sword_.E2.80.93_sword|Eidolon's Sword]]</span><br/><br />
<br/><br />
=== Greater Guardsman's Leather Armour &ndash; armour ===<br />
<span style='color:#808080'><i>A good guardsman never yields.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#unyielding_.E2.80.93_resistance|unyielding]]</span><br/><br />
<br/><br />
=== Guardsman's Leather Armour &ndash; armour ===<br />
<span style='color:#808080'><i>Loyalty will protect you like an expensive armour.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: steadfast</span><br/><br />
<br/><br />
=== Heart of Ice &ndash; armour ===<br />
<span style='color:#808080'><i>Even warm smokes can bring frost. The sun is what we need.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 20%</span><br/><br />
<span style='color:green'>New weapon special: slow (ranged attacks only)</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 30%</span><br/><br />
<span style='color:purple'>New weapon special: slows (melee attacks only) (requires [[#Iced Boots_.E2.80.93_boots|Iced Boots]]</span><br/><br />
<span style='color:purple'>+1 base damage (requires [[#Chilling Touch_.E2.80.93_gauntlets|Chilling Touch]]</span><br/><br />
<br/><br />
=== Hell Warlord's Armour &ndash; armour ===<br />
<span style='color:#808080'><i>Abaddon ruled Inferno with an iron hand, but it did not stop his loyals from following him.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 25%</span><br/><br />
<span style='color:green'>Increases all magical damages by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 40%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#warlord's rule_.E2.80.93_dummy|warlord's rule]]</span><br/><br />
<br/><br />
=== Hellforge Armour &ndash; armour ===<br />
<span style='color:#808080'><i>'Forge me an armour. I need to have forged armour to stop attacks armour stops.' - Abaddon</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 25%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 35%</span><br/><br />
<br/><br />
=== Hellforge Armour of Forging &ndash; armour ===<br />
<span style='color:#808080'><i>Forge weapons. Give the forgery to your enemies. They shall see that forged arsenal is not useful.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 25%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 35%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (20)]]</span><br/><br />
<br/><br />
=== Herod's Mithral Armour &ndash; armour ===<br />
<span style='color:#808080'><i>He was a poweful ruler, but he was not very righteous. No wonder that his cousin dethroned him.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 5%</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#NAME (INTENSITY)_.E2.80.93_leadership|damage aura (10)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#steals_.E2.80.93_dummy|steals]]</span><br/><br />
<br/><br />
=== Hope of the Fallen &ndash; armour ===<br />
<span style='color:#808080'><i>Dark immortality is encased in great sadness, but the encasement has its flaws.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce decreased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold decreased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 35%</span><br/><br />
<br/><br />
=== Horrid Ice Armour &ndash; armour ===<br />
<span style='color:#808080'><i>Frost not only causes you cold feet, it also kills a peasant's crops, veggies and culinary weed.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 20%</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#horrid_.E2.80.93_dummy|horrid]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 30%</span><br/><br />
<br/><br />
=== Hunter of Kings &ndash; armour ===<br />
<span style='color:#808080'><i>Nobody knows who he was. Nobody knows where he came from. Nobody knows how to stop him.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 25%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 25%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#frail tide (INTENSITY)_.E2.80.93_resistance|frail tide (30)]]</span><br/><br />
<span style='color:purple'>New ability: conviction (20) (requires [[#Legion Slayer_.E2.80.93_cloak|Legion Slayer]]</span><br/><br />
<br/><br />
=== Ice Armour &ndash; armour ===<br />
<span style='color:#808080'><i>Dwarvish runes can prevent ice from melting.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 30%</span><br/><br />
<br/><br />
=== Ice Armour of Health &ndash; armour ===<br />
<span style='color:#808080'><i>Hot weather is bad for health.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 30%</span><br/><br />
<span style='color:#60A0FF'>5 more hitpoints per level per level</span><br/><br />
<br/><br />
=== Iron Armour &ndash; armour ===<br />
<span style='color:#808080'><i>When choosing between a hundred warriors clad in iron and fifty warriors clad in mithril, choose iron.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 13%</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<br/><br />
=== Iron Armour of the Friendly General &ndash; armour ===<br />
<span style='color:#808080'><i>I will not let you die, my protégé.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 13%</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#shield (INTENSITY)_.E2.80.93_resistance|shield (20)]]</span><br/><br />
<br/><br />
=== Iron Armour of Thorns &ndash; armour ===<br />
<span style='color:#808080'><i>Do you think that you can attack me and leave uninjured?</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 13%</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#thorns_.E2.80.93_dummy|thorns]]</span><br/><br />
<br/><br />
=== Iron Sentinel &ndash; armour ===<br />
<span style='color:#808080'><i>If the defender cannot stop the attacks, he has to kill the enemies before they hurt him.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 13%</span><br/><br />
<span style='color:green'>1 more attacks</span><br/><br />
<span style='color:green'>Enemy resistances to pierce decreased by 20%</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<br/><br />
=== Leather Armour &ndash; armour ===<br />
<span style='color:#808080'><i>I know that it is cheap, but it does not slow me down.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<br/><br />
=== Lethalia's Armour &ndash; armour ===<br />
<span style='color:#808080'><i>Tinebrithiel's survives forever.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:green'>Damage increased by 1</span><br/><br />
<span style='color:green'>Increases all magical damages by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:purple'>5% to all base resistances (requires [[#Lethalia's Staff_.E2.80.93_staff|Lethalia's Staff]]</span><br/><br />
<br/><br />
=== Lionheart &ndash; armour ===<br />
<span style='color:#808080'><i>Lions spend twenty hours per day slacking. Yet they are a symbol of bravery. Like our nobles.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:green'>Damage increased by 1</span><br/><br />
<span style='color:#60A0FF'>10% chance to strike a devastating blow</span><br/><br />
<span style='color:#60A0FF'>16 more hitpoints per level</span><br/><br />
<br/><br />
=== Marilyn's Armour &ndash; armour ===<br />
<span style='color:#808080'><i>A manly man can have a woman's name without being funny.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 20%</span><br/><br />
<span style='color:#60A0FF'>10% chance to strike a devastating blow</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<span style='color:#60A0FF'>24 more hitpoints per level</span><br/><br />
<br/><br />
=== Mithral Armour &ndash; armour ===<br />
<span style='color:#808080'><i>This highly valuable armour is told to be made by dwarvish apprentices. I wonder what their masters make.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 5%</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<br/><br />
=== Mithral Armour of Wrath &ndash; armour ===<br />
<span style='color:#808080'><i>Forged for the elite among Dwarvish Berserkers.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 5%</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#wrath_.E2.80.93_dummy|wrath]]</span><br/><br />
<br/><br />
=== Morok's Armour &ndash; armour ===<br />
<span style='color:#808080'><i>Fear the one who calls himself a god of war.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 17%</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#horrid_.E2.80.93_dummy|horrid]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 5%</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<br/><br />
=== Mystic Armour &ndash; armour ===<br />
<span style='color:#808080'><i>Forged at unknown location who knows when.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 30%</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 20%</span><br/><br />
<br/><br />
=== Mystic Armour of the Untouchable &ndash; armour ===<br />
<span style='color:#808080'><i>Body count matters. I will better let that evasive and well armoured warrior for others.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 30%</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 20%</span><br/><br />
<br/><br />
=== Mystic Occult Armour of Carpathia &ndash; armour ===<br />
<span style='color:#808080'><i>Psychospiritual mysticism leads to nocturnal blackness.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 30%</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 20%</span><br/><br />
<br/><br />
=== Mystic Occult Armour of Carpathia &ndash; armour ===<br />
<span style='color:#808080'><i>Psychospiritual mysticism leads to nocturnal blackness.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 30%</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 20%</span><br/><br />
<br/><br />
=== Prismatic Iron Armour &ndash; armour ===<br />
<span style='color:#808080'><i>This armour was made to kill wizards, so do not expect it to save you from deadly blades.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 13%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<br/><br />
=== Redshirt Armour &ndash; armour ===<br />
<span style='color:#808080'><i>Why do they all try to kill that man?</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#absorbs (1)_.E2.80.93_dummy|absorbs (1)]]</span><br/><br />
<br/><br />
=== Rherraent's Armour &ndash; armour ===<br />
<span style='color:#808080'><i>Shiny armour will only attract unwanted attention.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 25%</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<span style='color:purple'>1 more movement point (requires [[#Rherraent's Sword_.E2.80.93_sword|Rherraent's Sword]]</span><br/><br />
<span style='color:purple'>3% to all resistances (requires [[#Rherraent's Helm_.E2.80.93_helm|Rherraent's Helm]]</span><br/><br />
<span style='color:purple'>3% to all resistances (requires [[#Rherraent's Ring_.E2.80.93_ring|Rherraent's Ring]]</span><br/><br />
<br/><br />
=== Runner's Leather Armour &ndash; armour ===<br />
<span style='color:#808080'><i>Running is always better without heavy armour.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>2 more movement points</span><br/><br />
<br/><br />
=== Shadows of Deception &ndash; armour ===<br />
<span style='color:#808080'><i>So much energy spent on nothing. A good spend.</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#antimagic (INTENSITY)_.E2.80.93_resistance|antimagic (35)]]</span><br/><br />
<br/><br />
=== Shroud of Iron &ndash; armour ===<br />
<span style='color:#808080'><i>Those armours are not very good, but if you wear more of them at the same time...</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 26%</span><br/><br />
<span style='color:green'>Damage decreased by 1</span><br/><br />
<span style='color:green'>1 fewer attacks</span><br/><br />
<span style='color:#60A0FF'>2 fewer movement points</span><br/><br />
<br/><br />
=== The Generous Armour &ndash; armour ===<br />
<span style='color:#808080'><i>Hey there, you are a bad fighter, wear this.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#producer_.E2.80.93_dummy|producer]]</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<br/><br />
=== The Noble Survivor &ndash; armour ===<br />
<span style='color:#808080'><i>He wishes that all the nobility could be hung with the guts of priests. That will not work on me.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 25%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 35%</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#leeches_.E2.80.93_dummy|leech]]</span><br/><br />
<span style='color:#60A0FF'>New ability: submerge</span><br/><br />
<br/><br />
=== The Parasite &ndash; armour ===<br />
<span style='color:#808080'><i>They make promises of the impossible.<br />
They say they guide you to reach the impossible.<br />
They pretend you had reached the impossible.<br />
If you do not believe them, you did it wrong.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 20%</span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 10%</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>2 fewer movement points</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#parasite_.E2.80.93_dummy|parasite]]</span><br/><br />
<br/><br />
=== The Unraveller &ndash; armour ===<br />
<span style='color:#808080'><i>A mummy cannot be stopped. If it is tangled, it will just unravel the tangled parts.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>3 fewer movement points</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#resistant to slow_.E2.80.93_dummy|resistant to slow]]</span><br/><br />
<br/><br />
=== Unsung Odes &ndash; armour ===<br />
<span style='color:#808080'><i>Your deeds of valour will not be revered forever. But their consequences will not vanish.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 10%</span><br/><br />
<span style='color:green'>Enemy resistances to cold decreased by 10%</span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 10%</span><br/><br />
<span style='color:green'>Increases all magical damages by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<span style='color:purple'>2% to all resistances (requires [[#Unseen Writings_.E2.80.93_cloak|Unseen Writings]]</span><br/><br />
<span style='color:purple'>4% to all physical resistances (requires [[#Unspoken Words_.E2.80.93_gauntlets|Unspoken Words]]</span><br/><br />
<span style='color:purple'>4% to magical resistances (requires [[#Unthought Memories_.E2.80.93_amulet|Unthought Memories]]</span><br/><br />
<br/><br />
=== Vanquisher's Mithral Armour &ndash; armour ===<br />
<span style='color:#808080'><i>Like a tempest, he landed on his enemies, gore flying everywhere. Even his armour helped him spill blood.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:green'>Damage increased by 30% (in EASY difficulty), 25% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 5%</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<br/><br />
=== Vinegar Bath &ndash; armour ===<br />
<span style='color:#808080'><i>Bathe bones in vinegar, they will soften and will bend rather than break.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 35%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<br/><br />
=== Violent Mage's Armour &ndash; armour ===<br />
<span style='color:#808080'><i>As a heavyweight chessboxing champion, he adjusted his techniques to fit both of his talents.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 13%</span><br/><br />
<span style='color:green'>1 more attacks</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 5%</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<span style='color:purple'>20% increased damage with violent beatdown (requires [[#Violent Mage's Cloak_.E2.80.93_cloak|Violent Mage's Cloak]]</span><br/><br />
<br/><br />
=== Void &ndash; armour ===<br />
<span style='color:#808080'><i>Try to cut through this. There is nothing inside, my guts are in another dimension!</i></span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 25%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 25%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 25%</span><br/><br />
<br/><br />
== axe ==<br />
=== Axe of Perun &ndash; axe ===<br />
<span style='color:#808080'><i>Perun's axe smote the wicked with thundering rage.</i></span><br/><br />
<span style='color:green'>Damage increased by 55% (in EASY difficulty), 35% (in MEDIUM difficulty), 15% (in HARD difficulty)</span><br/><br />
<span style='color:green'>25% more attacks</span><br/><br />
<span style='color:green'>Sets damage type to fire</span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 10%</span><br/><br />
<span style='color:green'>New weapon special: slow</span><br/><br />
<span style='color:green'>Increases all magical damages by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 20%</span><br/><br />
<br/><br />
=== Barbaric Glory &ndash; axe ===<br />
<span style='color:#808080'><i>Abandon the order, attack them randomly when unprepared.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:green'>Damage increased by 60% (in EASY difficulty), 45% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Sets alignment to chaotic</span><br/><br />
<br/><br />
=== Bringer of Fragility &ndash; axe ===<br />
<span style='color:#808080'><i>How can a weapon and armour this heavy be so ineffective?!</i></span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#conviction (INTENSITY)_.E2.80.93_resistance|conviction (15)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (10)]]</span><br/><br />
<br/><br />
=== Deathblade Inheritance &ndash; axe ===<br />
<span style='color:#808080'><i>It might not hit hard, but it will bring you reinforcements.</i></span><br/><br />
<span style='color:green'>40% (in EASY difficulty), 35% (in MEDIUM difficulty), 30% (in HARD difficulty) more attacks</span><br/><br />
<span style='color:green'>Sets damage type to blade</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#plague (LANGUAGE_TYPE)_.E2.80.93_plague|plague (Deathblade)]]</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 5%</span><br/><br />
<br/><br />
=== Executioner's Axe &ndash; axe ===<br />
<span style='color:#808080'><i>A good executioner kills with a single blow.</i></span><br/><br />
<span style='color:green'>Merges attacks</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Sets alignment to neutral</span><br/><br />
<br/><br />
=== Fowleri's Chopper &ndash; axe ===<br />
<span style='color:#808080'><i>He broke her heart. No, wait, not heart, sanity. He broke her sanity.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:green'>Damage increased by 15% (in EASY difficulty), 5% (in MEDIUM difficulty), -5% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 5%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#wrath_.E2.80.93_dummy|wrath]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#retribution_.E2.80.93_dummy|retribution]]</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== Headsmasher &ndash; axe ===<br />
<span style='color:#808080'><i>'Let us give the orcs something they like, maybe they will let us be.'<br />
'What do they like?'<br />
'Smashing heads.'</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:green'>60% more attacks</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 (in EASY difficulty) health from targets with each hit</span><br/><br />
<br/><br />
=== Iridium &ndash; axe ===<br />
<span style='color:#808080'><i>Mages hypothetise that there is an extremely heavy metal that its ore's weight pulls it into depths.</i></span><br/><br />
<span style='color:green'>Damage increased by 60% (in EASY difficulty), 40% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Damage increased by 4</span><br/><br />
<span style='color:green'>Enemy resistances to blade decreased by 15%</span><br/><br />
<br/><br />
=== Lake of Blood &ndash; axe ===<br />
<span style='color:#808080'><i>Liquids soak into the ground. To fill a lake, you have to gather liquids fast.</i></span><br/><br />
<span style='color:green'>Damage increased by 30%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#murderlust_.E2.80.93_dummy|murderlust]]</span><br/><br />
<span style='color:#60A0FF'>2 more movement points</span><br/><br />
<br/><br />
=== Lethal Axe &ndash; axe ===<br />
<span style='color:#808080'><i>Girls went chopping for revenge. One of them prepared herself quite well.</i></span><br/><br />
<span style='color:green'>Damage increased by 45%</span><br/><br />
<span style='color:green'>35% more attacks</span><br/><br />
<span style='color:green'>New weapon special: marksman</span><br/><br />
<span style='color:purple'>10% more overall damage (requires [[#Lethal staff_.E2.80.93_staff|Lethal Staff]]</span><br/><br />
<br/><br />
=== Lilith's Precious &ndash; axe ===<br />
<span style='color:#808080'><i>In order to be able to fight with any weapon available, Lilith swaps weapon types once per century.</i></span><br/><br />
<span style='color:green'>Damage increased by 15% (in EASY difficulty), 5% (in MEDIUM difficulty), -5% (in HARD difficulty)</span><br/><br />
<span style='color:green'>New weapon special: charge</span><br/><br />
<span style='color:green'>Increases all magical damages by 20%</span><br/><br />
<br/><br />
=== Morrígan's Slasher &ndash; axe ===<br />
<span style='color:#808080'><i>Why do these heathens believe that there can be a <b>goddess</b> of war?</i></span><br/><br />
<span style='color:green'>Damage increased by 50%</span><br/><br />
<span style='color:green'>Damage increased by 3</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 5%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#murderlust_.E2.80.93_dummy|murderlust]]</span><br/><br />
<br/><br />
=== Silver Axe &ndash; axe ===<br />
<span style='color:#808080'><i>Good metal is better than flashy magic.</i></span><br/><br />
<span style='color:green'>Damage increased by 35%</span><br/><br />
<span style='color:green'>25% more attacks</span><br/><br />
<br/><br />
=== The Grim Butcher &ndash; axe ===<br />
<span style='color:#808080'><i>Pigs, goats, men... is there a difference? They all taste the same.</i></span><br/><br />
<span style='color:green'>Damage increased by 50% (in EASY difficulty), 35% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#evisceration_.E2.80.93_dummy|evisceration]]</span><br/><br />
<span style='color:#60A0FF'>New ability: regenerates</span><br/><br />
<br/><br />
=== Unholy Axe &ndash; axe ===<br />
<span style='color:#808080'><i>Use the lightbeam spell. It kills anything unholy enough.</i></span><br/><br />
<span style='color:green'>Damage increased by 30%</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#darkens_.E2.80.93_illuminates|darkens]]</span><br/><br />
<span style='color:#60A0FF'>Sets alignment to chaotic</span><br/><br />
<br/><br />
=== Winged Axe &ndash; axe ===<br />
<span style='color:#808080'><i>Each day, he fought bravely in distant lands. Every night, he enjoyed his time with his wife.</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Sets alignment to neutral</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<span style='color:#60A0FF'>New ability: teleport</span><br/><br />
<br/><br />
=== Zealous Axe &ndash; axe ===<br />
<span style='color:#808080'><i>Let them try to attack us for we shall be those who strike first.</i></span><br/><br />
<span style='color:green'>Damage increased by 45%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#zeal aura_.E2.80.93_dummy|zeal aura]]</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
== boots ==<br />
=== Bones of Steel &ndash; boots ===<br />
<span style='color:#808080'><i>A magical device with no detected magical activity.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 20%</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<span style='color:purple'>2 to base damage (requires [[#Hydraulic Core_.E2.80.93_amulet|Hydraulic Core]]</span><br/><br />
<br/><br />
=== Boots of Evanescence &ndash; boots ===<br />
<span style='color:#808080'><i>Now you see me. Now you don't.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: teleport</span><br/><br />
<br/><br />
=== Boots of Fleeing &ndash; boots ===<br />
<span style='color:#808080'><i>I hit you and hide in the masses. You will never learn who hit you.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 7%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#penetrates_.E2.80.93_dummy|penetrates]]</span><br/><br />
<br/><br />
=== Boots of Foolish Fighters &ndash; boots ===<br />
<span style='color:#808080'><i>Run fast, hit hard.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 5%</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== Crushing Walk &ndash; boots ===<br />
<span style='color:#808080'><i>Sometimes I am not looking where I step and the casualties can be significant.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:green'>Sets damage type to impact</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<br/><br />
=== Eidolon's Boots &ndash; boots ===<br />
<span style='color:#808080'><i>His champion in shining armour faced evils for centuries, often together with his children. The land became prosperous.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: skirmisher</span><br/><br />
<span style='color:purple'>4% to cold resistance (requires [[#Eidolon's Ring_.E2.80.93_ring|Eidolon's Ring]]</span><br/><br />
<span style='color:purple'>3% to pierce resistance (requires [[#Eidolon's Necklace_.E2.80.93_amulet|Eidolon's Necklace]]</span><br/><br />
<span style='color:purple'>3% to blade resistance (requires [[#Eidolon's Armour_.E2.80.93_armour|Eidolon's Armour]]</span><br/><br />
<span style='color:purple'>4 to hitpoints (requires [[#Eidolon's Mask_.E2.80.93_helm|Eidolon's Mask]]</span><br/><br />
<span style='color:purple'>1 to damage (requires [[#Eidolon's Gauntlets_.E2.80.93_gauntlets|Eidolon's Gauntlets]]</span><br/><br />
<span style='color:purple'>2% to arcane resistance (requires [[#Eidolon's Coat_.E2.80.93_cloak|Eidolon's Coat]]</span><br/><br />
<span style='color:purple'>New ability: Wardrums (requires [[#Eidolon's Sword_.E2.80.93_sword|Eidolon's Sword]]</span><br/><br />
<br/><br />
=== Elusive Boots &ndash; boots ===<br />
<span style='color:#808080'><i>Enemies are blocking the way? Who cares?</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 5%</span><br/><br />
<span style='color:#60A0FF'>New ability: skirmisher</span><br/><br />
<br/><br />
=== Fit for Speed &ndash; boots ===<br />
<span style='color:#808080'><i>The best runners are too thin to fight.</i></span><br/><br />
<span style='color:green'>Damage decreased by 70% (in EASY difficulty), 80% (in MEDIUM difficulty), 90% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>4 more movement points</span><br/><br />
<br/><br />
=== Flying Boots &ndash; boots ===<br />
<span style='color:#808080'><i>He could run through caves and hills like on a plain road. He could even walk on water.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 7%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Movement costs through forests set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs on frozen lands set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs on flat terrains set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs through dark caves set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs through mushroom groves set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs through villages set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs through castles set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs in shallow waters set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs on coastal reefs set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs in deep waters set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs through swampy places set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs on hills set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs across sands set to 1</span><br/><br />
<br/><br />
=== Iced Boots &ndash; boots ===<br />
<span style='color:#808080'><i>When flames fall from the skies or spring from the ground, hot days are not what you should fear.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<span style='color:purple'>Movement increased by 1 (requires [[#Heart of Ice_.E2.80.93_armour|Heart of Ice]]</span><br/><br />
<span style='color:purple'>+1 base damage (requires [[#Chilling Touch_.E2.80.93_gauntlets|Chilling Touch]]</span><br/><br />
<br/><br />
=== Merciless Wake &ndash; boots ===<br />
<span style='color:#808080'><i>Why so much hurry? Go slowly, look around, contemplate, kill whatever you like...</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:green'>Damage increased by 5</span><br/><br />
<span style='color:#60A0FF'>2 fewer movement points</span><br/><br />
<br/><br />
=== Mountain Trek &ndash; boots ===<br />
<span style='color:#808080'><i>'It will take us months to pass through these mountains!'<br />
'I will wait for you on the other side.'</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 5%</span><br/><br />
<span style='color:#60A0FF'>2 more movement points</span><br/><br />
<span style='color:#60A0FF'>Movement costs on hills set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs on mountains set to 1</span><br/><br />
<br/><br />
=== Path of Perpetual Torment &ndash; boots ===<br />
<span style='color:#808080'><i>Cursed to fight the unholy without respite.</i></span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#unholybane_.E2.80.93_damage|unholybane]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane decreased by 15%</span><br/><br />
<span style='color:#60A0FF'>2 fewer movement points</span><br/><br />
<span style='color:#60A0FF'>Sets alignment to lawful</span><br/><br />
<span style='color:#60A0FF'>New ability: regenerates</span><br/><br />
<span style='color:#60A0FF'>Movement costs through dark caves set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs through mushroom groves set to 1</span><br/><br />
<br/><br />
=== Search for Wisdom &ndash; boots ===<br />
<span style='color:#808080'><i>They look for wisdom. But that is a fool's errand, it never existed.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>Spells suck 1 health from targets with each hit</span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 10%</span><br/><br />
<span style='color:green'>Increases all magical damages by 15%</span><br/><br />
<span style='color:purple'>1 more movement point (requires [[#Wisdom of the Ages_.E2.80.93_helm|Wisdom of the Ages]]</span><br/><br />
<span style='color:purple'>1 more movement point (requires [[#Tracking the Lost Knowledge_.E2.80.93_cloak|Tracking the Lost Knowledge]]</span><br/><br />
<br/><br />
=== Slow Boots &ndash; boots ===<br />
<span style='color:#808080'><i>If you cannot outrun the knights, why do you even try?</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 10%</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<br/><br />
=== Slow Boots of Certainty &ndash; boots ===<br />
<span style='color:#808080'><i>I could have been here yesterday, but it was not worth the danger.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 10%</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<br/><br />
=== Steps to Perdition &ndash; boots ===<br />
<span style='color:#808080'><i>I agree that you are effective, but it still leads to disaster - one accident and you are dead.</i></span><br/><br />
<span style='color:#60A0FF'>Decreases physical resistances by 20% (in EASY difficulty), 25% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Damage increased by 20% (in EASY difficulty), 15% (in MEDIUM difficulty), 10% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>10% chance to strike a devastating blow</span><br/><br />
<span style='color:green'>Enemy resistances to blade decreased by 10%</span><br/><br />
<span style='color:green'>Enemy resistances to impact decreased by 10%</span><br/><br />
<span style='color:green'>Enemy resistances to pierce decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>2 more movement points</span><br/><br />
<br/><br />
=== Taxes &ndash; boots ===<br />
<span style='color:#808080'><i>Legends speak of a man who took from the poor and gave to the rich.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:#60A0FF'>3 more movement points</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#tax collector_.E2.80.93_dummy|tax collector]]</span><br/><br />
<br/><br />
=== Taxes &ndash; boots ===<br />
<span style='color:#808080'><i>Legends speak of a man who took from the poor and gave to the rich.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:#60A0FF'>3 more movement points</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#tax collector_.E2.80.93_dummy|tax collector]]</span><br/><br />
<br/><br />
=== The Pit Dweller &ndash; boots ===<br />
<span style='color:#808080'><i>Darkness is where he stays.</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<span style='color:#60A0FF'>Sets alignment to chaotic</span><br/><br />
<span style='color:#60A0FF'>Movement costs through dark caves set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs through mushroom groves set to 1</span><br/><br />
<br/><br />
=== The Practical Boots &ndash; boots ===<br />
<span style='color:#808080'><i>Your footwear dictates your mobility and protects you from environment. Avoid any sacrifices for style or comfort.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>8 more hitpoints per level</span><br/><br />
<br/><br />
=== The Southern Boots &ndash; boots ===<br />
<span style='color:#808080'><i>Boots are impractical in hot weather? We shall see about that!</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 30%</span><br/><br />
<span style='color:#60A0FF'>Movement costs across sands set to 1</span><br/><br />
<br/><br />
=== Wanderlust &ndash; boots ===<br />
<span style='color:#808080'><i>See far. Go far. Know the beauty of the world.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:green'>Increases all magical damages by 5%</span><br/><br />
<span style='color:#60A0FF'>2 more movement points</span><br/><br />
<br/><br />
== bow ==<br />
=== Bow of Many Arrows &ndash; bow ===<br />
<span style='color:#808080'><i>There must be a thousand archers over there, but I see only one!</i></span><br/><br />
<span style='color:green'>40% (in EASY difficulty), 30% (in MEDIUM difficulty), 20% (in HARD difficulty) more attacks</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#cleave_.E2.80.93_damage|cleave]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 10%</span><br/><br />
<br/><br />
=== Bow of Plagiarism &ndash; bow ===<br />
<span style='color:#808080'><i>You have learned something? Well, it will be helpful to me.</i></span><br/><br />
<span style='color:green'>25% more attacks</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#mind raid_.E2.80.93_dummy|mind raid]]</span><br/><br />
<br/><br />
=== Bow of the Cantor &ndash; bow ===<br />
<span style='color:#808080'><i>Now I shall teach you how to hit the bull's eye. Stay close while I am talking.</i></span><br/><br />
<span style='color:green'>Damage increased by 30%</span><br/><br />
<span style='color:green'>New weapon special: marksman</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#cantor_.E2.80.93_dummy|cantor]]</span><br/><br />
<br/><br />
=== Coward's Bow &ndash; bow ===<br />
<span style='color:#808080'><i>I am using a bow because I hate being hit. I even have a bow made specially for me.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 5%</span><br/><br />
<br/><br />
=== Dragonslayer &ndash; bow ===<br />
<span style='color:#808080'><i>He killed dragons with his legendary bow, but he was no match for saurians.</i></span><br/><br />
<span style='color:green'>Damage increased by 35%</span><br/><br />
<span style='color:green'>25% more attacks</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#misdraconia_.E2.80.93_damage|misdraconia]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 20%</span><br/><br />
<br/><br />
=== Fine bow &ndash; bow ===<br />
<span style='color:#808080'><i>Precision is more important than anything else.</i></span><br/><br />
<span style='color:green'>Damage increased by 50% (in EASY difficulty), 35% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:green'>30% more attacks</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#focused_.E2.80.93_chance_to_hit|focused]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<br/><br />
=== Heavy Bow &ndash; bow ===<br />
<span style='color:#808080'><i>Fellows, what would you say if I made a bow that shoots spears?</i></span><br/><br />
<span style='color:green'>Damage increased by 120% (in EASY difficulty), 100% (in MEDIUM difficulty), 80% (in HARD difficulty)</span><br/><br />
<span style='color:green'>30% fewer attacks</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#pierce_.E2.80.93_dummy|pierce]]</span><br/><br />
<br/><br />
=== Poisonous Bow &ndash; bow ===<br />
<span style='color:#808080'><i>Please stop focusing on one enemy.</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:green'>35% more attacks</span><br/><br />
<span style='color:green'>New weapon special: poison</span><br/><br />
<br/><br />
=== Stormforce &ndash; bow ===<br />
<span style='color:#808080'><i>Is that the fabled Stormforce? I thought it was just a legend!</i></span><br/><br />
<span style='color:green'>Damage increased by 70% (in EASY difficulty), 50% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>30% more attacks</span><br/><br />
<span style='color:green'>New weapon special: slow</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 5%</span><br/><br />
<br/><br />
=== Stormforce &ndash; bow ===<br />
<span style='color:#808080'><i>Is that the fabled Stormforce? I thought it was just a legend!</i></span><br/><br />
<span style='color:green'>Damage increased by 70% (in EASY difficulty), 50% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>30% more attacks</span><br/><br />
<span style='color:green'>New weapon special: slow</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 5%</span><br/><br />
<br/><br />
=== The Outcast &ndash; bow ===<br />
<span style='color:#808080'><i>Loneliness will teach you to stop relying on others. It makes you free if you pay its price.</i></span><br/><br />
<span style='color:green'>Damage increased by 10%</span><br/><br />
<span style='color:green'>20% more attacks</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: regenerates</span><br/><br />
<span style='color:#60A0FF'>2 more movement points</span><br/><br />
<br/><br />
=== The Predator &ndash; bow ===<br />
<span style='color:#808080'><i>Try not to split from the group.</i></span><br/><br />
<span style='color:green'>Damage increased by 30% (in EASY difficulty), 20% (in MEDIUM difficulty), 10% (in HARD difficulty)</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#lurk_.E2.80.93_damage|lurk]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 15%</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== The Unrepenting &ndash; bow ===<br />
<span style='color:#808080'><i>I have broken the sacred vow, forgotten the pledge of allegiance, lost my faith.<br />
I did what I did. I cannot change it, so why should I torment myself with it?</i></span><br/><br />
<span style='color:green'>Damage increased by 5 (in EASY difficulty), 4 (in MEDIUM difficulty), 3 (in HARD difficulty)</span><br/><br />
<span style='color:green'>40% (in EASY difficulty), 30% (in MEDIUM difficulty), 20% (in HARD difficulty) more attacks</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#distant attack_.E2.80.93_attacks|distant attack]]</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#hit and run_.E2.80.93_dummy|hit and run]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#anathema_.E2.80.93_leadership|anathema]]</span><br/><br />
<br/><br />
== claws ==<br />
=== Blooddrunk Beast &ndash; claws ===<br />
<span style='color:#808080'><i>Drink blood, it will keep you going in this hostile environment.</i></span><br/><br />
<span style='color:#60A0FF'>Sucks 2 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
== cloak ==<br />
=== Acantha's Cloak &ndash; cloak ===<br />
<span style='color:#808080'><i>She was forced to abandon politics and care about children. She indoctrinated them with evil.</i></span><br/><br />
<span style='color:green'>New weapon special: poison</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 10%</span><br/><br />
<br/><br />
=== Beyond the Grasp of Men &ndash; cloak ===<br />
<span style='color:#808080'><i>Fast, evasive and seeing further than most. No man shall catch the unreachable.</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 15%</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== Blackened Cloak &ndash; cloak ===<br />
<span style='color:#808080'><i>Under black skies, people start losing faith that the sun will ever rise.</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (20)]]</span><br/><br />
<br/><br />
=== Cloak of Burning Retribution &ndash; cloak ===<br />
<span style='color:#808080'><i>You spat on the ground at my feet? I will set your house on fire!</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 15%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#retribution_.E2.80.93_dummy|retribution]]</span><br/><br />
<br/><br />
=== Cloak of Koschei &ndash; cloak ===<br />
<span style='color:#808080'><i>Koschei made it so far on the path of immortality, yet one silly mistake happened to be fatal.</i></span><br/><br />
<span style='color:green'>New weapon special: plague (melee attacks only)</span><br/><br />
<span style='color:green'>Increases all magical damages by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane decreased by 10%</span><br/><br />
<span style='color:purple'>New ability: Absorbs (1) (requires [[#Koschei's Journal_.E2.80.93_limited|Koschei's Journal]]</span><br/><br />
<br/><br />
=== Cloak of the Assassin leader &ndash; cloak ===<br />
<span style='color:#808080'><i>I care not if you are assassins or not, when you are around me, you will attack my way.</i></span><br/><br />
<span style='color:#60A0FF'>Decreases physical resistances by 20%</span><br/><br />
<span style='color:green'>New weapon special: backstab</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#murderous presence_.E2.80.93_dummy|murderous presence]]</span><br/><br />
<br/><br />
=== Cloak of the Pale Rider &ndash; cloak ===<br />
<span style='color:#808080'><i>Do not fear death if it is not near you.</i></span><br/><br />
<span style='color:green'>Damage increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 20%</span><br/><br />
<span style='color:purple'>+12 to hitpoints (requires [[#Angel of Death's Ring_.E2.80.93_ring|Angel of Death's Ring]]</span><br/><br />
<span style='color:purple'>5% to all resistances (requires [[#Amulet of the Last Guide_.E2.80.93_amulet|Amulet of the Last Guide]]</span><br/><br />
<br/><br />
=== Eidolon's Coat &ndash; cloak ===<br />
<span style='color:#808080'><i>He, a being of darkness, studied the art of white mages for generations. He learned the powers of light.</i></span><br/><br />
<span style='color:green'>Increases all magical damages by 15%</span><br/><br />
<span style='color:#60A0FF'>New ability: cures</span><br/><br />
<span style='color:purple'>4% to cold resistance (requires [[#Eidolon's Ring_.E2.80.93_ring|Eidolon's Ring]]</span><br/><br />
<span style='color:purple'>3% to pierce resistance (requires [[#Eidolon's Necklace_.E2.80.93_amulet|Eidolon's Necklace]]</span><br/><br />
<span style='color:purple'>3% to blade resistance (requires [[#Eidolon's Armour_.E2.80.93_armour|Eidolon's Armour]]</span><br/><br />
<span style='color:purple'>4 to hitpoints (requires [[#Eidolon's Mask_.E2.80.93_helm|Eidolon's Mask]]</span><br/><br />
<span style='color:purple'>1 to damage (requires [[#Eidolon's Gauntlets_.E2.80.93_gauntlets|Eidolon's Gauntlets]]</span><br/><br />
<span style='color:purple'>New ability: Absorbs (1) (requires [[#Eidolon's Sword_.E2.80.93_sword|Eidolon's Sword]]</span><br/><br />
<br/><br />
=== Legion Slayer &ndash; cloak ===<br />
<span style='color:#808080'><i>Nobody knows how he works. Nobody knows when he strikes. Nobody lives to tell how he looks.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#penetrates_.E2.80.93_dummy|penetrates]]</span><br/><br />
<span style='color:purple'> 2 more movement points (requires [[#Hunter of Kings_.E2.80.93_armour|Hunter of Kings]]</span><br/><br />
<br/><br />
=== Nocturnal Cloak &ndash; cloak ===<br />
<span style='color:#808080'><i>You merely adopted darkness, I was molded by it.</i></span><br/><br />
<span style='color:green'>New weapon special: backstab (melee attacks only)</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#lesser nightstalk_.E2.80.93_hides|lesser nightstalk]]</span><br/><br />
<span style='color:#60A0FF'>Sets alignment to chaotic</span><br/><br />
<br/><br />
=== Paranoia &ndash; cloak ===<br />
<span style='color:#808080'><i>Every face is an enemy.</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 20%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#forsaken_.E2.80.93_resistance|forsaken]]</span><br/><br />
<br/><br />
=== Pyromancer's Cloak &ndash; cloak ===<br />
<span style='color:#808080'><i>When his body was destroyed, he rose again from the ashes.</i></span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 10%</span><br/><br />
<span style='color:green'>Increases all magical damages by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:purple'>5% to magical resistances (requires [[#Pyromancer's Sword_.E2.80.93_sword|Pyromancer's Sword]]</span><br/><br />
<span style='color:purple'>New ability: from the ashes (requires [[#Pyromancer's Ring_.E2.80.93_ring|Pyromancer's Ring]]</span><br/><br />
<br/><br />
=== Robes of Filth &ndash; cloak ===<br />
<span style='color:#808080'><i>You call my new shirt filth?! For the thirty dirty pins in the sleeves?</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#infect_.E2.80.93_poison|infect]] (melee attacks only)</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Sets alignment to chaotic</span><br/><br />
<br/><br />
=== The Deadborn &ndash; cloak ===<br />
<span style='color:#808080'><i>Darkest legends tell of necromancers creating undead so pure that they were never tainted by life, dead from birth.</i></span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>5% chance to strike a devastating blow</span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 10%</span><br/><br />
<br/><br />
=== The gloomy Cloak &ndash; cloak ===<br />
<span style='color:#808080'><i>Bring sadness to your enemies by showing them how slow they are.</i></span><br/><br />
<span style='color:green'>Damage increased by 40%</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 (in EASY difficulty) health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 20%</span><br/><br />
<span style='color:purple'>1 more movement point (requires [[#The gloomy Ring_.E2.80.93_ring|The gloomy Ring]]</span><br/><br />
<span style='color:purple'>1 more movement point (requires [[#The gloomy Amulet_.E2.80.93_amulet|The gloomy Amulet]]</span><br/><br />
<br/><br />
=== The Grey Cloak &ndash; cloak ===<br />
<span style='color:#808080'><i>It somewhat reminds me of Gundolf the Great.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:green'>Damage increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 (in EASY difficulty) health from targets with each hit</span><br/><br />
<span style='color:green'>Enemy resistances to blade decreased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== The Ragtag Misfit &ndash; cloak ===<br />
<span style='color:#808080'><i>All I want is your love... Yes, I know I will get no love, but I will get your gold at least.</i></span><br/><br />
<span style='color:green'>Damage increased by 2</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 5%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#steals_.E2.80.93_dummy|steals]]</span><br/><br />
<br/><br />
=== The Touch of God &ndash; cloak ===<br />
<span style='color:#808080'><i>'I... I have been touched by god.'<br />
'Touched by our almightly lord and saviour?'<br />
'No, by lord Cthulhu.'</i></span><br/><br />
<span style='color:#60A0FF'>Decreases physical resistances by 20%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (40)]]</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<br/><br />
=== The Touch of God &ndash; cloak ===<br />
<span style='color:#808080'><i>'I... I have been touched by god.'<br />
'Touched by our almightly lord and saviour?'<br />
'No, by lord Cthulhu.'</i></span><br/><br />
<span style='color:#60A0FF'>Decreases physical resistances by 20%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (40)]]</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<br/><br />
=== Tracking the Lost Knowledge &ndash; cloak ===<br />
<span style='color:#808080'><i>If it has been lost, then it must had been created before. Maybe it was never created.</i></span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Spells suck 1 (in EASY difficulty) health from targets with each hit</span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:purple'>New ability: absorb (1) (requires [[#Wisdom of the Ages_.E2.80.93_helm|Wisdom of the Ages]]</span><br/><br />
<span style='color:purple'>New base ranged weapon special: horrid (requires [[#Search for Wisdom_.E2.80.93_boots|Search for Wisdom]]</span><br/><br />
<br/><br />
=== Transformed Flesh &ndash; cloak ===<br />
<span style='color:#808080'><i>Some barbarian civilisations could achieve great inventions without magic.</i></span><br/><br />
<span style='color:purple'>5% better defence on all terrains (requires [[#Hydraulic Core_.E2.80.93_amulet|Hydraulic Core]]</span><br/><br />
<span style='color:purple'>5% better defence on all terrains (requires [[#Mind Assisting Element_.E2.80.93_helm|Mind Assisting Element]]</span><br/><br />
<br/><br />
=== Unseen Writings &ndash; cloak ===<br />
<span style='color:#808080'><i>No matter how well you write, after a millenium there will be nothing of it. Though copies may survive.</i></span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 5%</span><br/><br />
<span style='color:green'>Enemy resistances to cold decreased by 5%</span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 5%</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:purple'>4% to magical resistances (requires [[#Unspoken Words_.E2.80.93_gauntlets|Unspoken Words]]</span><br/><br />
<span style='color:purple'>New base ranged weapon special: struggle (requires [[#Unthought Memories_.E2.80.93_amulet|Unthought Memories]]</span><br/><br />
<span style='color:purple'>4% to all physical resistances (requires [[#Unsung Odes_.E2.80.93_armour|Unsung Odes]]</span><br/><br />
<br/><br />
=== Violent Mage's Cloak &ndash; cloak ===<br />
<span style='color:#808080'><i>After many brawls, he decided to use his magic to improve his brawling abilities.</i></span><br/><br />
<span style='color:green'>Increases all magical damages by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 5%</span><br/><br />
<span style='color:purple'>20% increased damage with violent beatdown (requires [[#Violent Mage's Armour_.E2.80.93_armour|Violent Mage's Armour]]</span><br/><br />
<br/><br />
=== Woodland Cloak &ndash; cloak ===<br />
<span style='color:#808080'><i>Where is the elf wearing that green cloak? Has anybody seen him?</i></span><br/><br />
<span style='color:#60A0FF'>New ability: ambush</span><br/><br />
<span style='color:#60A0FF'>Movement costs through forests set to 1</span><br/><br />
<br/><br />
=== Worshipper of Darkness &ndash; cloak ===<br />
<span style='color:#808080'><i>Worshipping the heralds of Light is a heavy burden people think to be pleasant to carry.</i></span><br/><br />
<span style='color:green'>Damage decreased by 2</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#Deathaura_.E2.80.93_heals|deathaura (8)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (10)]]</span><br/><br />
<br/><br />
== craftable as any armour ==<br />
=== Blood Revenge &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>If you go spilling blood, make sure it is not your blood that would end up spilled.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:green'>Damage increased by 35% (in EASY difficulty), 30% (in MEDIUM difficulty), 25% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#retribution_.E2.80.93_dummy|retribution]]</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 3 Obsidians, 1 Topaz, 3 Opals, 4 Pearls and 1 Diamond</span><br/><br />
<br/><br />
=== Chaos &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>What had the creator of this in mind when he was designing?</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 20%</span><br/><br />
<span style='color:green'>1 more attacks</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Movement costs on frozen lands set to 1</span><br/><br />
<span style='color:#60A0FF'>New ability: skirmisher</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 1 Obsidian, 2 Topazes, 1 Opal, 1 Diamond, 4 Emeralds, 2 Sapphires and 1 Black Pearl</span><br/><br />
<br/><br />
=== Defensive Stance &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>A good defence is the best offence.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 20% (in EASY difficulty), 15% (in MEDIUM difficulty), 10% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: steadfast</span><br/><br />
<span style='color:#60A0FF'>2 fewer movement points</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 3 Obsidians and 2 Topazes</span><br/><br />
<br/><br />
=== Deflector of Light &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>Drive all light away and enjoy the darkness.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 20%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#darkens severely_.E2.80.93_illuminates|darkens severely]]</span><br/><br />
<span style='color:#60A0FF'>Sets alignment to chaotic</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 4 Obsidians, 2 Topazes, 1 Opal, 3 Diamonds, 1 Ruby and 1 Emerald</span><br/><br />
<br/><br />
=== Dugi's Ward &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>Metal is the best, especially if it's heavy enough.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 30%</span><br/><br />
<span style='color:green'>Damage increased by 15%</span><br/><br />
<span style='color:green'>1 more attacks</span><br/><br />
<span style='color:green'>Increases all magical damages by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#absorbs (3)_.E2.80.93_dummy|absorbs (3)]]</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 2 Obsidians, 2 Topazes, 2 Opals, 2 Pearls, 2 Diamonds, 2 Rubies, 4 Emeralds, 4 Amethysts, 4 Sapphires and 4 Black Pearls</span><br/><br />
<br/><br />
=== Dying Dreams &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>Have you ever dreamed of defeating me? Feel your weakness and see me recovering from everything.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:green'>1 more attacks</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#leeches_.E2.80.93_dummy|leech]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (15)]]</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 3 Obsidians, 2 Topazes, 2 Diamonds, 3 Rubies and 1 Emerald</span><br/><br />
<br/><br />
=== Hatred &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>Arm yourself with hatred, your lacking skill will not matter.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:green'>Damage increased by 8 (in EASY difficulty), 7 (in MEDIUM difficulty), 6 (in HARD difficulty)</span><br/><br />
<span style='color:green'>1 more attacks</span><br/><br />
<span style='color:#60A0FF'>5% chance to strike a devastating blow</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 1 Obsidian, 2 Topazes, 1 Opal, 1 Amethyst, 2 Sapphires and 1 Black Pearl</span><br/><br />
<br/><br />
=== Intoxicator &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>Orcish legends talk about a poison so potent that it debilitates its victims instantly.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 25%</span><br/><br />
<span style='color:green'>Damage increased by 10%</span><br/><br />
<span style='color:green'>New weapon special: poison</span><br/><br />
<span style='color:green'>New weapon special: slow</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#immune to poison_.E2.80.93_dummy|immune to poison]]</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 2 Obsidians, 3 Opals, 1 Pearl, 2 Diamonds and 2 Emeralds</span><br/><br />
<br/><br />
=== Lightning Agility &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>That speed... Nothing can hit him.</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 1 Obsidian, 3 Topazes, 3 Opals and 1 Pearl</span><br/><br />
<br/><br />
=== Mastodon &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>You will need a lot of hits to strike down a mastodon.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 20%</span><br/><br />
<span style='color:green'>Damage increased by 2</span><br/><br />
<span style='color:#60A0FF'>8 more hitpoints per level</span><br/><br />
<span style='color:#60A0FF'>6 more hitpoints per level per level</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 2 Obsidians, 1 Opal and 3 Pearls</span><br/><br />
<br/><br />
=== Murderlust &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>Killing makes you stronger, why should you stop doing it?</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 5%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#murderlust_.E2.80.93_dummy|murderlust]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#penetrates_.E2.80.93_dummy|penetrates]]</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 2 Topazes, 3 Pearls, 1 Diamond, 1 Ruby and 2 Emeralds</span><br/><br />
<br/><br />
=== Nighwalker &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>Black and transparent</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#lesser nightstalk_.E2.80.93_hides|lesser nightstalk]]</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 3 Obsidians and 1 Opal</span><br/><br />
<br/><br />
=== Perfection &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>I am from a perfect breed. Orcs are so low-born, they must be exterminated.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#misorcia_.E2.80.93_damage|misorcia]]</span><br/><br />
<span style='color:green'>Increases all magical damages by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 20%</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 2 Obsidians, 1 Topaz, 1 Opal, 1 Diamond and 2 Rubies</span><br/><br />
<br/><br />
=== Prayer &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>'I feel sick, can you help me?'<br />
'No, but I shall pray for you.'</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 15%</span><br/><br />
<span style='color:#60A0FF'>New ability: regenerates</span><br/><br />
<span style='color:#60A0FF'>New ability: cures</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 2 Topazes, 1 Opal, 3 Pearls, 3 Diamonds and 2 Rubies</span><br/><br />
<br/><br />
=== Purity &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>Glory of the pure led the nocturnal creatures away.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 15%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#improved illumination_.E2.80.93_illuminates|improved illumination]]</span><br/><br />
<span style='color:#60A0FF'>Sets alignment to lawful</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 4 Topazes, 2 Diamonds and 1 Amethyst</span><br/><br />
<br/><br />
=== Quintessence &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>'All is made of four elements.'<br />
'Master, four is not a pretty number. Why not five?'<br />
'Very well, I was testing you. There is a fifth element.'</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:#60A0FF'>Spells suck 1 health from targets with each hit</span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 10%</span><br/><br />
<span style='color:green'>Enemy resistances to cold decreased by 10%</span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 10%</span><br/><br />
<span style='color:green'>Increases all magical damages by 20%</span><br/><br />
<span style='color:purple'>New ability: regenerates (requires [[#The Essence of Magic_.E2.80.93_craftable as any weapon|The Essence of Magic]]</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 1 Topaz, 3 Opals, 1 Ruby, 2 Emeralds and 1 Amethyst</span><br/><br />
<br/><br />
=== Scourge of All Living &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>Stories talk about a disease that comes out of nowhere and no one can survive.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 30%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#cancer_.E2.80.93_dummy|cancer]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (20)]]</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 3 Obsidians, 1 Opal, 1 Pearl, 1 Diamond and 1 Emerald</span><br/><br />
<br/><br />
=== Sorcery &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>'You shall never question my power!'<br />
'Only because of that cheap decorated armour of yours?'</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:green'>Increases all magical damages by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 1 Obsidian, 1 Opal and 2 Pearls</span><br/><br />
<br/><br />
=== Spell Devourer &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>When the mighty wizard saw soldiers wearing armour protecting from his magic, he summoned undead to fight them.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 15%</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 2 Obsidians, 3 Pearls, 3 Diamonds and 2 Rubies</span><br/><br />
<br/><br />
=== Spiritual Presence &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>Run through hills, swamps and sand as if you had no body limiting you.</i></span><br/><br />
<span style='color:green'>Increases all magical damages by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 40%</span><br/><br />
<span style='color:#60A0FF'>Movement costs through forests set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs on frozen lands set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs on flat terrains set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs through dark caves set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs through mushroom groves set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs through villages set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs through castles set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs on coastal reefs set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs through swampy places set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs on hills set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs across sands set to 1</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 2 Topazes, 1 Opal, 1 Diamond, 3 Emeralds, 2 Amethysts and 1 Sapphire</span><br/><br />
<br/><br />
=== Strength &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>Why does nobody want to play handwrestling with me?</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 10%</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 1 Obsidian, 3 Topazes and 2 Opals</span><br/><br />
<br/><br />
=== The Art of War &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>If you know the enemy and you know yourself, you need not fear the outcome of a thousand battles.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 25%</span><br/><br />
<span style='color:green'>Damage increased by 3</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#NAME (INTENSITY)_.E2.80.93_leadership|damage aura (25)]]</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 2 Obsidians, 2 Topazes, 1 Opal, 1 Pearl, 3 Emeralds and 3 Sapphires</span><br/><br />
<br/><br />
=== The Godless &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>Do not justify your actions with the name of a man made deity.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 35%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 25%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 30%</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 1 Obsidian, 1 Topaz, 1 Opal, 1 Pearl, 1 Diamond, 1 Ruby and 1 Emerald</span><br/><br />
<br/><br />
=== The Shiverbringer &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>His presence brought shivers of fear to everyone who defied him. He was defeated by the insane.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 20%</span><br/><br />
<span style='color:green'>Enemy resistances to cold decreased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: regenerates</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (20)]]</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 2 Obsidians, 1 Opal, 2 Diamonds, 2 Rubies, 1 Emerald and 1 Amethyst</span><br/><br />
<br/><br />
=== Unimpalability &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>The executioner tried to impale him on a stick. It was his last mistake.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 40%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#frail tide (INTENSITY)_.E2.80.93_resistance|frail tide (15)]]</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 3 Opals and 1 Pearl</span><br/><br />
<br/><br />
=== Warheart &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>This will please my war loving heart.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 25%</span><br/><br />
<span style='color:green'>1 more attacks</span><br/><br />
<span style='color:#60A0FF'>5% chance to strike a devastating blow</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#NAME (INTENSITY)_.E2.80.93_leadership|damage aura (10)]]</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 2 Obsidians, 1 Opal, 1 Diamond, 2 Rubies and 1 Amethyst</span><br/><br />
<br/><br />
== craftable as any weapon ==<br />
=== Anger &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>If we were not born to rage, why would we have the ability to rage then?</i></span><br/><br />
<span style='color:green'>Damage increased by 30%</span><br/><br />
<span style='color:green'>30% more attacks</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#anger_.E2.80.93_attacks|anger]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 2 Obsidians, 1 Opal, 3 Rubies and 1 Emerald</span><br/><br />
<br/><br />
=== Dominion &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>Obey.</i></span><br/><br />
<span style='color:green'>Damage increased by 40% (in EASY difficulty), 20% (in MEDIUM difficulty), 0% (in HARD difficulty)</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#mind raid_.E2.80.93_dummy|mind raid]]</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 15%</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 1 Obsidian, 2 Opals, 1 Pearl, 2 Emeralds and 1 Amethyst</span><br/><br />
<br/><br />
=== Dugi's Wrath &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>The probability that somebody will get this is quite low, maybe some of my assumptions were wrong.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:green'>Damage increased by 70% (in EASY difficulty), 50% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>30% more attacks</span><br/><br />
<span style='color:#60A0FF'>Spells suck 2 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>15% chance to strike a devastating blow</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#leeches_.E2.80.93_damage|leech]]</span><br/><br />
<span style='color:green'>New weapon special: berserk</span><br/><br />
<span style='color:green'>New weapon special: charge</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#radiating insanity_.E2.80.93_dummy|radiating insanity]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#warlord's rule_.E2.80.93_dummy|warlord's rule]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#wrath_.E2.80.93_dummy|wrath]]</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 3 Obsidians, 3 Topazes, 3 Opals, 3 Pearls, 3 Diamonds, 10 Rubies, 10 Emeralds, 10 Amethysts, 10 Sapphires and 10 Black Pearls</span><br/><br />
<br/><br />
=== Equality &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>Even the weak can kill with this one.</i></span><br/><br />
<span style='color:green'>Damage increased by 7 (in EASY difficulty), 6 (in MEDIUM difficulty), 5 (in HARD difficulty)</span><br/><br />
<span style='color:green'>20% more attacks</span><br/><br />
<span style='color:green'>Increases all magical damages by 15%</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 3 Topazes and 2 Opals</span><br/><br />
<br/><br />
=== Forestburner &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>Sarah always preferred money over pristine nature.</i></span><br/><br />
<span style='color:green'>Damage increased by 40% (in EASY difficulty), 30% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#misdryadia_.E2.80.93_damage|misdryadia]]</span><br/><br />
<span style='color:green'>Increases all magical damages by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 15%</span><br/><br />
<span style='color:green'>New attack: fireball (13 - 4, fire)</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 1 Obsidian, 1 Opal, 4 Rubies and 1 Amethyst</span><br/><br />
<br/><br />
=== Gloombringer &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>One side wins, the other side loses. Both sides' widows weep.</i></span><br/><br />
<span style='color:green'>Damage increased by 80% (in EASY difficulty), 50% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:green'>30% more attacks</span><br/><br />
<span style='color:green'>New weapon special: poison</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 10%</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 2 Obsidians, 1 Topaz, 1 Ruby, 4 Emeralds and 1 Amethyst</span><br/><br />
<br/><br />
=== Guerrilla &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>Fight when you choose to fight, hide when you are hunted.</i></span><br/><br />
<span style='color:green'>Damage increased by 2</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#hit and run_.E2.80.93_dummy|hit and run]]</span><br/><br />
<span style='color:#60A0FF'>New ability: concealment</span><br/><br />
<span style='color:#60A0FF'>2 more movement points</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 1 Obsidian, 1 Topaz, 1 Opal, 1 Pearl, 1 Diamond, 2 Emeralds and 1 Sapphire</span><br/><br />
<br/><br />
=== Inferno &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>Infernal flames will devour those who are struck with the ruby-clad weapon.</i></span><br/><br />
<span style='color:green'>Damage increased by 50% (in EASY difficulty), 40% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Sets damage type to fire</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#incinerate_.E2.80.93_dummy|incinerate]]</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 20%</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 1 Obsidian, 1 Opal, 3 Rubies and 2 Emeralds</span><br/><br />
<br/><br />
=== Konrad's Might &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>No sword or shield can protect from my wrath.</i></span><br/><br />
<span style='color:green'>Damage increased by 40% (in EASY difficulty), 30% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Damage increased by 2</span><br/><br />
<span style='color:green'>New weapon special: marksman</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 3 Obsidians and 1 Topaz</span><br/><br />
<br/><br />
=== Malice &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>Dishonest combat is usually stronger.</i></span><br/><br />
<span style='color:green'>Damage increased by 25%</span><br/><br />
<span style='color:green'>Damage increased by 4</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:green'>New weapon special: backstab</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 5%</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 2 Topazes, 1 Pearl and 1 Diamond</span><br/><br />
<br/><br />
=== Marie Byrd &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>He set foot into the Land of Always Winter and named it after his wife.</i></span><br/><br />
<span style='color:green'>Damage increased by 60% (in EASY difficulty), 55% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Sets damage type to cold</span><br/><br />
<span style='color:green'>New weapon special: slow</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 40%</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<span style='color:#60A0FF'>Movement costs on frozen lands set to 1</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 1 Obsidian, 1 Pearl, 1 Diamond, 1 Emerald and 4 Sapphires</span><br/><br />
<br/><br />
=== Marrowrend &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>Let your anger penetrate into the depths of your bones.</i></span><br/><br />
<span style='color:green'>Damage increased by 40% (in EASY difficulty), 25% (in MEDIUM difficulty), 10% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Damage increased by 2</span><br/><br />
<span style='color:green'>30% more attacks</span><br/><br />
<span style='color:green'>Sets damage type to impact</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:green'>Enemy resistances to impact decreased by 20%</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#anger_.E2.80.93_attacks|anger]]</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 1 Opal, 1 Pearl, 3 Rubies and 1 Black Pearl</span><br/><br />
<br/><br />
=== Misanthropia &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>I have seen pillagers torturing children for fun. The worst of monsters are humans. They must be smitten.</i></span><br/><br />
<span style='color:green'>Damage increased by 30%</span><br/><br />
<span style='color:green'>25% more attacks</span><br/><br />
<span style='color:green'>Enemy resistances to cold decreased by 20%</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#misanthropia_.E2.80.93_damage|misanthropia]]</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#misnania_.E2.80.93_damage|misnania]]</span><br/><br />
<span style='color:green'>Increases all magical damages by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 15%</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 1 Topaz, 1 Pearl, 2 Diamonds and 1 Emerald</span><br/><br />
<br/><br />
=== Scaryface &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>Behold my countenance and tremble!</i></span><br/><br />
<span style='color:green'>Damage increased by 70% (in EASY difficulty), 50% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Damage increased by 3</span><br/><br />
<span style='color:green'>20% more attacks</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#horrid_.E2.80.93_dummy|horrid]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 40%</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 1 Obsidian, 1 Opal, 1 Amethyst and 1 Sapphire</span><br/><br />
<br/><br />
=== Soul Eclipse &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>Hide your soul and gifts of undeath await you.</i></span><br/><br />
<span style='color:green'>Damage increased by 4 (in EASY difficulty), 0 (in MEDIUM difficulty), -4 (in HARD difficulty)</span><br/><br />
<span style='color:green'>New weapon special: drain</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Unlife (immunity to poison, plague and drain)</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 3 Obsidians, 2 Topazes, 3 Diamonds, 1 Emerald and 2 Amethysts</span><br/><br />
<br/><br />
=== Soul Hunter &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>Noble cannibals do not eat corpses, they eat souls.</i></span><br/><br />
<span style='color:green'>Damage increased by 40%</span><br/><br />
<span style='color:green'>Damage increased by 1</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#murderlust_.E2.80.93_dummy|murderlust]]</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 2 Obsidians, 1 Topaz, 3 Opals and 2 Pearls</span><br/><br />
<br/><br />
=== Soul Render &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>Sticks and stones will break his bones, but this will destroy even his soul.</i></span><br/><br />
<span style='color:green'>Damage increased by 70% (in EASY difficulty), 55% (in MEDIUM difficulty), 40% (in HARD difficulty)</span><br/><br />
<span style='color:green'>30% more attacks</span><br/><br />
<span style='color:#60A0FF'>10% chance to strike a devastating blow</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#leeches_.E2.80.93_damage|leech]]</span><br/><br />
<span style='color:green'>Increases all magical damages by 30%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 20%</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 2 Obsidians, 1 Topaz, 1 Pearl, 2 Rubies, 3 Emeralds, 1 Amethyst, 2 Sapphires and 1 Black Pearl</span><br/><br />
<br/><br />
=== The End of All that Is &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>From the victim's point of view, there was no death at all.</i></span><br/><br />
<span style='color:green'>Damage increased by 40% (in EASY difficulty), 30% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:green'>20% more attacks</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#soul annihilation_.E2.80.93_damage|soul annihilation]]</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 2 Topazes, 1 Opal, 1 Pearl, 3 Diamonds, 1 Ruby, 2 Emeralds and 1 Amethyst</span><br/><br />
<br/><br />
=== The Essence of Magic &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>Fire, earth, air and water. And then there is magic.</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:green'>Sets damage type to arcane</span><br/><br />
<span style='color:green'>Increases all magical damages by 35%</span><br/><br />
<span style='color:purple'>5% to all resistances to magic (requires [[#Quintessence_.E2.80.93_craftable as any armour|Quintessence]]</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 1 Topaz, 1 Pearl, 1 Diamond and 1 Ruby</span><br/><br />
<br/><br />
=== The Lesser Lich &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>Let this skeleton be my lieutenant. They will not notice any difference.</i></span><br/><br />
<span style='color:green'>30% (in EASY difficulty), 25% (in MEDIUM difficulty), 20% (in HARD difficulty) more attacks</span><br/><br />
<span style='color:green'>Sets damage type to arcane</span><br/><br />
<span style='color:#60A0FF'>Sucks 2 health from targets with each hit</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#plague (LANGUAGE_TYPE)_.E2.80.93_plague|plague (Soulless)]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 3 Obsidians, 1 Topaz, 1 Pearl, 1 Emerald, 1 Amethyst, 2 Sapphires and 1 Black Pearl</span><br/><br />
<br/><br />
=== Thundering Revenge &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>I call this new weapon of mine.. bazooka!</i></span><br/><br />
<span style='color:green'>Damage decreased by 30% (in EASY difficulty), 40% (in MEDIUM difficulty), 50% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Sets damage type to lightning</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#explosive_.E2.80.93_damage|explosive]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#retribution_.E2.80.93_dummy|retribution]]</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 1 Topaz, 1 Pearl, 2 Rubies, 3 Emeralds and 1 Sapphire</span><br/><br />
<br/><br />
=== Widowmaker, Widowermaker &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>The number of widows will rise after this battle.</i></span><br/><br />
<span style='color:green'>Damage decreased by 10%</span><br/><br />
<span style='color:green'>New weapon special: charge</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 5%</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 1 Topaz, 1 Opal, 2 Pearls and 1 Diamond</span><br/><br />
<br/><br />
=== Wretched Defiler &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>Minimise your casualties, even at the cost of defiling corpses.</i></span><br/><br />
<span style='color:green'>Damage increased by 25%</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#plague (LANGUAGE_TYPE)_.E2.80.93_plague|plague (Soulless)]]</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 25%</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 2 Topazes, 2 Opals and 1 Pearl</span><br/><br />
<br/><br />
== dagger ==<br />
=== Chaosbringer &ndash; dagger ===<br />
<span style='color:#808080'><i>Do you like order? Shame that I do not.</i></span><br/><br />
<span style='color:green'>40% more attacks</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 (in EASY difficulty) health from targets with each hit</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#misanthropia_.E2.80.93_damage|misanthropia]]</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#misnania_.E2.80.93_damage|misnania]]</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#misdryadia_.E2.80.93_damage|misdryadia]]</span><br/><br />
<br/><br />
=== Dagger of Craving &ndash; dagger ===<br />
<span style='color:#808080'><i>Does this make you feel some sort of... bloodlust?</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#aura of hunger_.E2.80.93_dummy|aura of hunger]]</span><br/><br />
<br/><br />
=== Dagger of Shielding &ndash; dagger ===<br />
<span style='color:#808080'><i>He survived a thousand knife fights. Not because of his bravery.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:green'>New weapon special: poison</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 10%</span><br/><br />
<br/><br />
=== Dagger of Sicarii &ndash; dagger ===<br />
<span style='color:#808080'><i>An oppressed nation will find a way to have its revenge.</i></span><br/><br />
<span style='color:green'>Damage increased by 50% (in EASY difficulty), 20% (in MEDIUM difficulty), -10% (in HARD difficulty)</span><br/><br />
<span style='color:green'>25% more attacks</span><br/><br />
<span style='color:#60A0FF'>Spells suck 1 health from targets with each hit</span><br/><br />
<span style='color:green'>New weapon special: poison</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#uber backstab_.E2.80.93_damage|uber backstab]]</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#darkens_.E2.80.93_illuminates|darkens]]</span><br/><br />
<span style='color:#60A0FF'>New ability: nightstalk</span><br/><br />
<br/><br />
=== Dagger of Surprises &ndash; dagger ===<br />
<span style='color:#808080'><i>One stab to rule them all.</i></span><br/><br />
<span style='color:green'>25% more attacks</span><br/><br />
<span style='color:green'>Merges attacks</span><br/><br />
<span style='color:green'>New weapon special: backstab</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<br/><br />
=== Exterminator's Dagger &ndash; dagger ===<br />
<span style='color:#808080'><i>Slay the tyrant. Put an end to his wicked rule.</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:green'>Increases all magical damages by 15%</span><br/><br />
<span style='color:purple'>2% to all resistances (requires [[#Exterminator's Scythe_.E2.80.93_polearm|Exterminator's Scythe]]</span><br/><br />
<span style='color:purple'>2% to all resistances (requires [[#Exterminator's Knives_.E2.80.93_knife|Exterminator's Knives]]</span><br/><br />
<span style='color:purple'>2% to all resistances (requires [[#Exterminator's Ring_.E2.80.93_ring|Exterminator's Ring]]</span><br/><br />
<br/><br />
=== Exterminator's Dagger &ndash; dagger ===<br />
<span style='color:#808080'><i>Slay the tyrant. Put an end to his wicked rule.</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:green'>Increases all magical damages by 15%</span><br/><br />
<span style='color:purple'>2% to all resistances (requires [[#Exterminator's Scythe_.E2.80.93_polearm|Exterminator's Scythe]]</span><br/><br />
<span style='color:purple'>2% to all resistances (requires [[#Exterminator's Knives_.E2.80.93_knife|Exterminator's Knives]]</span><br/><br />
<span style='color:purple'>2% to all resistances (requires [[#Exterminator's Ring_.E2.80.93_ring|Exterminator's Ring]]</span><br/><br />
<br/><br />
=== Nightstalker &ndash; dagger ===<br />
<span style='color:#808080'><i>That looming darkness is a herald of his arrival. Somebody will die very soon.</i></span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#greater backstab_.E2.80.93_damage|greater backstab]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#darkens_.E2.80.93_illuminates|darkens]]</span><br/><br />
<span style='color:#60A0FF'>New ability: nightstalk</span><br/><br />
<br/><br />
=== Souldrainer &ndash; dagger ===<br />
<span style='color:#808080'><i>To kill or to preserve oneself? One has to consider the situation.</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 20%</span><br/><br />
<br/><br />
=== Straight out of Nowhere &ndash; dagger ===<br />
<span style='color:#808080'><i>Expect the unexpected. Diabolus ex machina.</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:green'>Merges attacks</span><br/><br />
<span style='color:green'>New weapon special: poison</span><br/><br />
<br/><br />
=== Survival of the Cowardliest &ndash; dagger ===<br />
<span style='color:#808080'><i>Revered men once went to war. Revered men now lay in red mud.</i></span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#greater backstab_.E2.80.93_damage|greater backstab]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#cowardice_.E2.80.93_dummy|cowardice]]</span><br/><br />
<br/><br />
=== The Psychotic's Dagger &ndash; dagger ===<br />
<span style='color:#808080'><i>I will kill you! Kill! Kill! Hahahahahahaha, aaahahahahahahaaa! Hahahaaa!</i></span><br/><br />
<span style='color:green'>30% (in EASY difficulty), 25% (in MEDIUM difficulty), 20% (in HARD difficulty) more attacks</span><br/><br />
<span style='color:green'>New weapon special: poison</span><br/><br />
<br/><br />
=== Titan's Bane &ndash; dagger ===<br />
<span style='color:#808080'><i>My blows may cause mere scratches on your skin, but it can be enough for you to die.</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:green'>Sets damage type to arcane</span><br/><br />
<span style='color:#60A0FF'>20% chance to strike a devastating blow</span><br/><br />
<br/><br />
=== Traces of Blood &ndash; dagger ===<br />
<span style='color:#808080'><i>That assassin is hard to find, but his bloody trace can be followed. Shame that it costs so many lives.</i></span><br/><br />
<span style='color:green'>Damage increased by 60% (in EASY difficulty), 50% (in MEDIUM difficulty), 40% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 (in EASY difficulty) health from targets with each hit</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#mayhem_.E2.80.93_dummy|mayhem]]</span><br/><br />
<br/><br />
== gauntlets ==<br />
=== Brawler's Triumph &ndash; gauntlets ===<br />
<span style='color:#808080'><i>It protects well... but not as much from punches.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 10%</span><br/><br />
<br/><br />
=== Chilling Touch &ndash; gauntlets ===<br />
<span style='color:#808080'><i>Unnatural clouds of dust can come and cover the sun. No heat will come and summer crops will be touched by chill.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:green'>Damage decreased by 3</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 15%</span><br/><br />
<span style='color:purple'>New ability: freezing aura (requires [[#Heart of Ice_.E2.80.93_armour|Heart of Ice]]</span><br/><br />
<span style='color:purple'>+1 base damage (requires [[#Iced Boots_.E2.80.93_boots|Iced Boots]]</span><br/><br />
<br/><br />
=== Dark Gloves of Destruction &ndash; gauntlets ===<br />
<span style='color:#808080'><i>Surviving warriors have learned that healing while fighting is necessary for survival.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 15%</span><br/><br />
<span style='color:purple'>+1 base damage (requires [[#Dark Sword of Destruction_.E2.80.93_sword|Dark Sword of Destruction]]</span><br/><br />
<span style='color:purple'>+1 base damage (requires [[#Dark Helm of Destruction_.E2.80.93_helm|Dark Helm of Destruction]]</span><br/><br />
<br/><br />
=== Draingloves &ndash; gauntlets ===<br />
<span style='color:#808080'><i>You hit, you heal. I hit, you heal. But can you heal enough?</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Spells suck 1 health from targets with each hit</span><br/><br />
<span style='color:green'>Increases all magical damages by 5%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#absorbs (1)_.E2.80.93_dummy|absorbs (1)]]</span><br/><br />
<br/><br />
=== Eidolon's Gauntlets &ndash; gauntlets ===<br />
<span style='color:#808080'><i>He hired white mages to imbue a glorious warrior with their power. The warrior thought this power came from a god.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 20%</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<span style='color:purple'>4% to cold resistance (requires [[#Eidolon's Ring_.E2.80.93_ring|Eidolon's Ring]]</span><br/><br />
<span style='color:purple'>3% to pierce resistance (requires [[#Eidolon's Necklace_.E2.80.93_amulet|Eidolon's Necklace]]</span><br/><br />
<span style='color:purple'>3% to blade resistance (requires [[#Eidolon's Armour_.E2.80.93_armour|Eidolon's Armour]]</span><br/><br />
<span style='color:purple'>4 to hitpoints (requires [[#Eidolon's Mask_.E2.80.93_helm|Eidolon's Mask]]</span><br/><br />
<span style='color:purple'>1 to damage (requires [[#Eidolon's Boots_.E2.80.93_boots|Eidolon's Boots]]</span><br/><br />
<span style='color:purple'>2% to arcane resistance (requires [[#Eidolon's Coat_.E2.80.93_cloak|Eidolon's Coat]]</span><br/><br />
<span style='color:purple'>New ability: Steals (requires [[#Eidolon's Sword_.E2.80.93_sword|Eidolon's Sword]]</span><br/><br />
<br/><br />
=== Fiery Blood &ndash; gauntlets ===<br />
<span style='color:#808080'><i>Red is the fire. Red is the blood. I am not sure which of them is pouring.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:green'>1 more attacks</span><br/><br />
<span style='color:green'>Sets damage type to fire</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<br/><br />
=== Grim Trigger &ndash; gauntlets ===<br />
<span style='color:#808080'><i>If someone throws stones at you, make an example out of him and no one will ever dare again.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#triggerable_.E2.80.93_dummy|triggerable]]</span><br/><br />
<br/><br />
=== Hands of Sorrow &ndash; gauntlets ===<br />
<span style='color:#808080'><i>He grew up as a mercenary bound to obey any command. Remorse led him to distant corners where he died, miserable and alone.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>5% chance to strike a devastating blow</span><br/><br />
<span style='color:#60A0FF'>Movement costs on frozen lands set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs through dark caves set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs through mushroom groves set to 1</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (5)]]</span><br/><br />
<br/><br />
=== Heavy Gauntlets &ndash; gauntlets ===<br />
<span style='color:#808080'><i>How the hell do you fight with this?</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<br/><br />
=== Heavy Gauntlets of Virility &ndash; gauntlets ===<br />
<span style='color:#808080'><i>It protects you well, but are you sure that you can lift a weapon with that?</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>4 more hitpoints per level per level</span><br/><br />
<br/><br />
=== Hellslash &ndash; gauntlets ===<br />
<span style='color:#808080'><i>Careful about him, you will get hurt even if he is not attacking you.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#cleave_.E2.80.93_damage|cleave]] (melee attacks only)</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 5%</span><br/><br />
<br/><br />
=== Mighty Gauntlets &ndash; gauntlets ===<br />
<span style='color:#808080'><i>Like any other visitor, he put his sword on a rack outside. His mighty fists were deadly enough.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<br/><br />
=== Quick Gauntlets &ndash; gauntlets ===<br />
<span style='color:#808080'><i>Quick hands are the best defence.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:green'>1 more attacks</span><br/><br />
<span style='color:green'>Increases all magical damages by 5%</span><br/><br />
<br/><br />
=== Rationality &ndash; gauntlets ===<br />
<span style='color:#808080'><i>Magic is just very well made quackery.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:green'>Sets damage type to blade</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 15%</span><br/><br />
<br/><br />
=== Soul Thrash &ndash; gauntlets ===<br />
<span style='color:#808080'><i>'My life is in ruins, if I die, I cannot lose anything.'<br />
Then he saw this item.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:green'>Damage decreased by 30% (in EASY difficulty), 40% (in MEDIUM difficulty), 50% (in HARD difficulty)</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#soul thrash_.E2.80.93_damage|soul thrash]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#wrath_.E2.80.93_dummy|wrath]]</span><br/><br />
<br/><br />
=== Stormgrip &ndash; gauntlets ===<br />
<span style='color:#808080'><i>You are an evil overlord, armoured and shielded against everything? I will slay you anyway.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:green'>Sets damage type to lightning</span><br/><br />
<span style='color:#60A0FF'>5% chance to strike a devastating blow</span><br/><br />
<br/><br />
=== The Touch of Death &ndash; gauntlets ===<br />
<span style='color:#808080'><i>There is no touch of death. But you can take your time to aim at the windpipe from the correct angle...</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:green'>Damage increased by 20 (in EASY difficulty), 18 (in MEDIUM difficulty), 16 (in HARD difficulty)</span><br/><br />
<span style='color:green'>4 fewer attacks</span><br/><br />
<br/><br />
=== Unspoken Words &ndash; gauntlets ===<br />
<span style='color:#808080'><i>No matter how wise you are, your words once shall be forgotten. But meaning may remain.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 5%</span><br/><br />
<span style='color:green'>Enemy resistances to cold decreased by 5%</span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 5%</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:purple'>4% to all physical resistances (requires [[#Unseen Writings_.E2.80.93_cloak|Unseen Writings]]</span><br/><br />
<span style='color:purple'>4% to magical resistances (requires [[#Unthought Memories_.E2.80.93_amulet|Unthought Memories]]</span><br/><br />
<span style='color:purple'>2% to all resistances (requires [[#Unsung Odes_.E2.80.93_armour|Unsung Odes]]</span><br/><br />
<br/><br />
== gem ==<br />
=== Amethyst &ndash; gem ===<br />
<span style='color:#808080'><i>These purple precious stones always attracted people for their massive magical power. However, its use as decoration by those without any knowledge of magic is widespread.</i></span><br/><br />
<br/><br />
=== Black Pearl &ndash; gem ===<br />
<span style='color:#808080'><i>Black pearls are legendarily rare and powerful items, investigated because of its powers reaching beyond the borders of standard magic.</i></span><br/><br />
<br/><br />
=== Diamond &ndash; gem ===<br />
<span style='color:#808080'><i>This colourless precious stone is known to be the hardest mineral, but it is too fragile to be used in weapons or armour as a hard material. However, it very useful due to its magical properties.</i></span><br/><br />
<br/><br />
=== Emerald &ndash; gem ===<br />
<span style='color:#808080'><i>Diamonds tainted with copper salts are coloured green and possess huge magical power. However, it is uneasy to extract it.</i></span><br/><br />
<br/><br />
=== Obsidian &ndash; gem ===<br />
<span style='color:#808080'><i>Although this gem looks interesting in appearance, its magical power is limited. However, in combination with other gems, it can find some use.</i></span><br/><br />
<br/><br />
=== Opal &ndash; gem ===<br />
<span style='color:#808080'><i>This is the least rare of precious gems, but it can be still used to craft useful items.</i></span><br/><br />
<br/><br />
=== Pearl &ndash; gem ===<br />
<span style='color:#808080'><i>This is one of the few kinds of precious gems that are grown, and not created by volcanic or tectonic processes. It has a wide use in decorating things or granting them magical properties.</i></span><br/><br />
<br/><br />
=== Ruby &ndash; gem ===<br />
<span style='color:#808080'><i>This is a diamond containing other minerals, that make its colour bright red. Its magical power is strong, and it can be used to create powerful magical things.</i></span><br/><br />
<br/><br />
=== Sapphire &ndash; gem ===<br />
<span style='color:#808080'><i>This incredibly rare colour variation is highly sought after for its incredible magical power.</i></span><br/><br />
<br/><br />
=== Topaz &ndash; gem ===<br />
<span style='color:#808080'><i>Although this gem looks interesting in appearance, its magical power is not really remarkable, but its importance for magical gem combination is not to be neglected.</i></span><br/><br />
<br/><br />
== gold ==<br />
=== 100 gold &ndash; gold ===<br />
<span style='color:#808080'><i>Why conquer when you can buy?</i></span><br/><br />
<span style='color:#808080'><i>100 gold</i></span><br/><br />
<br/><br />
=== 200 gold &ndash; gold ===<br />
<span style='color:#808080'><i>Money will not buy you anything. It is you who has to buy it for money.</i></span><br/><br />
<span style='color:#808080'><i>200 gold</i></span><br/><br />
<br/><br />
=== 50 gold &ndash; gold ===<br />
<span style='color:#808080'><i>Money is more powerful than magic.</i></span><br/><br />
<span style='color:#808080'><i>50 gold</i></span><br/><br />
<br/><br />
== helm ==<br />
=== Apricity &ndash; helm ===<br />
<span style='color:#808080'><i>In winter, the burning sun is actually enjoyable.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 20%</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== Crown of the King &ndash; helm ===<br />
<span style='color:#808080'><i>The masses obeyed the one who had the crown. Whoever it was.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:green'>Increases all magical damages by 15%</span><br/><br />
<span style='color:purple'>New Ability: cantor (requires [[#Ring of the King_.E2.80.93_ring|Ring of the King]]</span><br/><br />
<span style='color:purple'>+1 to base attacks (requires [[#Armour of the King_.E2.80.93_armour|Armour of the King]]</span><br/><br />
<span style='color:purple'>1 more movement point (requires [[#Sceptre of the King_.E2.80.93_mace|Sceptre of the King]]</span><br/><br />
<br/><br />
=== Cunctator's Helmet &ndash; helm ===<br />
<span style='color:#808080'><i>If you command Cunctator to attack immediately, he will not obey.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 25%</span><br/><br />
<span style='color:green'>Damage decreased by 10% (in EASY difficulty), 20% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (15)]]</span><br/><br />
<span style='color:purple'>New ability: careful (10) (requires [[#Cunctator's sword_.E2.80.93_sword|Cunctator's Sword]]</span><br/><br />
<span style='color:purple'>New ability: 10% to physical resistances (requires [[#Cunctator's Armour_.E2.80.93_armour|Cunctator's Armour]]</span><br/><br />
<br/><br />
=== Dark Helm of Destruction &ndash; helm ===<br />
<span style='color:#808080'><i>Deadly warriors wear even offensive armour.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:green'>1 more attacks</span><br/><br />
<span style='color:purple'>+1 base damage (requires [[#Dark Sword of Destruction_.E2.80.93_sword|Dark Sword of Destruction]]</span><br/><br />
<span style='color:purple'>+1 base damage (requires [[#Dark Gloves of Destruction_.E2.80.93_gauntlets|Dark Gloves of Destruction]]</span><br/><br />
<br/><br />
=== Diadem of the Dark Headmaster &ndash; helm ===<br />
<span style='color:#808080'><i>He presides. He protects. He teaches. He attacks.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>Spells suck 1 health from targets with each hit</span><br/><br />
<span style='color:green'>Enemy resistances to cold decreased by 10%</span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 10%</span><br/><br />
<br/><br />
=== Eidolon's Mask &ndash; helm ===<br />
<span style='color:#808080'><i>His experience showed him that if dead are all around, people need a champion. Otherwise they fall without resistance.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 10%</span><br/><br />
<span style='color:purple'>4% to cold resistance (requires [[#Eidolon's Ring_.E2.80.93_ring|Eidolon's Ring]]</span><br/><br />
<span style='color:purple'>3% to pierce resistance (requires [[#Eidolon's Necklace_.E2.80.93_amulet|Eidolon's Necklace]]</span><br/><br />
<span style='color:purple'>3% to blade resistance (requires [[#Eidolon's Armour_.E2.80.93_armour|Eidolon's Armour]]</span><br/><br />
<span style='color:purple'>1 to damage (requires [[#Eidolon's Gauntlets_.E2.80.93_gauntlets|Eidolon's Gauntlets]]</span><br/><br />
<span style='color:purple'>2% to arcane resistance (requires [[#Eidolon's Coat_.E2.80.93_cloak|Eidolon's Coat]]</span><br/><br />
<span style='color:purple'>New ability: Mockery (requires [[#Eidolon's Sword_.E2.80.93_sword|Eidolon's Sword]]</span><br/><br />
<br/><br />
=== False Paradise &ndash; helm ===<br />
<span style='color:#808080'><i>Their society was almost utopian. They grew lazy and weak and became an easy prey for invaders.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 20%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#regenerates (VALUE)_.E2.80.93_regenerate|regenerates (24)]]</span><br/><br />
<span style='color:#60A0FF'>3 (in EASY difficulty), 4 (in MEDIUM difficulty), 5 (in HARD difficulty) fewer movement points</span><br/><br />
<br/><br />
=== Helmet of Paladins &ndash; helm ===<br />
<span style='color:#808080'><i>Let the light show you the way into the darkness that you can enlighten.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: illuminates</span><br/><br />
<br/><br />
=== Irongut Helmet &ndash; helm ===<br />
<span style='color:#808080'><i>'Are those berries edible?'<br />
'Who cares?'</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 5%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#immune to poison_.E2.80.93_dummy|immune to poison]]</span><br/><br />
<br/><br />
=== King Salmon's Crown &ndash; helm ===<br />
<span style='color:#808080'><i>What? The king has a known name? Now I can no longer call him what I want...</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 30%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<br/><br />
=== Man with a Vision &ndash; helm ===<br />
<span style='color:#808080'><i>His vision has the potential to bring sorrow and eternal tears to some</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:green'>Damage increased by 10%</span><br/><br />
<br/><br />
=== Mask of Famine &ndash; helm ===<br />
<span style='color:#808080'><i>His hunger... it feeds on everyone nearby!</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 5%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#leeches_.E2.80.93_dummy|leech]]</span><br/><br />
<br/><br />
=== Mask of Insanity &ndash; helm ===<br />
<span style='color:#808080'><i>Insanity allows doing things that could not be done otherwise, but at a great cost.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#lesser berserk (COUNT)_.E2.80.93_berserk|lesser berserk (2)]] (melee attacks only)</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<br/><br />
=== Mask of the Demiurge &ndash; helm ===<br />
<span style='color:#808080'><i>Souls and magic are crafted into a world that obeys strict laws.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#antimagic (INTENSITY)_.E2.80.93_resistance|antimagic (20)]]</span><br/><br />
<br/><br />
=== Mental Sheath &ndash; helm ===<br />
<span style='color:#808080'><i>You can never touch my spirit, you can never catch my soul.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 20%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#absorbs (1)_.E2.80.93_dummy|absorbs (1)]]</span><br/><br />
<br/><br />
=== Mind Assisting Element &ndash; helm ===<br />
<span style='color:#808080'><i>This soulless clockwork wonder seems to somehow have a mind of its own.</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 15%</span><br/><br />
<br/><br />
=== Misery's Crown &ndash; helm ===<br />
<span style='color:#808080'><i>Do not bring your misery down on me.</i></span><br/><br />
<span style='color:#60A0FF'>Decreases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#conviction (INTENSITY)_.E2.80.93_resistance|conviction (15)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#leeches_.E2.80.93_dummy|leech]]</span><br/><br />
<br/><br />
=== Rherraent's Helm &ndash; helm ===<br />
<span style='color:#808080'><i>Look at your foes face to face,<br />
defeat your foes mace to face.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 5%</span><br/><br />
<span style='color:purple'>1 more movement point (requires [[#Rherraent's Sword_.E2.80.93_sword|Rherraent's Sword]]</span><br/><br />
<span style='color:purple'>12 more hitpoints (requires [[#Rherraent's Armour_.E2.80.93_armour|Rherraent's Armour]]</span><br/><br />
<span style='color:purple'>12 more hitpoints (requires [[#Rherraent's Ring_.E2.80.93_ring|Rherraent's Ring]]</span><br/><br />
<br/><br />
=== Royal Diadem &ndash; helm ===<br />
<span style='color:#808080'><i>Even a fake king can lead soldiers into victory.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: royalty</span><br/><br />
<br/><br />
=== Shako &ndash; helm ===<br />
<span style='color:#808080'><i>Nobody would wear this helmet if it was not for its magic.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 10%</span><br/><br />
<span style='color:green'>Increases all magical damages by 20%</span><br/><br />
<br/><br />
=== Static Float &ndash; helm ===<br />
<span style='color:#808080'><i>This one will be destroyed only at the end of times.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>New ability: submerge</span><br/><br />
<br/><br />
=== Steel Helmet &ndash; helm ===<br />
<span style='color:#808080'><i>'What is this thing good for?'<br />
'Nothing special.'</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 5%</span><br/><br />
<br/><br />
=== The Jester &ndash; helm ===<br />
<span style='color:#808080'><i>We needed better entertainment. They're in flames now.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 2%</span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 10%</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#incinerate_.E2.80.93_dummy|incinerate]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<br/><br />
=== The Sick Face &ndash; helm ===<br />
<span style='color:#808080'><i>He looks sick. Killing him will be easy, just try not to catch whatever he has.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:green'>New weapon special: poison (melee attacks only)</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#radiation_.E2.80.93_dummy|radiation]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#dark aura_.E2.80.93_dummy|dark aura]]</span><br/><br />
<span style='color:#60A0FF'>16 fewer hitpoints per level</span><br/><br />
<br/><br />
=== Virtual Void &ndash; helm ===<br />
<span style='color:#808080'><i>The pure shall be overridden.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:green'>Damage increased by 4</span><br/><br />
<span style='color:green'>Sets damage type to cold</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<br/><br />
=== Visions of Cruelty &ndash; helm ===<br />
<span style='color:#808080'><i>There is cruelty. As far as I can see, cruelty is everywhere.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:green'>Damage increased by 20% (in EASY difficulty), 15% (in MEDIUM difficulty), 10% (in HARD difficulty)</span><br/><br />
<br/><br />
=== What no man should know &ndash; helm ===<br />
<span style='color:#808080'><i>I saw a man, frozen solid in a midsummer day. He had this pretty helmet, let me try it on...</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 20%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#frostbite_.E2.80.93_dummy|frostbite]]</span><br/><br />
<span style='color:#60A0FF'>New ability: regenerates</span><br/><br />
<br/><br />
=== Wisdom of the Ages &ndash; helm ===<br />
<span style='color:#808080'><i>There is no ancient wisdom. Knowledge must be created in present.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 (in EASY difficulty) health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Spells suck 1 health from targets with each hit</span><br/><br />
<span style='color:green'>Enemy resistances to cold decreased by 10%</span><br/><br />
<span style='color:purple'>+1 to base attacks (requires [[#Search for Wisdom_.E2.80.93_boots|Search for Wisdom]]</span><br/><br />
<span style='color:purple'>+2 base damage (requires [[#Tracking the Lost Knowledge_.E2.80.93_cloak|Tracking the Lost Knowledge]]</span><br/><br />
<br/><br />
== knife ==<br />
=== Blade Juggler &ndash; knife ===<br />
<span style='color:#808080'><i>He threw a dozen knives into the air, catching and throwing them one by one.</i></span><br/><br />
<span style='color:green'>Damage decreased by 25%</span><br/><br />
<span style='color:green'>100% (in EASY difficulty), 85% (in MEDIUM difficulty), 70% (in HARD difficulty) more attacks</span><br/><br />
<span style='color:green'>Sets damage type to cold</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 5%</span><br/><br />
<br/><br />
=== Exterminator's Knives &ndash; knife ===<br />
<span style='color:#808080'><i>It may be hard to get close enough.</i></span><br/><br />
<span style='color:green'>Damage increased by 40%</span><br/><br />
<span style='color:green'>Sets damage type to cold</span><br/><br />
<span style='color:purple'>+1 to base ranged damage (requires [[#Exterminator's Scythe_.E2.80.93_polearm|Exterminator's Scythe]]</span><br/><br />
<span style='color:purple'>16 more hitpoints (requires [[#Exterminator's Dagger_.E2.80.93_dagger|Exterminator's Dagger]]</span><br/><br />
<span style='color:purple'>+1 to base attacks (requires [[#Exterminator's Ring_.E2.80.93_ring|Exterminator's Ring]]</span><br/><br />
<br/><br />
=== Exterminator's Knives &ndash; knife ===<br />
<span style='color:#808080'><i>It may be hard to get close enough.</i></span><br/><br />
<span style='color:green'>Damage increased by 40%</span><br/><br />
<span style='color:green'>Sets damage type to cold</span><br/><br />
<span style='color:purple'>+1 to base ranged damage (requires [[#Exterminator's Scythe_.E2.80.93_polearm|Exterminator's Scythe]]</span><br/><br />
<span style='color:purple'>16 more hitpoints (requires [[#Exterminator's Dagger_.E2.80.93_dagger|Exterminator's Dagger]]</span><br/><br />
<span style='color:purple'>+1 to base attacks (requires [[#Exterminator's Ring_.E2.80.93_ring|Exterminator's Ring]]</span><br/><br />
<br/><br />
=== Glowing Flight &ndash; knife ===<br />
<span style='color:#808080'><i>The pragmatic baron sent an assassin to kill a necromancer. It was not a bad idea.</i></span><br/><br />
<span style='color:green'>Damage increased by 40%</span><br/><br />
<span style='color:green'>40% more attacks</span><br/><br />
<span style='color:green'>Sets damage type to arcane</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<br/><br />
=== Glowing Flight &ndash; knife ===<br />
<span style='color:#808080'><i>The pragmatic baron sent an assassin to kill a necromancer. It was not a bad idea.</i></span><br/><br />
<span style='color:green'>Damage increased by 40%</span><br/><br />
<span style='color:green'>40% more attacks</span><br/><br />
<span style='color:green'>Sets damage type to arcane</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<br/><br />
=== Rigor Mortis &ndash; knife ===<br />
<span style='color:#808080'><i>Freeze! I need to aim!</i></span><br/><br />
<span style='color:green'>Damage increased by 4 (in EASY difficulty), 3 (in MEDIUM difficulty), 2 (in HARD difficulty)</span><br/><br />
<span style='color:green'>15% more attacks</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#focused_.E2.80.93_chance_to_hit|focused]]</span><br/><br />
<br/><br />
=== Shredder &ndash; knife ===<br />
<span style='color:#808080'><i>Doing gruesome things to your enemies will enhance their fear and make them weak.</i></span><br/><br />
<span style='color:green'>Damage increased by 50% (in EASY difficulty), 40% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>20% more attacks</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#horrid_.E2.80.93_dummy|horrid]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 5%</span><br/><br />
<br/><br />
=== Soul Drinker &ndash; knife ===<br />
<span style='color:#808080'><i>The wounded assassin hid in the shadows. Only thrown knives could be seen. Then, he returned healthy.</i></span><br/><br />
<span style='color:green'>Damage decreased by 20%</span><br/><br />
<span style='color:green'>80% (in EASY difficulty), 65% (in MEDIUM difficulty), 50% (in HARD difficulty) more attacks</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 15%</span><br/><br />
<br/><br />
=== Spectral Jet &ndash; knife ===<br />
<span style='color:#808080'><i>When you die, you should not expect your soul to go where you think it belongs.</i></span><br/><br />
<span style='color:green'>Damage decreased by 20% (in EASY difficulty), 25% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#plague (LANGUAGE_TYPE)_.E2.80.93_plague|plague (Ghost)]]</span><br/><br />
<br/><br />
=== Spineripper &ndash; knife ===<br />
<span style='color:#808080'><i>Look at that exposed back.</i></span><br/><br />
<span style='color:green'>25% more attacks</span><br/><br />
<span style='color:green'>New weapon special: poison</span><br/><br />
<span style='color:green'>New weapon special: backstab</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#mayhem_.E2.80.93_dummy|mayhem]]</span><br/><br />
<br/><br />
=== The Crusher &ndash; knife ===<br />
<span style='color:#808080'><i>I will send my assassins to slay the lich. You will gear them properly.</i></span><br/><br />
<span style='color:green'>Damage increased by 60% (in EASY difficulty), 45% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Sets damage type to impact</span><br/><br />
<br/><br />
=== The Shrapnel Knife &ndash; knife ===<br />
<span style='color:#808080'><i>I can hit all four of you with a single knife, hehe.</i></span><br/><br />
<span style='color:green'>Damage increased by 45% (in EASY difficulty), 35% (in MEDIUM difficulty), 25% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 15%</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== The Vile Knife &ndash; knife ===<br />
<span style='color:#808080'><i>Wounds heal, poison remains.</i></span><br/><br />
<span style='color:green'>Damage increased by 25% (in EASY difficulty), 15% (in MEDIUM difficulty), 5% (in HARD difficulty)</span><br/><br />
<span style='color:green'>40% more attacks</span><br/><br />
<span style='color:green'>Sets damage type to cold</span><br/><br />
<span style='color:green'>New weapon special: poison</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#greater backstab_.E2.80.93_damage|greater backstab]]</span><br/><br />
<br/><br />
== limited ==<br />
=== Al-Fuṣūl wa al-ghāyāt &ndash; limited ===<br />
<span style='color:#808080'><i>They would not have accepted a spoken lie,<br />
but whips were raised to strike them,<br />
traditions were brought to them.</i></span><br/><br />
<span style='color:purple'>10% to arcane resistance (requires [[#Theophrastus Redivivus_.E2.80.93_limited|Theophrastus Redivivus]]</span><br/><br />
<span style='color:purple'>New ability: frail tide (10) (requires [[#Treatise of the Three Impostors_.E2.80.93_limited|Treatise of the Three Impostors]]</span><br/><br />
<br/><br />
=== Blue orb of dragonflame &ndash; limited ===<br />
<span style='color:#808080'><i>'Have you ever seen something like this?'<br />
'No, I will never see anything like this.'</i></span><br/><br />
<span style='color:green'>2 more attacks</span><br/><br />
<span style='color:green'>Sets damage type to fire</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 30%</span><br/><br />
<br/><br />
=== Book of Courage &ndash; limited ===<br />
<span style='color:#808080'><i>Daniel was looking for this book. But it was in a dark corner.</i></span><br/><br />
<span style='color:green'>Unit becomes fearless</span><br/><br />
<br/><br />
=== Book of Fireballs &ndash; limited ===<br />
<span style='color:#808080'><i>Burn, incinerate, scorch, see your foes turn to ash.</i></span><br/><br />
<span style='color:orange'>New advancements: Casting fireballs, from basic casting to explosive damages</span><br/><br />
<br/><br />
=== Book of Herbal Tinctures and Malignancies &ndash; limited ===<br />
<span style='color:#808080'><i>Like real cures are not needed to get payment for healing, real poison is not needed to harm.</i></span><br/><br />
<span style='color:orange'>New advancements: Poisons and cures</span><br/><br />
<br/><br />
=== Book of Magical Swordplay &ndash; limited ===<br />
<span style='color:#808080'><i>It is not strength or motivation that makes a great warrior. It is the skill.</i></span><br/><br />
<span style='color:orange'>New advancements: Fencing techniques, offensive and also defensive</span><br/><br />
<br/><br />
=== Glitch Item &ndash; limited ===<br />
<span style='color:#808080'><i>Everything can fail. Regardless of the amount of polishing done.</i></span><br/><br />
<span style='color:red'>New obligation: Report this bug on the forums</span><br/><br />
<br/><br />
=== Guide to Lycanthropy &ndash; limited ===<br />
<span style='color:#808080'><i>Search your memories and find the monster you are.</i></span><br/><br />
<span style='color:orange'>New advancements: Abilities that allow a transformation into powerful animal forms</span><br/><br />
<br/><br />
=== Heart of Darkness &ndash; limited ===<br />
<span style='color:#808080'><i>Find your dark subconscience and embrace it.</i></span><br/><br />
<span style='color:orange'>New advancements: Various wicked spells</span><br/><br />
<br/><br />
=== How to be an Overlord &ndash; limited ===<br />
<span style='color:#808080'><i>Attack! Attack! Attack!</i></span><br/><br />
<span style='color:orange'>New advancements: Leadership-like abilities</span><br/><br />
<br/><br />
=== Koschei's Journal &ndash; limited ===<br />
<span style='color:#808080'><i>The princess asked him where his soul was hidden. The prince found it.</i></span><br/><br />
<span style='color:orange'>New advancements: Powerful improvements to spells</span><br/><br />
<br/><br />
=== Orb of Demonic Wrath &ndash; limited ===<br />
<span style='color:#808080'><i>Live for the spite, serve the rage, love the hate, drink the anger, embrace the loathing,<br />
pet the resentment, enjoy the scorning, cuddle the abhorrence, kiss all the foul.</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#wrath_.E2.80.93_dummy|wrath]]</span><br/><br />
<br/><br />
=== Raijer's Bloody Field &ndash; limited ===<br />
<span style='color:#808080'><i>Those who are the first of their kinds are often the mightiest of them.</i></span><br/><br />
<span style='color:orange'>New advancements: Techniques of extracting the victims's soul and using it for own profit</span><br/><br />
<br/><br />
=== Serendipity &ndash; limited ===<br />
<span style='color:#808080'><i>'Some inventions come out of nowhere.' - Kevla the Saviour</i></span><br/><br />
<span style='color:orange'>New advancements: You never know what will be learned from here</span><br/><br />
<br/><br />
=== The Doctrine of Vindictiveness &ndash; limited ===<br />
<span style='color:#808080'><i>If they attack you, make sure they will not dare or will not exist to attack again.</i></span><br/><br />
<span style='color:orange'>New advancements: A distinctively vindictive view on combat</span><br/><br />
<br/><br />
=== The Fencer's Study &ndash; limited ===<br />
<span style='color:#808080'><i>Do you think fencing takes a lot of time to learn? Just buy this for 20 gold and see how easy it is!</i></span><br/><br />
<span style='color:orange'>New advancements: Quick mastery of fencing</span><br/><br />
<br/><br />
=== The Infidel &ndash; limited ===<br />
<span style='color:#808080'><i>Fidel is dead. Hail the Infidel.</i></span><br/><br />
<span style='color:#60A0FF'>Sets alignment to neutral</span><br/><br />
<br/><br />
=== Theophrastus Redivivus &ndash; limited ===<br />
<span style='color:#808080'><i>Difficile est negave Deos, si inconcione quaratur, sed in familliarium, sermone, en consessur facilitimum...</i></span><br/><br />
<span style='color:purple'>10% to arcane resistance (requires [[#Treatise of the Three Impostors_.E2.80.93_limited|Treatise of the Three Impostors]]</span><br/><br />
<span style='color:purple'>New ability: regenerates slightly (requires [[#Al-Fuṣūl wa al-ghāyāt_.E2.80.93_limited|Al-Fuṣūl wa al-ghāyāt]]</span><br/><br />
<br/><br />
=== Tome of Bards &ndash; limited ===<br />
<span style='color:#808080'><i>Stand up and fight<br />
Stand up and see the sky turn bright</i></span><br/><br />
<span style='color:orange'>New advancements: Techniques of inspiring allies to deal more damage</span><br/><br />
<br/><br />
=== Tome of Bards, Volume II &ndash; limited ===<br />
<span style='color:#808080'><i>Shining and so glorious<br />
The bloodline of true warriors</i></span><br/><br />
<span style='color:orange'>New advancements: Techniques of inspiring allies to fight better and annoying enemies</span><br/><br />
<br/><br />
=== Tome of Liches &ndash; limited ===<br />
<span style='color:#808080'><i>Are you fed up of mortality?</i></span><br/><br />
<span style='color:orange'>New advancements: Teachings of the dark arts of necromancy</span><br/><br />
<br/><br />
=== Tome of Liches &ndash; limited ===<br />
<span style='color:#808080'><i>Are you fed up of mortality?</i></span><br/><br />
<span style='color:orange'>New advancements: Teachings of the dark arts of necromancy</span><br/><br />
<br/><br />
=== Treatise of the Three Impostors &ndash; limited ===<br />
<span style='color:#808080'><i>However important it may be for all men to know the Truth, very few, nevertheless, are acquainted with it...</i></span><br/><br />
<span style='color:purple'>10% to arcane resistance (requires [[#Theophrastus Redivivus_.E2.80.93_limited|Theophrastus Redivivus]]</span><br/><br />
<span style='color:purple'>New ability: exile (requires [[#Al-Fuṣūl wa al-ghāyāt_.E2.80.93_limited|Al-Fuṣūl wa al-ghāyāt]]</span><br/><br />
<br/><br />
=== Wrathful Combat Techniques &ndash; limited ===<br />
<span style='color:#808080'><i>Let the anger flow through your veins.</i></span><br/><br />
<span style='color:orange'>New advancements: Techniques of using anger in battle</span><br/><br />
<br/><br />
== mace ==<br />
=== Beelzebub's Hammer &ndash; mace ===<br />
<span style='color:#808080'><i>Where is Bruce gone?</i></span><br/><br />
<span style='color:green'>Damage increased by 10% (in EASY difficulty), 25% (in MEDIUM difficulty), 40% (in HARD difficulty)</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#lord of the flies_.E2.80.93_damage|lord of the flies]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 15%</span><br/><br />
<br/><br />
=== Despicable Heroism &ndash; mace ===<br />
<span style='color:#808080'><i>Your deeds are revered, but the way you do them is damned.</i></span><br/><br />
<span style='color:green'>Damage decreased by 40% (in EASY difficulty), 50% (in MEDIUM difficulty), 55% (in HARD difficulty)</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#plague (LANGUAGE_TYPE)_.E2.80.93_plague|plague (Revenant)]]</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane decreased by 5%</span><br/><br />
<br/><br />
=== Despicable Heroism &ndash; mace ===<br />
<span style='color:#808080'><i>Your deeds are revered, but the way you do them is damned.</i></span><br/><br />
<span style='color:green'>Damage decreased by 20% (in EASY difficulty), 30% (in MEDIUM difficulty), 40% (in HARD difficulty)</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#plague (LANGUAGE_TYPE)_.E2.80.93_plague|plague (Revenant)]]</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane decreased by 5%</span><br/><br />
<br/><br />
=== Eternity's End &ndash; mace ===<br />
<span style='color:#808080'><i>Even lich lords cannot live forever.</i></span><br/><br />
<span style='color:green'>Damage increased by 40% (in EASY difficulty), 30% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Sets damage type to arcane</span><br/><br />
<span style='color:green'>Enemy resistances to blade decreased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 20%</span><br/><br />
<br/><br />
=== Fist of Anarchy &ndash; mace ===<br />
<span style='color:#808080'><i>Rebirth through devastation, freedom through bloodshed.</i></span><br/><br />
<span style='color:green'>60% (in EASY difficulty), 50% (in MEDIUM difficulty), 40% (in HARD difficulty) more attacks</span><br/><br />
<span style='color:#60A0FF'>10% chance to strike a devastating blow</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#anarchy_.E2.80.93_damage|anarchy]]</span><br/><br />
<br/><br />
=== Fleshrending Scourge &ndash; mace ===<br />
<span style='color:#808080'><i>Do not run away from me. I will catch you anyway.</i></span><br/><br />
<span style='color:green'>Damage increased by 60% (in EASY difficulty), 40% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:green'>20% more attacks</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:green'>Enemy resistances to impact decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>2 more movement points</span><br/><br />
<br/><br />
=== Godsmasher &ndash; mace ===<br />
<span style='color:#808080'><i>'With this beast, I can kill even a god!'<br />
'Crunch, munch,... burp. Anybody else thinks that it can kill dragons too?'</i></span><br/><br />
<span style='color:green'>Damage increased by 70% (in EASY difficulty), 50% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>20% more attacks</span><br/><br />
<span style='color:#60A0FF'>10% chance to strike a devastating blow</span><br/><br />
<span style='color:green'>Enemy resistances to impact decreased by 20%</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#leeches_.E2.80.93_damage|leech]]</span><br/><br />
<br/><br />
=== Godsmasher &ndash; mace ===<br />
<span style='color:#808080'><i>'With this beast, I can kill even a god!'<br />
'Crunch, munch,... burp. Anybody else thinks that it can kill dragons too?'</i></span><br/><br />
<span style='color:green'>Damage increased by 70% (in EASY difficulty), 50% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>20% more attacks</span><br/><br />
<span style='color:#60A0FF'>10% chance to strike a devastating blow</span><br/><br />
<span style='color:green'>Enemy resistances to impact decreased by 20%</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#leeches_.E2.80.93_damage|leech]]</span><br/><br />
<br/><br />
=== Gvødgührvoḧzzorghkuz &ndash; mace ===<br />
<span style='color:#808080'><i>Ürhrabgzubruprÿÿrv øẗhnäæzdaz grohruth züürd myyvöthgavrhyd...</i></span><br/><br />
<span style='color:green'>30% (in EASY difficulty), 25% (in MEDIUM difficulty), 20% (in HARD difficulty) more attacks</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#anger_.E2.80.93_attacks|anger]]</span><br/><br />
<br/><br />
=== Heathenbasher &ndash; mace ===<br />
<span style='color:#808080'><i>Dark is the night that has set to your mind, sweet is the pride that reflects in your eyes.</i></span><br/><br />
<span style='color:green'>Damage increased by 30%</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#lawful_.E2.80.93_damage|lawful]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: illuminates</span><br/><br />
<br/><br />
=== Jawbreaker &ndash; mace ===<br />
<span style='color:#808080'><i>Why are you grinning like that? It could have killed you!</i></span><br/><br />
<span style='color:green'>Damage decreased by 10% (in EASY difficulty), 20% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#mayhem_.E2.80.93_dummy|mayhem]]</span><br/><br />
<br/><br />
=== Lilith's Old Precious &ndash; mace ===<br />
<span style='color:#808080'><i>In order to be able to fight with any weapon available, Lilith swaps weapon types once per century.</i></span><br/><br />
<span style='color:green'>Damage increased by 2</span><br/><br />
<span style='color:green'>50% (in EASY difficulty), 40% (in MEDIUM difficulty), 30% (in HARD difficulty) more attacks</span><br/><br />
<span style='color:#60A0FF'>20% chance to strike a devastating blow</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#dazzle_.E2.80.93_dummy|dazzle]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#dark aura_.E2.80.93_dummy|dark aura]]</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<span style='color:#60A0FF'>24 more hitpoints per level</span><br/><br />
<br/><br />
=== Morgenstern &ndash; mace ===<br />
<span style='color:#808080'><i>The star of dawn will smash your face.</i></span><br/><br />
<span style='color:green'>Damage increased by 60%</span><br/><br />
<span style='color:green'>Sets damage type to arcane</span><br/><br />
<span style='color:green'>New weapon special: magical</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#twilightstalk_.E2.80.93_hides|twilightstalk]]</span><br/><br />
<br/><br />
=== Organ Grinder &ndash; mace ===<br />
<span style='color:#808080'><i>Keep that man away from me... Hey, keep him away! Do not flee! Aaarghh! Ehhmragehhhd...</i></span><br/><br />
<span style='color:green'>Damage increased by 8 (in EASY difficulty), 6 (in MEDIUM difficulty), 4 (in HARD difficulty)</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#mayhem_.E2.80.93_dummy|mayhem]]</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#lethargy_.E2.80.93_dummy|lethargy]]</span><br/><br />
<br/><br />
=== Preacher of Hatred &ndash; mace ===<br />
<span style='color:#808080'><i>Your descendants, ancestors and friends are demonic kin that is behind all our suffering.</i></span><br/><br />
<span style='color:green'>25% more attacks</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 10%</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#hate speech_.E2.80.93_dummy|hate speech]]</span><br/><br />
<span style='color:#60A0FF'>Sets alignment to chaotic</span><br/><br />
<br/><br />
=== Righteous Cause &ndash; mace ===<br />
<span style='color:#808080'><i>Once he starts attacking, you cannot stop him. You can only run.</i></span><br/><br />
<span style='color:green'>Damage increased by 8 (in EASY difficulty), 6 (in MEDIUM difficulty), 5 (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#zeal_.E2.80.93_resistance|zeal]]</span><br/><br />
<br/><br />
=== Sceptre of Antipater &ndash; mace ===<br />
<span style='color:#808080'><i>You can be evil even if you heal people.</i></span><br/><br />
<span style='color:#60A0FF'>20% chance to strike a devastating blow</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#chaotic_.E2.80.93_damage|chaotic]]</span><br/><br />
<span style='color:green'>Increases all magical damages by 20%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#heals +VALUE_.E2.80.93_heals|heals (16)]]</span><br/><br />
<br/><br />
=== Sceptre of the King &ndash; mace ===<br />
<span style='color:#808080'><i>The sceptre was the symbol of king's power. Using it as a weapon did not stop the assassin.</i></span><br/><br />
<span style='color:green'>Damage increased by 40% (in EASY difficulty), 30% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>20% more attacks</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:purple'>New Ability: radiation (requires [[#Crown of the King_.E2.80.93_helm|Crown of the King]]</span><br/><br />
<span style='color:purple'>+1 to base attacks (requires [[#Armour of the King_.E2.80.93_armour|Armour of the King]]</span><br/><br />
<span style='color:purple'>+2 to base damage (requires [[#Ring of the King_.E2.80.93_ring|Ring of the King]]</span><br/><br />
<br/><br />
=== The Disease and the Cure &ndash; mace ===<br />
<span style='color:#808080'><i>You are the disease. We are the cure.</i></span><br/><br />
<span style='color:green'>Damage increased by 6 (in EASY difficulty), 5 (in MEDIUM difficulty), 4 (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#NAME (INTENSITY)_.E2.80.93_leadership|damage aura (25)]]</span><br/><br />
<br/><br />
=== The Fighting Bull &ndash; mace ===<br />
<span style='color:#808080'><i>Takes a blink of an eye to anger, takes a day to calm down.</i></span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#anger_.E2.80.93_attacks|anger]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#wrath_.E2.80.93_dummy|wrath]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#triggerable_.E2.80.93_dummy|triggerable]]</span><br/><br />
<br/><br />
=== The Great Truth &ndash; mace ===<br />
<span style='color:#808080'><i>The Great Truth is that there is no Great Truth.</i></span><br/><br />
<span style='color:green'>Damage increased by 14 (in EASY difficulty), 12 (in MEDIUM difficulty), 10 (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 20%</span><br/><br />
<br/><br />
=== The Unstoppable &ndash; mace ===<br />
<span style='color:#808080'><i>No one can bargain with him. There is no way to reason with him. He feels no fear. There is nothing at all that would stop him... until the evil is banished.</i></span><br/><br />
<span style='color:green'>New weapon special: marksman</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#resistant to slow_.E2.80.93_dummy|resistant to slow]]</span><br/><br />
<br/><br />
=== Tormentor of Light &ndash; mace ===<br />
<span style='color:#808080'><i>In the absence of light, darkness and disorder rules.</i></span><br/><br />
<span style='color:green'>Damage increased by 30%</span><br/><br />
<span style='color:green'>25% more attacks</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#chaotic_.E2.80.93_damage|chaotic]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#darkens_.E2.80.93_illuminates|darkens]]</span><br/><br />
<br/><br />
=== Unrighteous Cause &ndash; mace ===<br />
<span style='color:#808080'><i>Avoid hitting too hard, it will defeat the enemy too fast and take away the fun.</i></span><br/><br />
<span style='color:green'>Damage decreased by 4</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 30%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 30%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 20%</span><br/><br />
<br/><br />
=== Wrath of the Pagan &ndash; mace ===<br />
<span style='color:#808080'><i>Law or chaos? That is just a point of view not everyone shares.</i></span><br/><br />
<span style='color:green'>Damage increased by 50% (in EASY difficulty), 40% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>30% more attacks</span><br/><br />
<span style='color:green'>New weapon special: marksman</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#chaotic and lawful_.E2.80.93_damage|chaotic and lawful]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<br/><br />
=== Wrath of the Pagan &ndash; mace ===<br />
<span style='color:#808080'><i>Law or chaos? That is just a point of view not everyone shares.</i></span><br/><br />
<span style='color:green'>Damage increased by 50% (in EASY difficulty), 40% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>30% more attacks</span><br/><br />
<span style='color:green'>New weapon special: marksman</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#chaotic and lawful_.E2.80.93_damage|chaotic and lawful]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<br/><br />
== polearm ==<br />
=== Exterminator's Scythe &ndash; polearm ===<br />
<span style='color:#808080'><i>Victims' loyals look for revenge.</i></span><br/><br />
<span style='color:green'>Damage increased by 30% (in EASY difficulty), 20% (in MEDIUM difficulty), 10% (in HARD difficulty)</span><br/><br />
<span style='color:green'>35% more attacks</span><br/><br />
<span style='color:purple'>+1 to base damage (requires [[#Exterminator's Dagger_.E2.80.93_dagger|Exterminator's Dagger]]</span><br/><br />
<span style='color:purple'>+1 to base damage (requires [[#Exterminator's Knives_.E2.80.93_knife|Exterminator's Knives]]</span><br/><br />
<span style='color:purple'>+1 to base damage (requires [[#Exterminator's Ring_.E2.80.93_ring|Exterminator's Ring]]</span><br/><br />
<br/><br />
=== Exterminator's Scythe &ndash; polearm ===<br />
<span style='color:#808080'><i>Victims' loyals look for revenge.</i></span><br/><br />
<span style='color:green'>Damage increased by 30% (in EASY difficulty), 20% (in MEDIUM difficulty), 10% (in HARD difficulty)</span><br/><br />
<span style='color:green'>35% more attacks</span><br/><br />
<span style='color:purple'>+1 to base damage (requires [[#Exterminator's Dagger_.E2.80.93_dagger|Exterminator's Dagger]]</span><br/><br />
<span style='color:purple'>+1 to base damage (requires [[#Exterminator's Knives_.E2.80.93_knife|Exterminator's Knives]]</span><br/><br />
<span style='color:purple'>+1 to base damage (requires [[#Exterminator's Ring_.E2.80.93_ring|Exterminator's Ring]]</span><br/><br />
<br/><br />
=== Xuanquang's Soul Harvest &ndash; polearm ===<br />
<span style='color:#808080'><i>Don't be afraid when seeing a bloody road. Keep calm and turn back to face the one who made it so bloody.</i></span><br/><br />
<span style='color:green'>Damage increased by 40% (in EASY difficulty), 30% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Merges attacks</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#kamikaze sprint_.E2.80.93_damage|kamikaze sprint]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 20%</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
== potion ==<br />
=== Bloodsucker's Potion &ndash; potion ===<br />
<span style='color:#808080'><i>All this blood. It is yours. You will drink it. You will guzzle it. You will choke on it. You will drown in it.</i></span><br/><br />
<span style='color:green'>New weapon special (ranged attacks only): drain</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#blood drinking_.E2.80.93_dummy|blood drinking]]</span><br/><br />
<br/><br />
=== Creepy Potion &ndash; potion ===<br />
<span style='color:#808080'><i>If you hear me better fear me, if you see me better flee me.</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#conviction (INTENSITY)_.E2.80.93_resistance|conviction (20)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (20)]]</span><br/><br />
<br/><br />
=== Fire-Forged Friend &ndash; potion ===<br />
<span style='color:#808080'><i>'I make my friends with hammer and anvil.' -Pygmaliophaestus</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 50%</span><br/><br />
<span style='color:#60A0FF'>4 fewer movement points</span><br/><br />
<br/><br />
=== Foul Potion &ndash; potion ===<br />
<span style='color:#808080'><i>It helps us greatly, but its user pays a great price.</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#unholy hunger_.E2.80.93_dummy|unholy hunger]]</span><br/><br />
<br/><br />
=== Greater Healing Potion &ndash; potion ===<br />
<span style='color:#808080'><i>This can heal almost anyone, find the one who brewed it!</i></span><br/><br />
<span style='color:orange'>This unit is completely restored, including statuses, moves and attacks.</span><br/><br />
<br/><br />
=== Healing Potion &ndash; potion ===<br />
<span style='color:#808080'><i>I am healed! More healthy than ever!</i></span><br/><br />
<span style='color:#60A0FF'>10 more hitpoints per level</span><br/><br />
<span style='color=#60A0FF'>Full heal</span><br/><br />
<br/><br />
=== Holy potion &ndash; potion ===<br />
<span style='color:#808080'><i>Grrrh! Remove this filth from this world! Rrrargh!</i></span><br/><br />
<span style='color:green'>New weapon special (melee attacks only): [[LotI_Abilities#unholybane_.E2.80.93_damage|unholybane]]</span><br/><br />
<br/><br />
=== Lesser Potion of Invisibility &ndash; potion ===<br />
<span style='color:#808080'><i>When you are defeated, search for solace in the darkness.</i></span><br/><br />
<span style='color:#60A0FF'>New ability: nightstalk</span><br/><br />
<br/><br />
=== Otherworldy Cinders &ndash; potion ===<br />
<span style='color:#808080'><i>Arise, the bird of death, burn when you die and reappear from your flames.</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 40%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#from the ashes_.E2.80.93_dummy|from the ashes]]</span><br/><br />
<br/><br />
=== Poison &ndash; potion ===<br />
<span style='color:#808080'><i>Why is this technique a taboo?</i></span><br/><br />
<span style='color:green'>New weapon special (melee attacks only): poison</span><br/><br />
<span style='color:green'>New weapon special (ranged pierce attacks only): poison</span><br/><br />
<br/><br />
=== Potion of Authority &ndash; potion ===<br />
<span style='color:#808080'><i>One gulp to rule them all!</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#leadership (as level LEVEL unit)_.E2.80.93_leadership|leadership (as level 6 unit)]]</span><br/><br />
<br/><br />
=== Potion of Mundanity &ndash; potion ===<br />
<span style='color:#808080'><i>What if magic was just a nocebo?</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 60%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 60%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 60%</span><br/><br />
<br/><br />
=== Potion of Sacrifice &ndash; potion ===<br />
<span style='color:#808080'><i>'I will need you to understand the conception of divine sacrifice.' - Luke</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#martyrdom_.E2.80.93_dummy|martyrdom]]</span><br/><br />
<br/><br />
=== Potion of Speed &ndash; potion ===<br />
<span style='color:#808080'><i>The quickest, the fastest, born under the sonic sign.</i></span><br/><br />
<span style='color:green'>1 more attacks</span><br/><br />
<span style='color:#60A0FF'>2 more movement points</span><br/><br />
<br/><br />
=== Potion of Steel Skin &ndash; potion ===<br />
<span style='color:#808080'><i>Only magic can make steel bend easily when needed. Or not?</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 25%</span><br/><br />
<br/><br />
=== Potion of the Northern Winds &ndash; potion ===<br />
<span style='color:#808080'><i>I will rule my frostbitten kingdom with an iron hand.</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#northfrost aura_.E2.80.93_dummy|northfrost aura]]</span><br/><br />
<br/><br />
=== Potion of Titanic Strength &ndash; potion ===<br />
<span style='color:#808080'><i>Cronus was the mightiest of the Titans. Only a fraction of his strength is devastating.</i></span><br/><br />
<span style='color:orange'>Increases all melee damages by 10</span><br/><br />
<br/><br />
=== Potion of Vitality &ndash; potion ===<br />
<span style='color:#808080'><i>A new life flows in the veins of those who drink this brew.</i></span><br/><br />
<span style='color:#60A0FF'>New ability: regenerates</span><br/><br />
<br/><br />
=== Spirits of a Madman's Alacrity &ndash; potion ===<br />
<span style='color:#808080'><i>Are you sane? You cannot fight so much, we will run out of enemies too soon!</i></span><br/><br />
<span style='color:orange'>1 extra attack per turn</span><br/><br />
<br/><br />
=== Stolen Potion &ndash; potion ===<br />
<span style='color:#808080'><i>I have stolen this. Now all the word is here for me to steal.</i></span><br/><br />
<span style='color:#60A0FF'>New ability: skirmisher</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#steals_.E2.80.93_dummy|steals]]</span><br/><br />
<br/><br />
=== Virulent Poison &ndash; potion ===<br />
<span style='color:#808080'><i>He is not only farting poison, he also sweats and burps it.</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#dark aura_.E2.80.93_dummy|dark aura]]</span><br/><br />
<br/><br />
== ring ==<br />
=== Angel of Death's Ring &ndash; ring ===<br />
<span style='color:#808080'><i>Death is the end, but sometimes an end is needed.</i></span><br/><br />
<span style='color:green'>Damage increased by 2</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 7%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 7%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 7%</span><br/><br />
<span style='color:purple'>+12 to hitpoints (requires [[#Cloak of the Pale Rider_.E2.80.93_cloak|Cloak of the Pale Rider]]</span><br/><br />
<span style='color:purple'>5% to all resistances (requires [[#Amulet of the Last Guide_.E2.80.93_amulet|Amulet of the Last Guide]]</span><br/><br />
<br/><br />
=== Dazzling Ring &ndash; ring ===<br />
<span style='color:#808080'><i>You were born to die blind.</i></span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#dazzle_.E2.80.93_dummy|dazzle]]</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 10%</span><br/><br />
<br/><br />
=== Eidolon's Ring &ndash; ring ===<br />
<span style='color:#808080'><i>When he was old and dying, he remembered what he could from the days he loved a necromanceress.</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane decreased by 10%</span><br/><br />
<span style='color:purple'>3% to pierce resistance (requires [[#Eidolon's Necklace_.E2.80.93_amulet|Eidolon's Necklace]]</span><br/><br />
<span style='color:purple'>3% to blade resistance (requires [[#Eidolon's Armour_.E2.80.93_armour|Eidolon's Armour]]</span><br/><br />
<span style='color:purple'>4 to hitpoints (requires [[#Eidolon's Mask_.E2.80.93_helm|Eidolon's Mask]]</span><br/><br />
<span style='color:purple'>1 to damage (requires [[#Eidolon's Gauntlets_.E2.80.93_gauntlets|Eidolon's Gauntlets]]</span><br/><br />
<span style='color:purple'>2% to arcane resistance (requires [[#Eidolon's Coat_.E2.80.93_cloak|Eidolon's Coat]]</span><br/><br />
<span style='color:purple'>New ability: Deathaura (8) (requires [[#Eidolon's Sword_.E2.80.93_sword|Eidolon's Sword]]</span><br/><br />
<br/><br />
=== Exterminator's Ring &ndash; ring ===<br />
<span style='color:#808080'><i>Hide from the revolution.</i></span><br/><br />
<span style='color:green'>Damage increased by 1</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 15%</span><br/><br />
<span style='color:purple'>+1 to base ranged damage (requires [[#Exterminator's Scythe_.E2.80.93_polearm|Exterminator's Scythe]]</span><br/><br />
<span style='color:purple'>+1 to base ranged damage (requires [[#Exterminator's Dagger_.E2.80.93_dagger|Exterminator's Dagger]]</span><br/><br />
<span style='color:purple'>2% to all resistances (requires [[#Exterminator's Knives_.E2.80.93_knife|Exterminator's Knives]]</span><br/><br />
<br/><br />
=== Exterminator's Ring &ndash; ring ===<br />
<span style='color:#808080'><i>Hide from the revolution.</i></span><br/><br />
<span style='color:green'>Damage increased by 1</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 15%</span><br/><br />
<span style='color:purple'>+1 to base ranged damage (requires [[#Exterminator's Scythe_.E2.80.93_polearm|Exterminator's Scythe]]</span><br/><br />
<span style='color:purple'>+1 to base ranged damage (requires [[#Exterminator's Dagger_.E2.80.93_dagger|Exterminator's Dagger]]</span><br/><br />
<span style='color:purple'>2% to all resistances (requires [[#Exterminator's Knives_.E2.80.93_knife|Exterminator's Knives]]</span><br/><br />
<br/><br />
=== Precious Eagle Cactus Fruit &ndash; ring ===<br />
<span style='color:#808080'><i>I need sacrifice. Be it involuntary or not.</i></span><br/><br />
<span style='color:#60A0FF'>Decreases physical resistances by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire decreased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold decreased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane decreased by 20%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#heals +VALUE_.E2.80.93_heals|heals (40)]]</span><br/><br />
<br/><br />
=== Pyromancer's Ring &ndash; ring ===<br />
<span style='color:#808080'><i>He could feed on fire and magic, spitting it back on those who tried to harm him with it.</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 5%</span><br/><br />
<span style='color:purple'>New attack: fireball (11-4 fire damage, magical) (requires [[#Pyromancer's Sword_.E2.80.93_sword|Pyromancer's Sword]]</span><br/><br />
<span style='color:purple'>Damage increased by 2 (requires [[#Pyromancer's Cloak_.E2.80.93_cloak|Pyromancer's Cloak]]</span><br/><br />
<br/><br />
=== Rherraent's Ring &ndash; ring ===<br />
<span style='color:#808080'><i>His poor widow sold his property bit by bit, and they lost their power.</i></span><br/><br />
<span style='color:green'>Enemy resistances to blade decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<span style='color:purple'>New Ability: regenerates (requires [[#Rherraent's Sword_.E2.80.93_sword|Rherraent's Sword]]</span><br/><br />
<br/><br />
=== Ring of Deathaura &ndash; ring ===<br />
<span style='color:#808080'><i>A harbinger of death from the world of witchcraft.</i></span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 10%</span><br/><br />
<span style='color:green'>Increases all magical damages by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 20%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#Deathaura_.E2.80.93_heals|deathaura (13)]]</span><br/><br />
<br/><br />
=== Ring of Devil's Doom &ndash; ring ===<br />
<span style='color:#808080'><i>The demonic magic is deadly, but you can prepare yourself to live through it.</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#absorbs (1)_.E2.80.93_dummy|absorbs (1)]]</span><br/><br />
<br/><br />
=== Ring of Dragon's Bane &ndash; ring ===<br />
<span style='color:#808080'><i>Dragons are no challenge, let us hunt scorpions instead.</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 30%</span><br/><br />
<br/><br />
=== Ring of Health &ndash; ring ===<br />
<span style='color:#808080'><i>Health is more important than body count.</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>8 more hitpoints per level per level</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#regenerates slightly_.E2.80.93_regenerate|regenerates slightly]]</span><br/><br />
<br/><br />
=== Ring of Iced Veins &ndash; ring ===<br />
<span style='color:#808080'><i>'Your hand is colder than ice! Are you sure do not need warm tea?'<br />
'No, I am fine, mom.'</i></span><br/><br />
<span style='color:green'>Sets damage type to cold</span><br/><br />
<span style='color:green'>New weapon special: slow</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 15%</span><br/><br />
<br/><br />
=== Ring of the King &ndash; ring ===<br />
<span style='color:#808080'><i>The king was greatly fond of his magical ring. He should have been more fond of his throne.</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 5%</span><br/><br />
<span style='color:purple'>New Ability: leadership (level 3) (requires [[#Armour of the King_.E2.80.93_armour|Armour of the King]]</span><br/><br />
<span style='color:purple'>+1 base damage (requires [[#Crown of the King_.E2.80.93_helm|Crown of the King]]</span><br/><br />
<span style='color:purple'>5% to all resistances (requires [[#Sceptre of the King_.E2.80.93_mace|Sceptre of the King]]</span><br/><br />
<br/><br />
=== Ring of Unearthly Existence &ndash; ring ===<br />
<span style='color:#808080'><i>Warriors were no match for him. He was no match for wizards.</i></span><br/><br />
<span style='color:green'>Damage increased by 40%</span><br/><br />
<span style='color:green'>1 more attacks</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire decreased by 30%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold decreased by 30%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane decreased by 30%</span><br/><br />
<br/><br />
=== Ring of Unearthly Existence &ndash; ring ===<br />
<span style='color:#808080'><i>Warriors were no match for him. He was no match for wizards.</i></span><br/><br />
<span style='color:green'>Damage increased by 40%</span><br/><br />
<span style='color:green'>1 more attacks</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire decreased by 30%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold decreased by 30%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane decreased by 30%</span><br/><br />
<br/><br />
=== Ring of Wisdom &ndash; ring ===<br />
<span style='color:#808080'><i>This magical artifact is one of a kind. Use it well.</i></span><br/><br />
<span style='color:green'>Increases all magical damages by 40%</span><br/><br />
<br/><br />
=== Ring of Wizard's Bane &ndash; ring ===<br />
<span style='color:#808080'><i>Nice fireworks, loser.</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 15%</span><br/><br />
<br/><br />
=== Rock Solid &ndash; ring ===<br />
<span style='color:#808080'><i>In halls of stone... walls are impassable.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<br/><br />
=== Sinister Lunacy &ndash; ring ===<br />
<span style='color:#808080'><i>If there was no lunatic causing the war, there would be no war.</i></span><br/><br />
<span style='color:green'>New weapon special: charge (melee attacks only)</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 10%</span><br/><br />
<br/><br />
=== Sparkling Ring &ndash; ring ===<br />
<span style='color:#808080'><i>Nobody knows why the yellow-green gemstone in this ring is sparkling.</i></span><br/><br />
<span style='color:green'>New weapon special: poison</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 20%</span><br/><br />
<br/><br />
=== The Alliance &ndash; ring ===<br />
<span style='color:#808080'><i>We are The Alliance! We are one!</i></span><br/><br />
<span style='color:green'>Damage increased by 1</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#alliance_.E2.80.93_leadership|alliance]]</span><br/><br />
<br/><br />
=== The Black Ring &ndash; ring ===<br />
<span style='color:#808080'><i>There were two hundreds of us before the battle. Three hundreds of us left the battlefield.</i></span><br/><br />
<span style='color:#60A0FF'>Spells suck 1 health from targets with each hit</span><br/><br />
<span style='color:green'>New weapon special: plague (melee attacks only)</span><br/><br />
<span style='color:green'>Increases all magical damages by 5%</span><br/><br />
<br/><br />
=== The gloomy Ring &ndash; ring ===<br />
<span style='color:#808080'><i>Bring sadness to your enemies by showing them how futile their effort is.</i></span><br/><br />
<span style='color:green'>Damage increased by 10%</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 20%</span><br/><br />
<span style='color:purple'>New Ability: deathaura (requires [[#The gloomy Cloak_.E2.80.93_cloak|The gloomy Cloak]]</span><br/><br />
<span style='color:purple'>New Ability: despair (requires [[#The gloomy Amulet_.E2.80.93_amulet|The gloomy Amulet]]</span><br/><br />
<br/><br />
=== The Unprecious Ring &ndash; ring ===<br />
<span style='color:#808080'><i>Sometimes a fiery or rimy blade is not what you need.</i></span><br/><br />
<span style='color:green'>Sets damage type to blade</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#struggle_.E2.80.93_chance_to_hit|struggle]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 5%</span><br/><br />
<br/><br />
=== The Warmth &ndash; ring ===<br />
<span style='color:#808080'><i>Solace from depressive gloom of northern winters when dusk follows dawn with nothing in between.</i></span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 30%</span><br/><br />
<span style='color:#60A0FF'>New ability: regenerates</span><br/><br />
<br/><br />
== sling ==<br />
=== Balls of Steel &ndash; sling ===<br />
<span style='color:#808080'><i>You will need courage in this cruel world.</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 10%</span><br/><br />
<span style='color:#60A0FF'>16 more hitpoints per level</span><br/><br />
<br/><br />
== spear ==<br />
=== Caeordwyccywyrin's Spear &ndash; spear ===<br />
<span style='color:#808080'><i>Whose spear is this?</i></span><br/><br />
<span style='color:green'>Damage increased by 4</span><br/><br />
<span style='color:green'>40% more attacks</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 5%</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== Corpsegrinder &ndash; spear ===<br />
<span style='color:#808080'><i>Mutilating dead enemies makes you forget your woes.</i></span><br/><br />
<span style='color:green'>Damage increased by 30%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#evisceration_.E2.80.93_dummy|evisceration]]</span><br/><br />
<br/><br />
=== Explosionlance &ndash; spear ===<br />
<span style='color:#808080'><i>Take that away, we need to stay silent.</i></span><br/><br />
<span style='color:green'>Damage increased by 30%</span><br/><br />
<span style='color:green'>Damage increased by 1</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#extra damage (+5; impact)_.E2.80.93_dummy|extra damage (+5; impact)]]</span><br/><br />
<br/><br />
=== Hellrake &ndash; spear ===<br />
<span style='color:#808080'><i>Flowers bloom in hell too. And every flower has its gardener.</i></span><br/><br />
<span style='color:green'>Damage increased by 60% (in EASY difficulty), 50% (in MEDIUM difficulty), 40% (in HARD difficulty)</span><br/><br />
<span style='color:green'>New weapon special: poison</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== Lightbringer's Trident &ndash; spear ===<br />
<span style='color:#808080'><i>He brought light, but it was red and searing.</i></span><br/><br />
<span style='color:green'>Damage increased by 50% (in EASY difficulty), 35% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:green'>50% more attacks</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 30%</span><br/><br />
<br/><br />
=== Odin's Spear &ndash; spear ===<br />
<span style='color:#808080'><i>Odin was a warrior, but every winter solstice, he came and brought gifts to kids.</i></span><br/><br />
<span style='color:green'>Damage increased by 50%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 20%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#immune to drain_.E2.80.93_dummy|immune to drain]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#absorbs (1)_.E2.80.93_dummy|absorbs (1)]]</span><br/><br />
<br/><br />
=== Return to the Tribe &ndash; spear ===<br />
<span style='color:#808080'><i>I may be no better, but at least I am different.</i></span><br/><br />
<span style='color:green'>Damage increased by 30%</span><br/><br />
<span style='color:green'>50% (in EASY difficulty), 40% (in MEDIUM difficulty), 30% (in HARD difficulty) more attacks</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Movement costs through forests set to 1</span><br/><br />
<br/><br />
=== Something &ndash; spear ===<br />
<span style='color:#808080'><i>Uhm... I wanted to say... ehm, that... it was... uh... basically... so now, I am saying that... uhm...</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:green'>Damage increased by 2</span><br/><br />
<span style='color:green'>30% (in EASY difficulty), 20% (in MEDIUM difficulty), 10% (in HARD difficulty) more attacks</span><br/><br />
<span style='color:green'>Enemy resistances to pierce decreased by 10%</span><br/><br />
<br/><br />
=== The Humongously Enormous Megaspear &ndash; spear ===<br />
<span style='color:#808080'><i>Small weapons are for wimps.</i></span><br/><br />
<span style='color:green'>40% (in EASY difficulty), 50% (in MEDIUM difficulty), 60% (in HARD difficulty) fewer attacks</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#hose_.E2.80.93_dummy|hose]]</span><br/><br />
<br/><br />
=== The Impaler &ndash; spear ===<br />
<span style='color:#808080'><i>Do not hide behind your comrades, just run away.</i></span><br/><br />
<span style='color:green'>Damage increased by 30%</span><br/><br />
<span style='color:green'>Enemy resistances to pierce decreased by 10%</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#pierce_.E2.80.93_dummy|pierce]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 5%</span><br/><br />
<br/><br />
=== The Original Trident of Storms &ndash; spear ===<br />
<span style='color:#808080'><i>This is no obvious fake. Is it the true one or just a better fake?</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:green'>Sets damage type to fire</span><br/><br />
<span style='color:green'>New weapon special: slow</span><br/><br />
<span style='color:green'>New attack: storm trident (14 - 4, fire)</span><br/><br />
<br/><br />
=== Wicked Spear of Cruelty &ndash; spear ===<br />
<span style='color:#808080'><i>With horror, he realised that the horse under him had joined the walking dead.</i></span><br/><br />
<span style='color:green'>Damage increased by 50% (in EASY difficulty), 40% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Sets damage type to cold</span><br/><br />
<span style='color:green'>New weapon special: plague</span><br/><br />
<br/><br />
== staff ==<br />
=== Absence of Purpose and Meaning &ndash; staff ===<br />
<span style='color:#808080'><i>Do not look for the meaning of this. There is none.</i></span><br/><br />
<span style='color:green'>Damage increased by 4</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Spells suck 1 (in EASY difficulty) health from targets with each hit</span><br/><br />
<span style='color:green'>Enemy resistances to pierce decreased by 20%</span><br/><br />
<span style='color:green'>Increases all magical damages by 20%</span><br/><br />
<span style='color:#60A0FF'>New ability: submerge</span><br/><br />
<br/><br />
=== Ashes of Dead Suns &ndash; staff ===<br />
<span style='color:#808080'><i>Things that destroy stars can destroy anything. According to one of a thousand hypotheses.</i></span><br/><br />
<span style='color:#60A0FF'>15% chance to strike a devastating blow</span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 10%</span><br/><br />
<span style='color:green'>Increases all magical damages by 25%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<br/><br />
=== Cursed Memories &ndash; staff ===<br />
<span style='color:#808080'><i>Every hero suffers from horrors of the past. Only a few can have their enemies suffer from them instead.</i></span><br/><br />
<span style='color:green'>Damage increased by 7 (in EASY difficulty), 6 (in MEDIUM difficulty), 5 (in HARD difficulty)</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#horrid_.E2.80.93_dummy|horrid]]</span><br/><br />
<span style='color:green'>Increases all magical damages by 40% (in EASY difficulty), 35% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<br/><br />
=== Dead End Road &ndash; staff ===<br />
<span style='color:#808080'><i>You will walk away from a necromancer fight. That does not imply that you will survive.</i></span><br/><br />
<span style='color:green'>Damage increased by 25%</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#greater infect_.E2.80.93_poison|greater infect]]</span><br/><br />
<span style='color:green'>Increases all magical damages by 25%</span><br/><br />
<br/><br />
=== Lethal staff &ndash; staff ===<br />
<span style='color:#808080'><i>Most elvish shamans heal. Others kill.</i></span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 15%</span><br/><br />
<span style='color:green'>Increases all magical damages by 30%</span><br/><br />
<span style='color:purple'>10% more overall damage (requires [[#Lethal Axe_.E2.80.93_axe|Lethal Axe]]</span><br/><br />
<br/><br />
=== Lethalia's Staff &ndash; staff ===<br />
<span style='color:#808080'><i>Tinebrithiel's will never be forgotten.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:green'>Damage increased by 3</span><br/><br />
<span style='color:green'>Increases all magical damages by 30%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:purple'>1 more movement point (requires [[#Lethalia's Armour_.E2.80.93_armour|Lethalia's Armour]]</span><br/><br />
<br/><br />
=== Mother de Rais &ndash; staff ===<br />
<span style='color:#808080'><i>The undead were too numerous to be burned by her fireballs. She had to jump into a river far below to save herself.</i></span><br/><br />
<span style='color:#60A0FF'>Spells suck 1 health from targets with each hit</span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 10%</span><br/><br />
<span style='color:green'>Increases all magical damages by 30% (in EASY difficulty), 25% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>Movement costs in shallow waters set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs on coastal reefs set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs through swampy places set to 1</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== Showshaunshog's Staff &ndash; staff ===<br />
<span style='color:#808080'><i>Anaximandros said that all comes from water.<br />
Showshaunshog proved him wrong by collecting condensed water from smoke.</i></span><br/><br />
<span style='color:green'>Sets damage type to fire</span><br/><br />
<span style='color:#60A0FF'>Spells suck 1 health from targets with each hit</span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 25%</span><br/><br />
<span style='color:green'>Increases all magical damages by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 15% (in EASY difficulty)</span><br/><br />
<br/><br />
=== Staff of Aimucasur &ndash; staff ===<br />
<span style='color:#808080'><i>A skeletal horde rose from the mud to take lives away. Konrad's warriors were too strong for them.</i></span><br/><br />
<span style='color:green'>Enemy resistances to cold decreased by 10%</span><br/><br />
<span style='color:green'>New weapon special: drain</span><br/><br />
<span style='color:green'>Increases all magical damages by 30%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 5%</span><br/><br />
<br/><br />
=== Staff of Circe &ndash; staff ===<br />
<span style='color:#808080'><i>Eurylochus knew he could not trust her. It saved his life.</i></span><br/><br />
<span style='color:green'>Increases all magical damages by 40% (in EASY difficulty), 35% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<br/><br />
=== Staff of Crelanu &ndash; staff ===<br />
<span style='color:#808080'><i>Crelanu's staff fell into the wrong hands before it was even made.</i></span><br/><br />
<span style='color:green'>Increases all magical damages by 40%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<br/><br />
=== Staff of Crelanu &ndash; staff ===<br />
<span style='color:#808080'><i>Crelanu's staff fell into the wrong hands before it was even made.</i></span><br/><br />
<span style='color:green'>Increases all magical damages by 40%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<br/><br />
=== Staff of Kerathur &ndash; staff ===<br />
<span style='color:#808080'><i>'I know that you have no idea who I am...' - Kerathur the Unheard Of</i></span><br/><br />
<span style='color:green'>Damage increased by 2</span><br/><br />
<span style='color:green'>70% (in EASY difficulty), 55% (in MEDIUM difficulty), 40% (in HARD difficulty) more attacks</span><br/><br />
<span style='color:green'>Increases all magical damages by 20%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 5%</span><br/><br />
<br/><br />
=== Staff of Koschei &ndash; staff ===<br />
<span style='color:#808080'><i>Koschei kidnapped a young princess. His mundane motivations caused his fall.</i></span><br/><br />
<span style='color:#60A0FF'>Spells suck 2 health from targets with each hit</span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 10%</span><br/><br />
<span style='color:green'>Enemy resistances to cold decreased by 10%</span><br/><br />
<span style='color:green'>Increases all magical damages by 20%</span><br/><br />
<span style='color:purple'>16 to Maximum Health (requires [[#Koschei's Journal_.E2.80.93_limited|Koschei's Journal]]</span><br/><br />
<br/><br />
=== Stardust &ndash; staff ===<br />
<span style='color:#808080'><i>Born from absolute destruction, craving for absolute destruction.</i></span><br/><br />
<span style='color:#60A0FF'>Sucks 1 (in EASY difficulty) health from targets with each hit</span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 10%</span><br/><br />
<span style='color:green'>Increases all magical damages by 20%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#murderlust_.E2.80.93_dummy|murderlust]]</span><br/><br />
<br/><br />
=== Static Cast &ndash; staff ===<br />
<span style='color:#808080'><i>Whenever you destroy something, do not touch it again or you will be dead on the spot.</i></span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 10%</span><br/><br />
<span style='color:green'>Enemy resistances to cold decreased by 10%</span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 10%</span><br/><br />
<span style='color:green'>Increases all magical damages by 30% (in EASY difficulty), 25% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:green'>New attack: lightning (18 - 2, lightning)</span><br/><br />
<br/><br />
=== Tears of Void &ndash; staff ===<br />
<span style='color:#808080'><i>Who made up this name? What was he thinking?</i></span><br/><br />
<span style='color:#60A0FF'>Spells suck 1 health from targets with each hit</span><br/><br />
<span style='color:green'>Increases all magical damages by 40% (in EASY difficulty), 30% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 15%</span><br/><br />
<br/><br />
=== The Killer of Great Magi &ndash; staff ===<br />
<span style='color:#808080'><i>I care not how much better you are. Your crippling overspecialisation will be your downfall.</i></span><br/><br />
<span style='color:#60A0FF'>Spells suck 1 health from targets with each hit</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 40%</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== Townsend Dark Discharge &ndash; staff ===<br />
<span style='color:#808080'><i>The right tool for a self-sustaining wizard.</i></span><br/><br />
<span style='color:green'>Damage increased by 3</span><br/><br />
<span style='color:green'>Sets damage type to lightning</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:green'>New weapon special: charge</span><br/><br />
<span style='color:green'>Increases all magical damages by 15%</span><br/><br />
<br/><br />
=== Violent Mage's Staff &ndash; staff ===<br />
<span style='color:#808080'><i>He was not a bad mage, but he enjoyed hitting enemies with hard objects a bit too much.</i></span><br/><br />
<span style='color:green'>20% more attacks</span><br/><br />
<span style='color:#60A0FF'>Spells suck 1 health from targets with each hit</span><br/><br />
<span style='color:purple'>New ability: firecast (requires the two other Violent Mage's items)</span><br/><br />
<br/><br />
=== Virtue of Hope &ndash; staff ===<br />
<span style='color:#808080'><i>See the ones who know.</i></span><br/><br />
<span style='color:green'>Increases all magical damages by 25%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>4 more hitpoints per level per level</span><br/><br />
<br/><br />
== sword ==<br />
=== Aevyn's Wrath &ndash; sword ===<br />
<span style='color:#808080'><i>I cannot quite figure out how to use this thing.</i></span><br/><br />
<span style='color:green'>Damage decreased by 20% (in EASY difficulty), 30% (in MEDIUM difficulty), 40% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#anger_.E2.80.93_attacks|anger]]</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#horrid_.E2.80.93_dummy|horrid]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (10)]]</span><br/><br />
<br/><br />
=== Avenging Fire &ndash; sword ===<br />
<span style='color:#808080'><i>Burn! Let the hair catch fire and help the skin burn. Ignite the skin and help the flesh burn.</i></span><br/><br />
<span style='color:green'>Sets damage type to fire</span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#flaming radiance_.E2.80.93_dummy|flaming radiance]]</span><br/><br />
<br/><br />
=== Blade of Turisas &ndash; sword ===<br />
<span style='color:#808080'><i>Every nation had its god of war. Or was it just one with many names?</i></span><br/><br />
<span style='color:green'>Damage increased by 50% (in EASY difficulty), 35% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 10%</span><br/><br />
<br/><br />
=== Brightslash &ndash; sword ===<br />
<span style='color:#808080'><i>He came like a shining star,<br />
allied with the sun,<br />
he smote the villains,<br />
and saved the righteous.</i></span><br/><br />
<span style='color:green'>Damage increased by 50% (in EASY difficulty), 35% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#absorbs (2)_.E2.80.93_dummy|absorbs (2)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: cures</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#regenerates (VALUE)_.E2.80.93_regenerate|regenerates (16)]]</span><br/><br />
<br/><br />
=== Claymore &ndash; sword ===<br />
<span style='color:#808080'><i>I am done with you, go away!</i></span><br/><br />
<span style='color:green'>Damage increased by 10%</span><br/><br />
<span style='color:green'>Damage increased by 2</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#knockback_.E2.80.93_damage|knockback]]</span><br/><br />
<br/><br />
=== Colossally Colossal Arch-Devilish Blade of Universal Annihilation &ndash; sword ===<br />
<span style='color:#808080'><i>Forged by the Paladin of Golden Glory with the Hammer of Eternal Magic.</i></span><br/><br />
<span style='color:green'>Damage increased by 70% (in EASY difficulty), 50% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Enemy resistances to blade decreased by 10%</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: aura of power</span><br/><br />
<br/><br />
=== Cunctator's sword &ndash; sword ===<br />
<span style='color:#808080'><i>Nobody wanted to face Cunctator. He never fought when you wanted to fight him.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:green'>Damage decreased by 30% (in EASY difficulty), 40% (in MEDIUM difficulty), 50% (in HARD difficulty)</span><br/><br />
<span style='color:green'>New weapon special: slow</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#explosive slow_.E2.80.93_damage|explosive slow]]</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#hit and run_.E2.80.93_dummy|hit and run]]</span><br/><br />
<span style='color:purple'>New melee weapon special: struggle (requires [[#Cunctator's Armour_.E2.80.93_armour|Cunctator's Armour]]</span><br/><br />
<span style='color:purple'>5% to all magical resistances (requires [[#Cunctator's Helmet_.E2.80.93_helm|Cunctator's Helmet]]</span><br/><br />
<br/><br />
=== Dark Sword of Destruction &ndash; sword ===<br />
<span style='color:#808080'><i>Real warriors know that their opponents will get heavy armours and prepare for it.</i></span><br/><br />
<span style='color:green'>Damage increased by 50%</span><br/><br />
<span style='color:green'>Sets damage type to cold</span><br/><br />
<span style='color:#60A0FF'>5% chance to strike a devastating blow</span><br/><br />
<span style='color:purple'>+1 to base attacks (requires [[#Dark Helm of Destruction_.E2.80.93_helm|Dark Helm of Destruction]]</span><br/><br />
<span style='color:purple'>+1 to base attacks (requires [[#Dark Gloves of Destruction_.E2.80.93_gauntlets|Dark Gloves of Destruction]]</span><br/><br />
<br/><br />
=== Deathwhirl &ndash; sword ===<br />
<span style='color:#808080'><i>Swarm him so that he would not get to me! Oh, dammit...</i></span><br/><br />
<span style='color:green'>Damage increased by 50% (in EASY difficulty), 40% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 5%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#penetrates_.E2.80.93_dummy|penetrates]]</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== Doombringer &ndash; sword ===<br />
<span style='color:#808080'><i>Hitting the enemy hard is not crucial. You have to make sure that you will not get killed when he hits you.</i></span><br/><br />
<span style='color:green'>Damage increased by 70% (in EASY difficulty), 50% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>20% more attacks</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:green'>New weapon special: slow</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#disintegrate_.E2.80.93_damage|disintegrate]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<br/><br />
=== Doombringer &ndash; sword ===<br />
<span style='color:#808080'><i>Hitting the enemy hard is not crucial. You have to make sure that you will not get killed when he hits you.</i></span><br/><br />
<span style='color:green'>Damage increased by 70% (in EASY difficulty), 50% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>20% more attacks</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:green'>New weapon special: slow</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#disintegrate_.E2.80.93_damage|disintegrate]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<br/><br />
=== Dragon Claw &ndash; sword ===<br />
<span style='color:#808080'><i>Claws of dragons have no unusual magical properties, but they cut so well.</i></span><br/><br />
<span style='color:green'>Damage increased by 30%</span><br/><br />
<span style='color:green'>Damage increased by 2</span><br/><br />
<span style='color:green'>30% more attacks</span><br/><br />
<br/><br />
=== Eidolon's Sword &ndash; sword ===<br />
<span style='color:#808080'><i>He could fuel his champion alone, as his powers of light and darkness amplified each other. He became an Eidolon.</i></span><br/><br />
<span style='color:green'>Sets damage type to arcane</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#unholybane_.E2.80.93_damage|unholybane]]</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#leeches_.E2.80.93_damage|leech]]</span><br/><br />
<span style='color:purple'>4% to cold resistance (requires [[#Eidolon's Ring_.E2.80.93_ring|Eidolon's Ring]]</span><br/><br />
<span style='color:purple'>3% to pierce resistance (requires [[#Eidolon's Necklace_.E2.80.93_amulet|Eidolon's Necklace]]</span><br/><br />
<span style='color:purple'>3% to blade resistance (requires [[#Eidolon's Armour_.E2.80.93_armour|Eidolon's Armour]]</span><br/><br />
<span style='color:purple'>4 to hitpoints (requires [[#Eidolon's Mask_.E2.80.93_helm|Eidolon's Mask]]</span><br/><br />
<span style='color:purple'>1 to damage (requires [[#Eidolon's Gauntlets_.E2.80.93_gauntlets|Eidolon's Gauntlets]]</span><br/><br />
<span style='color:purple'>1 to movement (requires [[#Eidolon's Boots_.E2.80.93_boots|Eidolon's Boots]]</span><br/><br />
<span style='color:purple'>2% to arcane resistance (requires [[#Eidolon's Coat_.E2.80.93_cloak|Eidolon's Coat]]</span><br/><br />
<br/><br />
=== Flaming Sword &ndash; sword ===<br />
<span style='color:#808080'><i>If you need to fight ghosts, good steel is not enough.</i></span><br/><br />
<span style='color:green'>Damage increased by 7</span><br/><br />
<span style='color:green'>Sets damage type to fire</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<br/><br />
=== Holy Sword &ndash; sword ===<br />
<span style='color:#808080'><i>You, comrade with that Unholy Axe, position yourself as far from me as possible!</i></span><br/><br />
<span style='color:green'>Damage increased by 25%</span><br/><br />
<span style='color:green'>Sets damage type to arcane</span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: illuminates</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#unholybane (INTENSITY)_.E2.80.93_heals|unholybane (12)]]</span><br/><br />
<span style='color:#60A0FF'>Sets alignment to lawful</span><br/><br />
<br/><br />
=== Lilith's Other Old Precious &ndash; sword ===<br />
<span style='color:#808080'><i>In order to be able to fight with any weapon available, Lilith swaps weapon types once per century.</i></span><br/><br />
<span style='color:green'>Damage increased by 50% (in EASY difficulty), 40% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#absorbs (1)_.E2.80.93_dummy|absorbs (1)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#regenerates (VALUE)_.E2.80.93_regenerate|regenerates (16)]]</span><br/><br />
<br/><br />
=== Pyromancer's Sword &ndash; sword ===<br />
<span style='color:#808080'><i>Flames were his nature, they replaced his insides.</i></span><br/><br />
<span style='color:green'>Damage increased by 20% (in EASY difficulty), -10% (in MEDIUM difficulty), -40% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:purple'>New ability: firecast (requires [[#Pyromancer's Ring_.E2.80.93_ring|Pyromancer's Ring]]</span><br/><br />
<span style='color:purple'>5% to magical resistances (requires [[#Pyromancer's Cloak_.E2.80.93_cloak|Pyromancer's Cloak]]</span><br/><br />
<br/><br />
=== Rherraent's Sword &ndash; sword ===<br />
<span style='color:#808080'><i>In his hands, the sword was a formidable weapon. In the hands of its thief, it was useless.</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 (in EASY difficulty) health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<span style='color:purple'>+2 to base melee damage (requires [[#Rherraent's Armour_.E2.80.93_armour|Rherraent's Armour]]</span><br/><br />
<span style='color:purple'>+2 to base melee damage (requires [[#Rherraent's Helm_.E2.80.93_helm|Rherraent's Helm]]</span><br/><br />
<span style='color:purple'>+2 to base melee damage (requires [[#Rherraent's Ring_.E2.80.93_ring|Rherraent's Ring]]</span><br/><br />
<br/><br />
=== Stormrend &ndash; sword ===<br />
<span style='color:#808080'><i>They are protected well. Have them try to survive lightning.</i></span><br/><br />
<span style='color:green'>Damage increased by 10% (in EASY difficulty), -5% (in MEDIUM difficulty), -20% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Sets damage type to lightning</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#trickery_.E2.80.93_dummy|trickery]]</span><br/><br />
<br/><br />
=== Sword of Barys &ndash; sword ===<br />
<span style='color:#808080'><i>A rare metal burns with green flame. Its ashes are poisonous, so be careful with it.</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:green'>Sets damage type to fire</span><br/><br />
<span style='color:green'>New weapon special: poison</span><br/><br />
<span style='color:green'>Increases all magical damages by 20%</span><br/><br />
<br/><br />
=== Sword of Krux &ndash; sword ===<br />
<span style='color:#808080'><i>Krux has never been a great warrior, deceptive diplomacy was his favourite weapon.</i></span><br/><br />
<span style='color:green'>Damage increased by 3</span><br/><br />
<span style='color:green'>Increases all magical damages by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 15%</span><br/><br />
<br/><br />
=== The Decimator &ndash; sword ===<br />
<span style='color:#808080'><i>Do not get too crazy with that sword.</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:green'>New weapon special: charge</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#anger_.E2.80.93_attacks|anger]]</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade decreased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact decreased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce decreased by 15%</span><br/><br />
<br/><br />
=== The Decimator &ndash; sword ===<br />
<span style='color:#808080'><i>Do not get too crazy with that sword.</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:green'>New weapon special: charge</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#anger_.E2.80.93_attacks|anger]]</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade decreased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact decreased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce decreased by 15%</span><br/><br />
<br/><br />
=== The Nightreaver &ndash; sword ===<br />
<span style='color:#808080'><i>Aggressive and violent, they strike when least expected and take away all serenity.</i></span><br/><br />
<span style='color:green'>Damage increased by 40% (in EASY difficulty), 30% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Enemy resistances to blade decreased by 10%</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#chaotic_.E2.80.93_damage|chaotic]]</span><br/><br />
<br/><br />
=== The Outsider Sword &ndash; sword ===<br />
<span style='color:#808080'><i>Mages say it does not come from any world.</i></span><br/><br />
<span style='color:green'>Damage increased by 65% (in EASY difficulty), 50% (in MEDIUM difficulty), 35% (in HARD difficulty)</span><br/><br />
<span style='color:green'>25% (in EASY difficulty), 15% (in MEDIUM difficulty), 5% (in HARD difficulty) more attacks</span><br/><br />
<span style='color:purple'>2 to base melee damage (requires [[#Transformed Flesh_.E2.80.93_cloak|Transformed Flesh]]</span><br/><br />
<span style='color:purple'>2 to base melee damage (requires [[#Bones of Steel_.E2.80.93_boots|Bones of Steel]]</span><br/><br />
<span style='color:purple'>2 to base melee damage (requires [[#Hydraulic Core_.E2.80.93_amulet|Hydraulic Core]]</span><br/><br />
<span style='color:purple'>1 to base melee attacks (requires [[#Mind Assisting Element_.E2.80.93_helm|Mind Assisting Element]]</span><br/><br />
<br/><br />
=== The Searing Ice &ndash; sword ===<br />
<span style='color:#808080'><i>Be careful not to get some cold burns.</i></span><br/><br />
<span style='color:#60A0FF'>Sucks 2 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 15%</span><br/><br />
<br/><br />
=== Thornsword &ndash; sword ===<br />
<span style='color:#808080'><i>'How can you cut something with that?'<br />
'It is not for cutting.'</i></span><br/><br />
<span style='color:green'>Damage increased by 40% (in EASY difficulty), 30% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Sets damage type to pierce</span><br/><br />
<span style='color:green'>Enemy resistances to pierce decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#thorns_.E2.80.93_dummy|thorns]]</span><br/><br />
<br/><br />
=== Twinkling Sword &ndash; sword ===<br />
<span style='color:#808080'><i>Run towards your enemy and attack sooner than he expects.</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:green'>Sets damage type to cold</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 15%</span><br/><br />
<span style='color:#60A0FF'>2 more movement points</span><br/><br />
<br/><br />
=== Winterclaw &ndash; sword ===<br />
<span style='color:#808080'><i>They come at night. They leave frozen bodies behind. Bodies that awaken.</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:green'>Enemy resistances to cold decreased by 20%</span><br/><br />
<span style='color:green'>New weapon special: plague</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<br/><br />
== thunderstick ==<br />
=== Bean Shooter &ndash; thunderstick ===<br />
<span style='color:#808080'><i>Put there raw beans instead of a bullet, it will hit so many enemies.</i></span><br/><br />
<span style='color:green'>Damage increased by 3</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#cone_.E2.80.93_dummy|cone]]</span><br/><br />
<br/><br />
== xbow ==<br />
=== Ballista &ndash; xbow ===<br />
<span style='color:#808080'><i>Are you sure that thing is meant to be hand-held?</i></span><br/><br />
<span style='color:green'>Damage increased by 120% (in EASY difficulty), 100% (in MEDIUM difficulty), 80% (in HARD difficulty)</span><br/><br />
<br/><br />
=== Ballista &ndash; xbow ===<br />
<span style='color:#808080'><i>Are you sure that thing is meant to be hand-held?</i></span><br/><br />
<span style='color:green'>Damage increased by 120% (in EASY difficulty), 100% (in MEDIUM difficulty), 80% (in HARD difficulty)</span><br/><br />
<br/><br />
=== Black Raptor &ndash; xbow ===<br />
<span style='color:#808080'><i>Birds look upwards to avoid eagles. They should look down to avoid hunters.</i></span><br/><br />
<span style='color:#60A0FF'>Decreases physical resistances by 20%</span><br/><br />
<span style='color:green'>Damage increased by 60%</span><br/><br />
<span style='color:green'>30% more attacks</span><br/><br />
<span style='color:green'>New weapon special: marksman</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== Chu-ko-nu &ndash; xbow ===<br />
<span style='color:#808080'><i>Do you even reload that thing?</i></span><br/><br />
<span style='color:green'>Damage increased by 15%</span><br/><br />
<span style='color:green'>55% more attacks</span><br/><br />
<span style='color:green'>New weapon special: marksman</span><br/><br />
<br/><br />
=== Doomsday Machine &ndash; xbow ===<br />
<span style='color:#808080'><i>To spread doom, you need proper tools.</i></span><br/><br />
<span style='color:green'>Damage increased by 50% (in EASY difficulty), 40% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>25% more attacks</span><br/><br />
<span style='color:green'>Enemy resistances to pierce decreased by 10%</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#shockwave_.E2.80.93_slow|shockwave]]</span><br/><br />
<span style='color:green'>Increases all magical damages by 15%</span><br/><br />
<br/><br />
=== Hatred for Men &ndash; xbow ===<br />
<span style='color:#808080'><i>Fuelled by the venom and hatred.</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:#60A0FF'>10% chance to strike a devastating blow</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#pierce_.E2.80.93_dummy|pierce]]</span><br/><br />
<span style='color:green'>New weapon special: poison</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#NAME (INTENSITY)_.E2.80.93_leadership|damage aura (10)]]</span><br/><br />
<br/><br />
=== Headstriker &ndash; xbow ===<br />
<span style='color:#808080'><i>If you have a good aim, you will hit a vulnerable spot and kill even with a lightweight bolt.</i></span><br/><br />
<span style='color:green'>Damage increased by 25%</span><br/><br />
<span style='color:green'>Damage increased by 2</span><br/><br />
<span style='color:green'>New weapon special: marksman</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 5%</span><br/><br />
<br/><br />
=== Orcish Ingenuity &ndash; xbow ===<br />
<span style='color:#808080'><i>How the hell could an orc invent this?!</i></span><br/><br />
<span style='color:green'>Damage increased by 40% (in EASY difficulty), 30% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<br/><br />
=== Relentless Fury &ndash; xbow ===<br />
<span style='color:#808080'><i>You tell that my hits are weak? I will show you how many of them you can survive, nothing can stop me!</i></span><br/><br />
<span style='color:green'>Damage decreased by 30% (in EASY difficulty), 40% (in MEDIUM difficulty), 50% (in HARD difficulty)</span><br/><br />
<span style='color:green'>100% (in EASY difficulty), 80% (in MEDIUM difficulty), 60% (in HARD difficulty) more attacks</span><br/><br />
<span style='color:#60A0FF'>24 more hitpoints per level</span><br/><br />
<br/><br />
=== Starbreaker &ndash; xbow ===<br />
<span style='color:#808080'><i>So you are good at blocking? We shall see about that!</i></span><br/><br />
<span style='color:green'>Damage increased by 8 (in EASY difficulty), 5 (in MEDIUM difficulty), 2 (in HARD difficulty)</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#trickery_.E2.80.93_dummy|trickery]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#conviction (INTENSITY)_.E2.80.93_resistance|conviction (15)]]</span><br/><br />
<br/><br />
=== The Cannon &ndash; xbow ===<br />
<span style='color:#808080'><i>If I will ever get to you, you will be wrecked!</i></span><br/><br />
<span style='color:green'>Damage increased by 70% (in EASY difficulty), 60% (in MEDIUM difficulty), 50% (in HARD difficulty)</span><br/><br />
<span style='color:green'>25% more attacks</span><br/><br />
<span style='color:#60A0FF'>3 fewer movement points</span><br/><br />
<br/><br />
=== The Overdrawer &ndash; xbow ===<br />
<span style='color:#808080'><i>Draw the arrow, draw it more, more, more, and now you can shoot through enemies!</i></span><br/><br />
<span style='color:green'>Damage increased by 45% (in EASY difficulty), 40% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<br/><br />
=== The Underdrawer &ndash; xbow ===<br />
<span style='color:#808080'><i>Shoot as much as you can, enemies will think they are facing a large army!</i></span><br/><br />
<span style='color:green'>45% (in EASY difficulty), 40% (in MEDIUM difficulty), 30% (in HARD difficulty) more attacks</span><br/><br />
<br/></div>Inkyhttps://wiki.wesnoth.org/index.php?title=LotI_Abilities&diff=68491LotI Abilities2021-09-18T22:19:25Z<p>Inky: Update for loti version 3.2.6d</p>
<hr />
<div>This is an auto-generated wiki page listing all the abilities and weapon specials currently available in the campaign "Legend of the Invincibles". <br />
This was generated at Sat Sep 18 18:06:08 2021 using version 3.2.6d of LotI and version 0.3.5 of the generation script.<br />
As this is auto-generated, DO NOT EDIT THIS PAGE.<br />
Instead, create a new issue at https://github.com/matsjoyce/LotIWikiGen/issues/new and the script will be adjusted.<br />
<br />
Other LotI-related wiki pages:<br />
<br />
* https://wiki.wesnoth.org/LotI_Items &ndash; items, such as weapons and books<br />
* https://wiki.wesnoth.org/LotI_Standard_Advancements &ndash; general advancements such as legacies and books<br />
* https://wiki.wesnoth.org/LotI_Unit_Advancements &ndash; unit-specific advancements<br />
* https://wiki.wesnoth.org/LotI_Abilities &ndash; abilities and weapon specials<br />
* https://wiki.wesnoth.org/LotI_Scenarios &ndash; scenario information<br />
* https://wiki.wesnoth.org/DeadlyUnitsFromLotI<br />
<br />
== Abilities ==<br />
=== absorbs (1) &ndash; dummy ===<br />
<span style='color:#808080'><i>When this unit is hit, it takes its regular damage, but heals 1 HP after it.</i></span><br/><br />
<br/><br />
=== absorbs (2) &ndash; dummy ===<br />
<span style='color:#808080'><i>When this unit is hit, it takes its regular damage, but heals 2 HP after it.</i></span><br/><br />
<br/><br />
=== absorbs (3) &ndash; dummy ===<br />
<span style='color:#808080'><i>When this unit is hit, it takes its regular damage, but heals 3 HP after it.</i></span><br/><br />
<br/><br />
=== absorbs (4) &ndash; dummy ===<br />
<span style='color:#808080'><i>When this unit is hit, it takes its regular damage, but heals 4 HP after it.</i></span><br/><br />
<br/><br />
=== adamant &ndash; resistance ===<br />
<span style='color:#808080'><i>This unit’s resistances are tripled, up to a maximum of 80%, when defending. Vulnerabilities are not affected.</i></span><br/><br />
<br/><br />
=== alliance &ndash; leadership ===<br />
<span style='color:#808080'><i>This unit is very well versed in team tactics so that adjacent units with the same ability deal 35% more damage.</i></span><br/><br />
<br/><br />
=== anathema &ndash; leadership ===<br />
<span style='color:#808080'><i>This unit's behaviour is loathsome, it spreads foul smell and droplets containing neisseria gonorrhoeae. Others absolutely loathe fighting next to it. Adjacent allies deal 30% less damage.</i></span><br/><br />
<br/><br />
=== antimagic (INTENSITY) &ndash; resistance ===<br />
<span style='color:#808080'><i>This unit's presence weakens surrounding magic, increasing resistances of oneself and any nearby units by INTENSITY%, up to a maximum of 80%.</i></span><br/><br />
<br/><br />
=== antisocial &ndash; leadership ===<br />
<span style='color:#808080'><i>This unit's manners are incredibly bad, others hate fighting next to it. Adjacent allies deal 20% less damage.</i></span><br/><br />
<br/><br />
=== aura of hunger &ndash; dummy ===<br />
<span style='color:#808080'><i>All adjacent allies gain melee drain that drains 25% of the damage dealt (instead of the usual 50%).</i></span><br/><br />
<br/><br />
=== blood drinking &ndash; dummy ===<br />
<span style='color:#808080'><i>When a unit adjacent to this unit takes damage, this unit heals 5% of the damage.</i></span><br/><br />
<br/><br />
=== bloodbound &ndash; regenerate ===<br />
<span style='color:#808080'><i>The unit will heal itself 32 HP per turn if adjacent to another unit with the bloodbound ability. If it is poisoned, it will remove the poison instead of healing.</i></span><br/><br />
<br/><br />
=== burns foes (POWER) &ndash; heals ===<br />
<span style='color:#808080'><i>The unit singes adjacent enemies at the beginning of your turn, causing a loss of POWER HP (max. down to 1 HP, never kills). The ability ignores any of the enemy's resistances or weaknesses, so it is very powerful against spirits!</i></span><br/><br />
<br/><br />
=== cancer &ndash; dummy ===<br />
<span style='color:#808080'><i>This unit is poisoned at the beginning of its turn. Because it's not an attack, the <i>immune to poison</i> ability does not apply.</i></span><br/><br />
<br/><br />
=== cantor &ndash; dummy ===<br />
<span style='color:#808080'><i>This unit grants marksman to all ranged attacks of all adjacent allies.</i></span><br/><br />
<br/><br />
=== careful &ndash; resistance ===<br />
<span style='color:#808080'><i>This unit’s resistances are increased by INTENSITY, up to a maximum of 80%, when defending. Vulnerabilities are not affected.</i></span><br/><br />
<br/><br />
=== conviction (INTENSITY) &ndash; resistance ===<br />
<span style='color:#808080'><i>This unit's presence is so darkly ominous that all adjacent enemies struggle with the guilt of their evil deeds, reducing their fire, cold and arcane resistances by INTENSITY%.</i></span><br/><br />
<br/><br />
=== cowardice &ndash; dummy ===<br />
<span style='color:#808080'><i>If this unit runs out of moves with no adjacent units, it loses its attack that turn but gains its moves back.</i></span><br/><br />
<br/><br />
=== dark aura &ndash; dummy ===<br />
<span style='color:#808080'><i>All adjacent enemies will be poisoned at the beginning of their turn.</i></span><br/><br />
<br/><br />
=== darkens &ndash; illuminates ===<br />
<span style='color:#808080'><i>This unit darkens the surrounding area, making chaotic units fight better, and lawful units fight worse.</i></span><br />
<br />
<span style='color:#808080'><i>Any units adjacent to this unit will fight as if it were dusk when it is day, and as if it were night when it is dusk.</i></span><br/><br />
<br/><br />
=== darkens badly &ndash; illuminates ===<br />
<span style='color:#808080'><i>This unit darkens the surrounding area, making chaotic units fight better, and lawful units fight worse.</i></span><br />
<br />
<span style='color:#808080'><i>Any units adjacent to this unit will fight as if it were dusk when it is day, as if it were night when it is dusk and the improvement of the chaotic units during the night is incredible.</i></span><br/><br />
<br/><br />
=== darkens severely &ndash; illuminates ===<br />
<span style='color:#808080'><i>This unit darkens the surrounding area, making chaotic units fight better, and lawful units fight worse.</i></span><br />
<br />
<span style='color:#808080'><i>Any units adjacent to this unit will fight almost as if it were night when it is day, as if it were darker than the darkest night when it is dusk and the improvement of the chaotic units during the night is incredible.</i></span><br/><br />
<br/><br />
=== Deathaura &ndash; heals ===<br />
<span style='color:#808080'><i>This ability causes its bearer unit to hurt adjacent enemy units at the beginning of your turn (INTENSITY damage).</i></span><br />
<br />
<span style='color:#808080'><i>Does not affect poisoned enemies.</i></span><br/><br />
<br/><br />
=== despair (INTENSITY) &ndash; leadership ===<br />
<span style='color:#808080'><i>This unit's presence is so darkly ominous that all adjacent enemies struggle with despair, dealing INTENSITY% less damage.</i></span><br/><br />
<br/><br />
=== evisceration &ndash; dummy ===<br />
<span style='color:#808080'><i>When this unit kills another unit, nearby allies heal 10 HP, and are ridden of poison and slow.</i></span><br/><br />
<br/><br />
=== exile &ndash; resistance ===<br />
<span style='color:#808080'><i>This unit’s resistances are increased by 10% (up to a maximum of 70%) if it has no adjacent allies.</i></span><br/><br />
<br/><br />
=== feeding &ndash; dummy ===<br />
<span style='color:#808080'><i>This unit gains 1 hitpoint added to its maximum whenever it kills a living unit.</i></span><br/><br />
<br/><br />
=== firecast &ndash; dummy ===<br />
<span style='color:#808080'><i>When this unit hits with a melee attack in offence, a randomly chosen fire spell is cast at the target.</i></span><br/><br />
<br/><br />
=== flaming radiance &ndash; dummy ===<br />
<span style='color:#808080'><i>All adjacent foes to this unit take fire damage every turn. At first turn, they take 8 damage and this number increases by 8 every turn they stand in the range of this ability. This ability cannot kill.</i></span><br/><br />
<br/><br />
=== forsaken &ndash; resistance ===<br />
<span style='color:#808080'><i>This unit’s resistances are increased by 20% (up to a maximum of 70%) if it has no adjacent allies.</i></span><br/><br />
<br/><br />
=== frail tide (INTENSITY) &ndash; resistance ===<br />
<span style='color:#808080'><i>This unit's presence is so darkly ominous that all adjacent enemies struggle with a decrepifying feeling of age and weariness, reducing their resistances to pierce, blade and impact by INTENSITY%.</i></span><br/><br />
<br/><br />
=== freezing aura &ndash; dummy ===<br />
<span style='color:#808080'><i>All adjacent enemies will be slowed at the beginning of their turn.</i></span><br/><br />
<br/><br />
=== from the ashes &ndash; dummy ===<br />
<span style='color:#808080'><i>If this unit is attacked and its hitpoints drop below 20, it heals 40 hitpoints and deals 40 fire damage to all nearby foes. This ability can be used only once per 10 turns.</i></span><br/><br />
<br/><br />
=== frostbite &ndash; dummy ===<br />
<span style='color:#808080'><i>This unit takes 24 cold damage at the beginning of its turn.</i></span><br/><br />
<br/><br />
=== great illumination &ndash; illuminates ===<br />
<span style='color:#808080'><i>This unit illuminates the surrounding area, making lawful units fight better, and chaotic units fight worse.</i></span><br />
<br />
<span style='color:#808080'><i>Any units adjacent to this unit will fight as if it were almost day when it is night, better than if it were day when it is dusk, and far better during the day (worse if they are chaotic or liminal).</i></span><br/><br />
<br/><br />
=== greater evisceration &ndash; dummy ===<br />
<span style='color:#808080'><i>When this unit kills another unit, nearby allies heal 16 HP, and are ridden of poison and slow.</i></span><br/><br />
<br/><br />
=== hate speech &ndash; dummy ===<br />
<span style='color:#808080'><i>When an adjacent unit offensively hits an enemy, its attack damage increases by 1. The added damage bonus halves each turn (rounded down).</i></span><br/><br />
<br/><br />
=== heals +VALUE &ndash; heals ===<br />
<span style='color:#808080'><i>This unit combines herbal remedies with magic to heal units more quickly than is normally possible on the battlefield.</i></span><br />
<br />
<span style='color:#808080'><i>A unit cared for by this healer may heal up to VALUE HP per turn, or be cured of poisoning.</i></span><br/><br />
<br/><br />
=== immune to drain &ndash; dummy ===<br />
<span style='color:#808080'><i>This unit is immune to drain.</i></span><br/><br />
<br/><br />
=== immune to poison &ndash; dummy ===<br />
<span style='color:#808080'><i>Poisonous attacks have no effect on this unit.</i></span><br/><br />
<br/><br />
=== improved illumination &ndash; illuminates ===<br />
<span style='color:#808080'><i>This unit illuminates the surrounding area, making lawful units fight better, and chaotic units fight worse.</i></span><br />
<br />
<span style='color:#808080'><i>Any units adjacent to this unit will fight as if it were dusk when it is night, as if it were day when it is dusk, and even better during the day (worse if they are chaotic or liminal).</i></span><br/><br />
<br/><br />
=== innocence &ndash; dummy ===<br />
<span style='color:#808080'><i>Through magical means, this unit looks so innocent that attacking it causes the attacker to suffer emotional trauma that makes it deal 1 less damage for each hit. The damage decreased this way halves each turn.</i></span><br/><br />
<br/><br />
=== killhunger &ndash; dummy ===<br />
<span style='color:#808080'><i>When this unit kills another unit, it heals 4 HP, and is ridden of poison and slow.</i></span><br/><br />
<br/><br />
=== leadership (as level LEVEL unit) &ndash; leadership ===<br />
<span style='color:#808080'><i>This unit can lead your own units that are next to it, making them fight better.</i></span><br />
<br />
<span style='color:#808080'><i>Adjacent own units of lower level will do more damage in battle. When a unit adjacent to, of a lower level than, and on the same side as a unit with Leadership engages in combat, its attacks do 25% more damage times the difference in their levels.</i></span><br/><br />
<br/><br />
=== leeches &ndash; dummy ===<br />
<span style='color:#808080'><i>All adjacent enemy units to a unit with this ability lose 2 hitpoints at the beginning of this unit's turn. The damage dealt heals the unit. It cannot kill.</i></span><br/><br />
<br/><br />
=== lesser ambush &ndash; hides ===<br />
<span style='color:#808080'><i>This unit can hide in forest, and remain undetected by its enemies. But only in deciduous forest.</i></span><br />
<br />
<span style='color:#808080'><i>Enemy units cannot see this unit while it is in forest, except if they have units next to it. Any enemy unit that first discovers this unit immediately loses all its remaining movement.</i></span><br/><br />
<br/><br />
=== lesser antisocial &ndash; leadership ===<br />
<span style='color:#808080'><i>This unit's manners are very bad, others hate fighting next to it. Adjacent allies deal 10% less damage.</i></span><br/><br />
<br/><br />
=== lesser evisceration &ndash; dummy ===<br />
<span style='color:#808080'><i>When this unit kills another unit, nearby allies heal 4 HP, and are ridden of poison and slow.</i></span><br/><br />
<br/><br />
=== lesser nightstalk &ndash; hides ===<br />
<span style='color:#808080'><i>The unit becomes invisible during night, but only in forests, hills, mountains and villages.</i></span><br />
<br />
<span style='color:#808080'><i>Enemy units cannot see this unit at night, except if they have units next to it. Any enemy unit that first discovers this unit immediately loses all its remaining movement.</i></span><br/><br />
<br/><br />
=== lesser redeem &ndash; dummy ===<br />
<span style='color:#808080'><i>When this unit attacks another unit, there is a chance that the target will be absorbed, inversely proportional to enemy level. When the redeem count reaches a certain level, the unit's properties will improve.</i></span><br/><br />
<br/><br />
=== martyrdom &ndash; dummy ===<br />
<span style='color:#808080'><i>Hatred arouses among its comrades when this unit gets hurt. For every hit this unit takes, the damage of all adjacent allies increases by 1. The damage increased this way halves each turn (rounded down).</i></span><br/><br />
<br/><br />
=== mockery &ndash; dummy ===<br />
<span style='color:#808080'><i>When an attack against this unit misses, he/she heals 2 HP.</i></span><br/><br />
<br/><br />
=== murderlust &ndash; dummy ===<br />
<span style='color:#808080'><i>When this unit kills another unit, he/she heals 8 HP.</i></span><br/><br />
<br/><br />
=== murderous presence &ndash; dummy ===<br />
<span style='color:#808080'><i>All nearby allies get melee backstab.</i></span><br/><br />
<br/><br />
=== NAME (INTENSITY) &ndash; leadership ===<br />
<span style='color:#808080'><i>Adjacent allies will do INTENSITY% more damage.</i></span><br/><br />
<br/><br />
=== NAME (POWER) &ndash; resistance ===<br />
<span style='color:#808080'><i>This unit can rally the adjacent allies to ignore damage taken better, increasing their resistances by POWER%, up to a maximum of 80%.</i></span><br/><br />
<br/><br />
=== necromancy &ndash; dummy ===<br />
<span style='color:#808080'><i>If this unit dies, it becomes a lich.</i></span><br/><br />
<br/><br />
=== nocturnal ambush &ndash; hides ===<br />
<span style='color:#808080'><i>The unit becomes invisible in forests, but only at night.</i></span><br />
<br />
<span style='color:#808080'><i>Enemy units cannot see this unit at night, except if they have units next to it. Any enemy unit that first discovers this unit immediately loses all its remaining movement.</i></span><br/><br />
<br/><br />
=== northfrost aura &ndash; dummy ===<br />
<span style='color:#808080'><i>All enemies in the range of two hexes from this unit will be slowed at the beginning of their turn.</i></span><br/><br />
<br/><br />
=== parasite &ndash; dummy ===<br />
<span style='color:#808080'><i>All adjacent allies to a unit with this ability lose 4 hitpoints at the beginning of this unit's turn. The damage dealt heals the unit. It cannot kill.</i></span><br/><br />
<br/><br />
=== penetrates &ndash; dummy ===<br />
<span style='color:#808080'><i>This unit gains 1 movement after attacking, allowing it to slowly progress through ranks of enemies if it can survive their attacks.</i></span><br/><br />
<br/><br />
=== producer &ndash; dummy ===<br />
<span style='color:#808080'><i>This unit occasionally earns some gold for his side.</i></span><br/><br />
<br/><br />
=== push &ndash; dummy ===<br />
<span style='color:#808080'><i>When an ally standing next to this unit finishes attacking, it gains one movement point.</i></span><br/><br />
<br/><br />
=== radiating insanity &ndash; dummy ===<br />
<span style='color:#808080'><i>All nearby allies fight with a bloodlust equal to the dwarvish berserk.</i></span><br/><br />
<br/><br />
=== radiation &ndash; dummy ===<br />
<span style='color:#808080'><i>All nearby allies get poisonous attacks.</i></span><br/><br />
<br/><br />
=== reflect &ndash; dummy ===<br />
<span style='color:#808080'><i>When this unit is hit, an half of the damage it took is dealt also to the attacker. It cannot kill, unlike thorns.</i></span><br/><br />
<br/><br />
=== regenerates (VALUE) &ndash; regenerate ===<br />
<span style='color:#808080'><i>The unit will heal itself VALUE HP per turn. If it is poisoned, it will remove the poison instead of healing.</i></span><br/><br />
<br/><br />
=== regenerates slightly &ndash; regenerate ===<br />
<span style='color:#808080'><i>The unit will heal itself 4 HP per turn. If it is poisoned, these two effects will negate themselves.</i></span><br/><br />
<br/><br />
=== regrowing &ndash; dummy ===<br />
<span style='color:#808080'><i>When this unit begins combat, offensively or defensively, it heals an amount of hitpoints equal to two times their level.</i></span><br/><br />
<br/><br />
=== resistant to slow &ndash; dummy ===<br />
<span style='color:#808080'><i>This unit has so much life energy in it, that it will break through any slowing effect almost instantly.</i></span><br/><br />
<br/><br />
=== retribution &ndash; dummy ===<br />
<span style='color:#808080'><i>When this unit is hit, an amount of fire damage equal to a quarter of the damage dealt hurts the attacker.</i></span><br/><br />
<br/><br />
=== shield (INTENSITY) &ndash; resistance ===<br />
<span style='color:#808080'><i>This unit's presence is so glorious that all adjacent allies are honoured and inspired by them, increasing their resistances by INTENSITY%, up to a maximum of 60%.</i></span><br/><br />
<br/><br />
=== snow ambush &ndash; hides ===<br />
<span style='color:#808080'><i>This unit can hide on frozen terrains, and remain undetected by its enemies.</i></span><br />
<br />
<span style='color:#808080'><i>Enemy units cannot see this unit while it is on frozen terrains, except if they have units next to it. Any enemy unit that first discovers this unit immediately loses all its remaining movement.</i></span><br/><br />
<br/><br />
=== soul eater &ndash; dummy ===<br />
<span style='color:#808080'><i>When this unit kills a certain amount of beings, it obtains special advancements.</i></span><br/><br />
<br/><br />
=== spell eater &ndash; resistance ===<br />
<span style='color:#808080'><i>This unit feeds on nearby magical energies, increasing nearby allied units' arcane resistance by 100% and grows stronger when a nearby allied unit is hit with arcane, fire or cold damage.</i></span><br/><br />
<br/><br />
=== steals &ndash; dummy ===<br />
<span style='color:#808080'><i>When this unit hits an enemy with a melee attack, it has a chance to earn some gold.</i></span><br/><br />
<br/><br />
=== tax collector &ndash; dummy ===<br />
<span style='color:#808080'><i>When this unit hits an enemy, it has a chance to tax its own side and part it from some gold.</i></span><br/><br />
<br/><br />
=== temptation &ndash; dummy ===<br />
<span style='color:#808080'><i>This unit makes its enemies of opposite gender infatuated at the beginning of their turn, making them unable to attack, but able to break this charm by fleeing.</i></span><br/><br />
<br/><br />
=== thorns &ndash; dummy ===<br />
<span style='color:#808080'><i>Any unit that attacks this unit in melee suffers two points of piercing damage. Unlike reflect, it can kill.</i></span><br/><br />
<br/><br />
=== triggerable &ndash; dummy ===<br />
<span style='color:#808080'><i>This unit's attack damage increases by 1 when hit. Does not work when hit by a retaliating unit. The added damage bonus halves each turn (rounded down).</i></span><br/><br />
<br/><br />
=== twilightstalk &ndash; hides ===<br />
<span style='color:#808080'><i>The unit becomes invisible during dawn or dusk, hiding in long shadows created by the sun near the horizont.</i></span><br />
<br />
<span style='color:#808080'><i>Enemy units cannot see this unit during dawn or dusk, except if they have units next to it. Any enemy unit that first discovers this unit immediately loses all its remaining movement.</i></span><br/><br />
<br/><br />
=== unforgiving &ndash; dummy ===<br />
<span style='color:#808080'><i>This unit's attack deals 50% additional fire damage when directly hitting a unit type that hit it in the last 5 turns. Does not work when hit by a retaliating unit.</i></span><br/><br />
<br/><br />
=== unholy hunger &ndash; dummy ===<br />
<span style='color:#808080'><i>This unit craves for the souls of living beings. When it kills a living unit, it will heal 10 HP and its maximum HP will increase by 3. When it is not fed continually, it starts to starve, and loses 1 point of maximum HP more for each turn it did not kill something at the beginning of each turn. The hunger has no effect if the unit is cared by a healer or standing in a village.</i></span><br/><br />
<br/><br />
=== unholybane (INTENSITY) &ndash; heals ===<br />
<span style='color:#808080'><i>The unit damages adjacent undead enemies at the beginning of your turn, causing a loss of INTENSITY HP (max. down to 1 HP, never kills). The ability ignores any of the enemy's resistances or weaknesses, so it is very powerful against spirits!</i></span><br/><br />
<br/><br />
=== unyielding &ndash; resistance ===<br />
<span style='color:#808080'><i>This unit’s resistances are doubled, up to a maximum of 70%, when defending. Vulnerabilities are not affected.</i></span><br/><br />
<br/><br />
=== vindictive &ndash; dummy ===<br />
<span style='color:#808080'><i>This unit's attack damage increases by 1 when an adjacent ally is hit. Does not work when hit by a retaliating unit. The added damage bonus halves each turn (rounded down).</i></span><br/><br />
<br/><br />
=== wardrums &ndash; dummy ===<br />
<span style='color:#808080'><i>All adjacent members of the same side get +2 to movement at the start of their turn.</i></span><br/><br />
<br/><br />
=== warlord's rule &ndash; dummy ===<br />
<span style='color:#808080'><i>All nearby allies deal and take 50% more damage.</i></span><br/><br />
<br/><br />
=== weak reflect &ndash; dummy ===<br />
<span style='color:#808080'><i>When this unit is hit, an quarter of the damage it took is dealt also to the attacker. It cannot kill, unlike thorns.</i></span><br/><br />
<br/><br />
=== wrath &ndash; dummy ===<br />
<span style='color:#808080'><i>When offensively hitting an enemy, this unit's attack damage increases by 1. The added damage bonus halves each turn (rounded down).</i></span><br/><br />
<br/><br />
=== zeal &ndash; resistance ===<br />
<span style='color:#808080'><i>This unit's resistances are doubled, up to a maximum of 70%, when attacking. Vulnerabilities are not affected.</i></span><br/><br />
<br/><br />
=== zeal aura &ndash; dummy ===<br />
<span style='color:#808080'><i>All nearby allies get firststrike.</i></span><br/><br />
<br/><br />
== Weapon Specials ==<br />
=== anarchy &ndash; damage ===<br />
<span style='color:#808080'><i>This attack does 50% more damage to lawful units.</i></span><br/><br />
<br/><br />
=== anger &ndash; attacks ===<br />
<span style='color:#808080'><i>When used offensively, this attack doubles the attacks done by both attacker and defender.</i></span><br/><br />
<br/><br />
=== chaos &ndash; chance_to_hit ===<br />
<span style='color:#808080'><i>When used defensively, this attacks damages all surrounding foes for a half of the damage, and it always has a 70% chance to hit regardless of the defensive ability of the attacking unit. Whether in defence or on attack, it is so tiring that the unit's damage decreases by 2 afterwards and then halves with each turn.</i></span><br/><br />
<br/><br />
=== chaotic &ndash; damage ===<br />
<span style='color:#808080'><i>This attack is 25% better at night and 25% worse at day.</i></span><br/><br />
<br/><br />
=== chaotic and lawful &ndash; damage ===<br />
<span style='color:#808080'><i>This attack is 25% better at night. This attack is 25% better at day.</i></span><br/><br />
<br/><br />
=== charge &ndash; damage ===<br />
<span style='color:#808080'><i>When used offensively, this attack deals multiplied damage to the target. It also causes this unit to take multiplied damage from the target's counterattack.</i></span><br/><br />
<br/><br />
=== charging backstab &ndash; damage ===<br />
<span style='color:#808080'><i>When used offensively, this attack deals double damage if there is an enemy of the target on the opposite side of the target, and that unit is not incapacitated (turned to stone or otherwise paralyzed). It also causes this unit to take double damage from the target’s counterattack.</i></span><br/><br />
<br/><br />
=== cleave &ndash; damage ===<br />
<span style='color:#808080'><i>This attack will hit additional enemies in the two hexes that are adjacent to both the attacker and defender, in a crescent moon shape, for 50% of the original damage. It is so tiring that the unit's damage decreases by 2 after the attack, the damage penalty will half each turn.</i></span><br/><br />
<br/><br />
=== cone &ndash; dummy ===<br />
<span style='color:#808080'><i>With this attack enemies next to attacker and target suffer 1/2 the damage. The foe behind the defender takes 1/2 of the damage too, while their adjacent comrades take 1/4 of it. It is so tiring that the unit's damage decreases by 6 after the attack, the damage penalty will half each turn.</i></span><br/><br />
<br/><br />
=== dazzle &ndash; dummy ===<br />
<span style='color:#808080'><i>This weapon special limits the target's chance to hit to 50% for one turn.</i></span><br/><br />
<br/><br />
=== disintegrate &ndash; damage ===<br />
<span style='color:#808080'><i>Every blow with this weapon has a 2% chance to kill an enemy without any checks.</i></span><br/><br />
<br/><br />
=== distant attack &ndash; attacks ===<br />
<span style='color:#808080'><i>When this attack is used, the enemy will not counter.</i></span><br/><br />
<br/><br />
=== doom &ndash; dummy ===<br />
<span style='color:#808080'><i>If this attack hits, opponent's resistances will drop by 5% until he advances.</i></span><br/><br />
<br/><br />
=== explosive &ndash; damage ===<br />
<span style='color:#808080'><i>When this attack is used, all enemies adjacent to the target take 75% of the damage, and even those behind them will take a few if the damage is sufficiently high. It is so tiring that the unit's damage decreases by 10 after the attack, the damage penalty will half each turn.</i></span><br/><br />
<br/><br />
=== explosive damage &ndash; damage ===<br />
<span style='color:#808080'><i>When this attack is used offensively, all units adjacent to the target take 10 damage.</i></span><br/><br />
<br/><br />
=== explosive leech &ndash; damage ===<br />
<span style='color:#808080'><i>When this attack is used, all enemies next to the target take 1/4 of the damage the target was dealt and the life is added to the caster's health. It is so tiring that the unit's damage decreases by 6 after the attack, the damage penalty will half each turn.</i></span><br/><br />
<br/><br />
=== explosive slow &ndash; damage ===<br />
<span style='color:#808080'><i>When this attack is used, all enemies adjacent to a target are slowed.</i></span><br/><br />
<br/><br />
=== explosive unprotected &ndash; damage ===<br />
<span style='color:#808080'><i>When this attack is used, all units adjacent to the target take 75% of the damage, including allies. It is so tiring that the unit's damage decreases by 8 after the attack, the damage penalty will half each turn.</i></span><br/><br />
<br/><br />
=== extra damage (+5; impact) &ndash; dummy ===<br />
<span style='color:#808080'><i>After the damage with this weapon is dealt, the target takes 5 points of impact damage, that is unaffected by charge or slow.</i></span><br/><br />
<br/><br />
=== focused &ndash; chance_to_hit ===<br />
<span style='color:#808080'><i>This attack always has at least a 80% chance to hit.</i></span><br/><br />
<br/><br />
=== greater backstab &ndash; damage ===<br />
<span style='color:#808080'><i>When used offensively, this attack deals 2.5 times more damage if there is an enemy of the target on the opposite side of the target, and that unit is not incapacitated (turned to stone or otherwise paralyzed).</i></span><br/><br />
<br/><br />
=== greater infect &ndash; poison ===<br />
<span style='color:#808080'><i>The target of this weapon specials becomes poisoned in a special way: if it dies from this toxin or is killed while affected by it, it becomes a Soulless.</i></span><br/><br />
<br/><br />
=== guided &ndash; chance_to_hit ===<br />
<span style='color:#808080'><i>This attack always has an 90% chance to hit, regardless of the defensive ability of the defending unit.</i></span><br/><br />
<br/><br />
=== hit and run &ndash; dummy ===<br />
<span style='color:#808080'><i>When this attack is used, the unit regains half of its max MP.</i></span><br/><br />
<br/><br />
=== horrid &ndash; dummy ===<br />
<span style='color:#808080'><i>When this attack is used offensively, the damage of retaliation attacks is decreased by 33%.</i></span><br/><br />
<br/><br />
=== hose &ndash; dummy ===<br />
<span style='color:#808080'><i>If this attack us used, many enemies behind and around the original target are hit. It is so tiring that the unit's damage decreases by 12 after the attack, the damage penalty will half each turn.</i></span><br/><br />
<br/><br />
=== iceform &ndash; damage ===<br />
<span style='color:#808080'><i>When this attack is used, the user is transformed into a moving block of ice, taking 33% less cold, pierce and blade damage. It works both offensively and defensively.</i></span><br/><br />
<br/><br />
=== imprecise &ndash; chance_to_hit ===<br />
<span style='color:#808080'><i>This attack has a 10% lower chance to hit.</i></span><br/><br />
<br/><br />
=== incinerate &ndash; dummy ===<br />
<span style='color:#808080'><i>This attack incinerates its targets. Burning units lose 16 HP every turn until they are cured. Flames can kill a unit, the attacker that incinerated the unit gets the experience.</i></span><br/><br />
<br/><br />
=== infect &ndash; poison ===<br />
<span style='color:#808080'><i>The target of this weapon specials becomes poisoned in a special way: if it dies from this toxin or is killed while affected by it, it becomes a Walking Corpse.</i></span><br/><br />
<br/><br />
=== kamikaze sprint &ndash; damage ===<br />
<span style='color:#808080'><i>If this attack hits offensively, the attacker first takes the damage of all the opponent's attacks. Then, the enemy behind the target takes a half of this attack's damage, the enemy behind him takes a quarter of the initial damage etc, until there are no more enemies in the row, and the attacker will appear there. If the opponent's damage would kill, the weapon special does not work.</i></span><br/><br />
<br/><br />
=== knockback &ndash; damage ===<br />
<span style='color:#808080'><i>When this attack is used offensively, at the end of the fight the enemy will be knocked back.</i></span><br/><br />
<br/><br />
=== lawful &ndash; damage ===<br />
<span style='color:#808080'><i>This attack is 25% better at day and 25% worse at night.</i></span><br/><br />
<br/><br />
=== leeches &ndash; damage ===<br />
<span style='color:#808080'><i>This is similar to the drains ability, but it drains only 1/10 of the damage inflicted but it can leech also the magic bound in the undeath of non-living foes.</i></span><br/><br />
<br/><br />
=== lesser berserk (COUNT) &ndash; berserk ===<br />
<span style='color:#808080'><i>Whether used offensively or defensively, this attack presses the engagement until one of the combatants is slain, or COUNT rounds of attacks have occurred.</i></span><br/><br />
<br/><br />
=== lesser lethargy &ndash; dummy ===<br />
<span style='color:#808080'><i>When hitting an enemy, the opponent's attack damage decreases by 1. The reduction of damage bonus halves each turn (rounded down).</i></span><br/><br />
<br/><br />
=== lethargy &ndash; dummy ===<br />
<span style='color:#808080'><i>When hitting an enemy, the opponent's attack damage decreases by 2. The reduction of damage bonus halves each turn (rounded down).</i></span><br/><br />
<br/><br />
=== lord of the flies &ndash; damage ===<br />
<span style='color:#808080'><i>This attack does quadruple damage to flies.</i></span><br/><br />
<br/><br />
=== lurk &ndash; damage ===<br />
<span style='color:#808080'><i>When used offensively and the target is not adjacent to any of its allies, it deals double damage to the target.</i></span><br/><br />
<br/><br />
=== mayhem &ndash; dummy ===<br />
<span style='color:#808080'><i>If this attack hits, opponent's damage is lowered by 1, until he advances.</i></span><br/><br />
<br/><br />
=== mind raid &ndash; dummy ===<br />
<span style='color:#808080'><i>This weapon special steals 2 experience from the opponent, increasing the user's experience. It does not work if the target does not have enough experience.</i></span><br/><br />
<br/><br />
=== misanthropia &ndash; damage ===<br />
<span style='color:#808080'><i>This attack does double damage to humans.</i></span><br/><br />
<br/><br />
=== misdraconia &ndash; damage ===<br />
<span style='color:#808080'><i>This attack does double damage to drakes and dragons.</i></span><br/><br />
<br/><br />
=== misdryadia &ndash; damage ===<br />
<span style='color:#808080'><i>This attack does double damage to elves.</i></span><br/><br />
<br/><br />
=== misnania &ndash; damage ===<br />
<span style='color:#808080'><i>This attack does double damage to dwarves.</i></span><br/><br />
<br/><br />
=== misorcia &ndash; damage ===<br />
<span style='color:#808080'><i>This attack does double damage to orcs.</i></span><br/><br />
<br/><br />
=== nosferatu's gorge &ndash; damage ===<br />
<span style='color:#808080'><i>Every blow with this attack has a chance to add all the victims' remaining hitpoints to the attacker's hitpoints, killing the victim. The chance depends on victim's level. Works only in offence.</i></span><br/><br />
<br/><br />
=== parry &ndash; dummy ===<br />
<span style='color:#808080'><i>When the target misses, the attacker will hit him without any checks.</i></span><br/><br />
<br/><br />
=== pierce &ndash; dummy ===<br />
<span style='color:#808080'><i>If this attack is used, the enemy behind the target is hurt as well, for 1/2 of the damage. The user loses 2 damage points after the attack, the damage penalty will half each turn.</i></span><br/><br />
<br/><br />
=== plague (LANGUAGE_TYPE) &ndash; plague ===<br />
<span style='color:#808080'><i>When a unit is killed by a Plague attack, that unit is replaced with a unit on the same side as the unit with the Plague attack. This doesn’t work on Undead or units in villages.</i></span><br/><br />
<br/><br />
=== purify &ndash; dummy ===<br />
<span style='color:#808080'><i>When an undead unit is killed by this attack, it becomes living again.</i></span><br/><br />
<br/><br />
=== quickstrike &ndash; attacks ===<br />
<span style='color:#808080'><i>When this attack is used, the attacker loses no movement. However, this does not give back the movement lost due to entering a unit's ZoC.</i></span><br/><br />
<br/><br />
=== Raijer's saloon &ndash; damage ===<br />
<span style='color:#808080'><i>Every blow with this attack has a chance to add all the victims' hitpoints to the hitpoints of attacker and attacker's nearby allies (divided by the number of healed units), killing the victim. The chance depends on victim's level. Works only in offence.</i></span><br/><br />
<br/><br />
=== shockwave &ndash; slow ===<br />
<span style='color:#808080'><i>This attack is so strong that it slows the target, and creates a shock wave that knocks all enemies adjacent to the target 1 hex away from it, and causes them to take 8 impact damage. When used defensively, it only slows the attacker.</i></span><br/><br />
<br/><br />
=== soul annihilation &ndash; damage ===<br />
<span style='color:#808080'><i>Every blow with this attack has a 1% chance to kill an enemy, dealing arcane damage to nearby enemies, the damage is the amount of victim's remaining health divided by the number of nearby enemies with arcane damage.</i></span><br/><br />
<br/><br />
=== soul extraction &ndash; damage ===<br />
<span style='color:#808080'><i>Every blow with this attack has a 1% chance to kill an enemy, summoning a Ghost in the process.</i></span><br/><br />
<br/><br />
=== soul thrash &ndash; damage ===<br />
<span style='color:#808080'><i>Every blow with this attack has a 1% chance to kill an enemy, adding the victims' level to the attacker's wrath (increasing the damage temporarily, the increase is halved every turn). Works only offensively.</i></span><br/><br />
<br/><br />
=== spiritual attack &ndash; damage ===<br />
<span style='color:#808080'><i>When this attack is used, the damage of physical retaliation attacks is divided by 3.</i></span><br/><br />
<br/><br />
=== storm &ndash; dummy ===<br />
<span style='color:#808080'><i>The damage of this attack will affect also a lot of other enemy units around the caster, and will also deal some impact damage. It is so tiring that the unit's damage decreases by 12 after the attack, the damage penalty will half each turn.</i></span><br/><br />
<br/><br />
=== struggle &ndash; chance_to_hit ===<br />
<span style='color:#808080'><i>This attack causes the opponent to have a 10% lower chance to hit.</i></span><br/><br />
<br/><br />
=== trickery &ndash; dummy ===<br />
<span style='color:#808080'><i>If this attack hits offensively, opponent's defence on all terrains is lowered by 5%, until he advances.</i></span><br/><br />
<br/><br />
=== uber backstab &ndash; damage ===<br />
<span style='color:#808080'><i>When used offensively, this attack deals triple damage if there is an enemy of the target on the opposite side of the target, and that unit is not incapacitated (turned to stone or otherwise paralyzed).</i></span><br/><br />
<br/><br />
=== unholybane &ndash; damage ===<br />
<span style='color:#808080'><i>This attack does triple damage to undead (also other non-monster creations of magic).</i></span><br/><br />
<br/><br />
=== whirlwind &ndash; attacks ===<br />
<span style='color:#808080'><i>When this attack is used, all enemies adjacent the attacker take the damage and the enemy cannot retaliate. It is so tiring that the unit's damage decreases by 10 after the attack, the damage penalty will half each turn.</i></span><br/><br />
<br/></div>Inkyhttps://wiki.wesnoth.org/index.php?title=LotI_Standard_Advancements&diff=68490LotI Standard Advancements2021-09-18T22:15:32Z<p>Inky: Update for loti version 3.2.6d</p>
<hr />
<div>This is an auto-generated wiki page listing all the advancements available for categories of units currently available in the campaign "Legend of the Invincibles". See https://wiki.wesnoth.org/LotI_Unit_Advancements for unit-specific advancements.<br />
This was generated at Sat Sep 18 18:06:08 2021 using version 3.2.6d of LotI and version 0.3.5 of the generation script.<br />
As this is auto-generated, DO NOT EDIT THIS PAGE.<br />
Instead, create a new issue at https://github.com/matsjoyce/LotIWikiGen/issues/new and the script will be adjusted.<br />
<br />
Other LotI-related wiki pages:<br />
<br />
* https://wiki.wesnoth.org/LotI_Items &ndash; items, such as weapons and books<br />
* https://wiki.wesnoth.org/LotI_Standard_Advancements &ndash; general advancements such as legacies and books<br />
* https://wiki.wesnoth.org/LotI_Unit_Advancements &ndash; unit-specific advancements<br />
* https://wiki.wesnoth.org/LotI_Abilities &ndash; abilities and weapon specials<br />
* https://wiki.wesnoth.org/LotI_Scenarios &ndash; scenario information<br />
* https://wiki.wesnoth.org/DeadlyUnitsFromLotI<br />
<br />
== Legacies and Books ==<br />
<br />
=== Aware of Legacy Possessed &ndash; Awareness ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<br/><br />
=== Better at Melee Combat (Book of Magical Swordplay) &ndash; BoMS1 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement BoMS to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (melee attacks only)</span><br/><br />
<br/><br />
=== Better at Self-Protection from Attacks (5% More Defence on All Terrains; Book of Magical Swordplay) &ndash; BoMS2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 2 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_at_Melee_Combat_(Book_of_Magical_Swordplay)_.E2.80.93_BoMS1|BoMS1]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 5%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 5%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 5%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 5%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 5%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 5%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 5%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 5%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in deep water reduced by 5%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 5%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 5%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains reduced by 5%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 5%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit above unwalkable places reduced by 5%</span><br/><br />
<br/><br />
=== Fighting Faster (Book of Magical Swordplay) &ndash; BoMS3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Better_at_Melee_Combat_(Book_of_Magical_Swordplay)_.E2.80.93_BoMS1|BoMS1]] and [[#Better_at_Self-Protection_from_Attacks_(5%_More_Defence_on_All_Terrains;_Book_of_Magical_Swordplay)_.E2.80.93_BoMS2|BoMS2]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks (melee attacks only)</span><br/><br />
<br/><br />
=== Able to Cast an Incinerating Fireball (Book of Fireballs) &ndash; BoF1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement BoF to be achieved first</i></span><br/><br />
<span style='color:green'>New attack: fireball (6 - 5, fire)</span><br/><br />
<span style='color:green'>New weapon special for the fireball attack: magical</span><br/><br />
<span style='color:green'>New weapon special for the fireball attack: [[LotI_Abilities#incinerate_.E2.80.93_dummy|incinerate]]</span><br/><br />
<br/><br />
=== Better at Casting Fireballs (Book of Fireballs) &ndash; BoF2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Cast_an_Incinerating_Fireball_(Book_of_Fireballs)_.E2.80.93_BoF1|BoF1]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the fireball attack</span><br/><br />
<br/><br />
=== Casting Fireballs that do More Damage (Book of Fireballs) &ndash; BoF3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Able_to_Cast_an_Incinerating_Fireball_(Book_of_Fireballs)_.E2.80.93_BoF1|BoF1]] and [[#Better_at_Casting_Fireballs_(Book_of_Fireballs)_.E2.80.93_BoF2|BoF2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the fireball attack</span><br/><br />
<br/><br />
=== Able to Hit More Enemies with Fireballs (Book of Fireballs) &ndash; BoF4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Able_to_Cast_an_Incinerating_Fireball_(Book_of_Fireballs)_.E2.80.93_BoF1|BoF1]], [[#Better_at_Casting_Fireballs_(Book_of_Fireballs)_.E2.80.93_BoF2|BoF2]] and [[#Casting_Fireballs_that_do_More_Damage_(Book_of_Fireballs)_.E2.80.93_BoF3|BoF3]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the fireball attack: [[LotI_Abilities#explosive_.E2.80.93_damage|explosive]]</span><br/><br />
<span style='color:green'>1 fewer attacks for the fireball attack</span><br/><br />
<br/><br />
=== Able to Poison Weapons (Book of Herbal Tinctures and Malignancies) &ndash; BoHTaM1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement BoHTaM to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special (melee attacks only): poison</span><br/><br />
<br/><br />
=== Capable of Self-Healing (Book of Herbal Tinctures and Malignancies) &ndash; BoHTaM2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Poison_Weapons_(Book_of_Herbal_Tinctures_and_Malignancies)_.E2.80.93_BoHTaM1|BoHTaM1]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#regenerates (VALUE)_.E2.80.93_regenerate|regenerates (13)]]</span><br/><br />
<br/><br />
=== Able to Poison Weapons of All Adjacent Allies (Book of Herbal Tinctures and Malignancies) &ndash; BoHTaM3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Able_to_Poison_Weapons_(Book_of_Herbal_Tinctures_and_Malignancies)_.E2.80.93_BoHTaM1|BoHTaM1]] and [[#Capable_of_Self-Healing_(Book_of_Herbal_Tinctures_and_Malignancies)_.E2.80.93_BoHTaM2|BoHTaM2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#radiation_.E2.80.93_dummy|radiation]]</span><br/><br />
<br/><br />
=== Improving the Damage of All Nearby Allies by 15% (Tome of Bards) &ndash; ToB1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement ToB to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#NAME (INTENSITY)_.E2.80.93_leadership|bardsong (15)]]</span><br/><br />
<br/><br />
=== Improving the Damage of All Nearby Allies by 30% (Tome of Bards) &ndash; ToB2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Improving_the_Damage_of_All_Nearby_Allies_by_15%_(Tome_of_Bards)_.E2.80.93_ToB1|ToB1]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#NAME (INTENSITY)_.E2.80.93_leadership|bardsong (15)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#NAME (INTENSITY)_.E2.80.93_leadership|bardsong (30)]]</span><br/><br />
<br/><br />
=== Improving the Damage of All Nearby Allies by 40% (Tome of Bards) &ndash; ToB3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Improving_the_Damage_of_All_Nearby_Allies_by_15%_(Tome_of_Bards)_.E2.80.93_ToB1|ToB1]] and [[#Improving_the_Damage_of_All_Nearby_Allies_by_30%_(Tome_of_Bards)_.E2.80.93_ToB2|ToB2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#NAME (INTENSITY)_.E2.80.93_leadership|bardsong (30)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#NAME (INTENSITY)_.E2.80.93_leadership|bardsong (40)]]</span><br/><br />
<br/><br />
=== Able to Cast Necromantic Spells (Tome of Liches) &ndash; ToL1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement ToL to be achieved first</i></span><br/><br />
<span style='color:green'>New attack: chill wave (13 - 2, cold)</span><br/><br />
<span style='color:green'>New weapon special for the chill wave attack: magical</span><br/><br />
<span style='color:green'>New attack: shadow wave (21 - 1, arcane)</span><br/><br />
<span style='color:green'>New weapon special for the shadow wave attack: magical</span><br/><br />
<br/><br />
=== Better at Casting Necromantic Spells (Tome of Liches) &ndash; ToL2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 2 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Able_to_Cast_Necromantic_Spells_(Tome_of_Liches)_.E2.80.93_ToL1|ToL1]] and ToL to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 4 for the chill wave attack</span><br/><br />
<span style='color:green'>Damage increased by 3 for the shadow wave attack</span><br/><br />
<br/><br />
=== A Lich After Death (Tome of Liches) &ndash; ToL3,ToL ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Able_to_Cast_Necromantic_Spells_(Tome_of_Liches)_.E2.80.93_ToL1|ToL1]] and [[#Better_at_Casting_Necromantic_Spells_(Tome_of_Liches)_.E2.80.93_ToL2|ToL2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#necromancy_.E2.80.93_dummy|necromancy]]</span><br/><br />
<br/><br />
=== Better at Melee Combat (1 More Damage, 2% Better Defences; The Fencer's Study) &ndash; TFS1 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement TFS to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (melee attacks only)</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in deep water reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit above unwalkable places reduced by 2%</span><br/><br />
<br/><br />
=== Able to Transform into the Form of a Wolf when Attacking (20% More Damage and 20% More Attacks; Guide to Lycanthropy) &ndash; GtL1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement GtL to be achieved first</i></span><br/><br />
<span style='color:green'>New bonus attack: werewolf (20% - 20% melee blade)</span><br/><br />
<br/><br />
=== Able to Transform into the Form of a Direwolf when Attacking (5% More Damage, 40% More Attacks and Poison; Guide to Lycanthropy) &ndash; GtL2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements GtL and [[#Able_to_Transform_into_the_Form_of_a_Wolf_when_Attacking_(20%_More_Damage_and_20%_More_Attacks;_Guide_to_Lycanthropy)_.E2.80.93_GtL1|GtL1]] to be achieved first</i></span><br/><br />
<span style='color:green'>New bonus attack: direwolf (5% - 40% melee blade)</span><br/><br />
<span style='color:green'>New weapon special for the direwolf attack: poison</span><br/><br />
<br/><br />
=== Able to Transform into the Form of a Hellhound when Attacking (Berserk; Guide to Lycanthropy) &ndash; GtL3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements GtL, [[#Able_to_Transform_into_the_Form_of_a_Wolf_when_Attacking_(20%_More_Damage_and_20%_More_Attacks;_Guide_to_Lycanthropy)_.E2.80.93_GtL1|GtL1]] and [[#Able_to_Transform_into_the_Form_of_a_Direwolf_when_Attacking_(5%_More_Damage,_40%_More_Attacks_and_Poison;_Guide_to_Lycanthropy)_.E2.80.93_GtL2|GtL2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New bonus attack: hellhound (100%, 100% melee fire)</span><br/><br />
<span style='color:green'>New weapon special for the hellhound attack: berserk</span><br/><br />
<br/><br />
=== Able to Breathe Fire when in Hellhound Form (10-5 Damage; Guide to Lycanthropy) &ndash; GtL4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements GtL, [[#Able_to_Transform_into_the_Form_of_a_Wolf_when_Attacking_(20%_More_Damage_and_20%_More_Attacks;_Guide_to_Lycanthropy)_.E2.80.93_GtL1|GtL1]], [[#Able_to_Transform_into_the_Form_of_a_Direwolf_when_Attacking_(5%_More_Damage,_40%_More_Attacks_and_Poison;_Guide_to_Lycanthropy)_.E2.80.93_GtL2|GtL2]] and [[#Able_to_Transform_into_the_Form_of_a_Hellhound_when_Attacking_(Berserk;_Guide_to_Lycanthropy)_.E2.80.93_GtL3|GtL3]] to be achieved first</i></span><br/><br />
<span style='color:green'>New attack: hellhound fire breath (10 - 5, fire)</span><br/><br />
<br/><br />
=== Better at Breathing Fire in the Form of the Hellhound (Guide to Lycanthropy) &ndash; GtL5 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements GtL, [[#Able_to_Transform_into_the_Form_of_a_Wolf_when_Attacking_(20%_More_Damage_and_20%_More_Attacks;_Guide_to_Lycanthropy)_.E2.80.93_GtL1|GtL1]], [[#Able_to_Transform_into_the_Form_of_a_Direwolf_when_Attacking_(5%_More_Damage,_40%_More_Attacks_and_Poison;_Guide_to_Lycanthropy)_.E2.80.93_GtL2|GtL2]], [[#Able_to_Transform_into_the_Form_of_a_Hellhound_when_Attacking_(Berserk;_Guide_to_Lycanthropy)_.E2.80.93_GtL3|GtL3]] and [[#Able_to_Breathe_Fire_when_in_Hellhound_Form_(10-5_Damage;_Guide_to_Lycanthropy)_.E2.80.93_GtL4|GtL4]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the hellhound fire breath attack</span><br/><br />
<br/><br />
=== Improving the Resistances of All Nearby Allies by 20% (Tome of Bards, Volume II) &ndash; ToBVII1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement ToBVII to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#NAME (POWER)_.E2.80.93_resistance|Song of Rock (20)]]</span><br/><br />
<br/><br />
=== Improving the Resistances of All Nearby Allies by 25% and Decreasing Enemy Damage by 20% (Tome of Bards, Volume II) &ndash; ToBVII2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements ToBVII and [[#Improving_the_Resistances_of_All_Nearby_Allies_by_20%_(Tome_of_Bards,_Volume_II)_.E2.80.93_ToBVII1|ToBVII1]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#NAME (POWER)_.E2.80.93_resistance|Song of Rock (20)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#NAME (POWER)_.E2.80.93_resistance|Song of Metal (25)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (20)]]</span><br/><br />
<br/><br />
=== Improving the Damage of Nearby Party Members by 15% (Tome of Bards, Volume II) &ndash; ToBVII2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements ToBVII and [[#Improving_the_Resistances_of_All_Nearby_Allies_by_20%_(Tome_of_Bards,_Volume_II)_.E2.80.93_ToBVII1|ToBVII1]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#NAME (INTENSITY)_.E2.80.93_leadership|Song of Punk (15)]]</span><br/><br />
<br/><br />
=== Hitting More Enemies with Spells (Koschei's Journal) &ndash; KJ1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement KJ to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special (ranged fire attacks only): [[LotI_Abilities#cone_.E2.80.93_dummy|cone]]</span><br/><br />
<span style='color:green'>New weapon special (ranged cold attacks only): [[LotI_Abilities#cone_.E2.80.93_dummy|cone]]</span><br/><br />
<span style='color:green'>New weapon special (ranged arcane attacks only): [[LotI_Abilities#cone_.E2.80.93_dummy|cone]]</span><br/><br />
<br/><br />
=== Hitting Even More Enemies with Spells, One Less Attack (Koschei's Journal) &ndash; KJ2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements KJ and [[#Hitting_More_Enemies_with_Spells_(Koschei's_Journal)_.E2.80.93_KJ1|KJ1]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special (ranged fire attacks only): [[LotI_Abilities#explosive_.E2.80.93_damage|explosive]]</span><br/><br />
<span style='color:green'>Remove weapon special (ranged fire attacks only): cone</span><br/><br />
<span style='color:green'>1 fewer attacks (ranged fire attacks only)</span><br/><br />
<span style='color:green'>New weapon special (ranged cold attacks only): [[LotI_Abilities#explosive_.E2.80.93_damage|explosive]]</span><br/><br />
<span style='color:green'>Remove weapon special (ranged cold attacks only): cone</span><br/><br />
<span style='color:green'>1 fewer attacks (ranged cold attacks only)</span><br/><br />
<span style='color:green'>New weapon special (ranged arcane attacks only): [[LotI_Abilities#explosive_.E2.80.93_damage|explosive]]</span><br/><br />
<span style='color:green'>Remove weapon special (ranged arcane attacks only): cone</span><br/><br />
<span style='color:green'>1 fewer attacks (ranged arcane attacks only)</span><br/><br />
<br/><br />
=== Attack Twice in a Row (Wrathful Combat Techniques) &ndash; WCT1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement WCT to be achieved first</i></span><br/><br />
<span style='color:green'>New bonus attack: fury (2) (100%, 100% melee)</span><br/><br />
<span style='color:green'>New weapon special for the fury (2) attack: [[LotI_Abilities#lesser berserk (COUNT)_.E2.80.93_berserk|lesser berserk (2)]]</span><br/><br />
<br/><br />
=== Attack Thrice in a Row (Wrathful Combat Techniques) &ndash; WCT2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements WCT and [[#Attack_Twice_in_a_Row_(Wrathful_Combat_Techniques)_.E2.80.93_WCT1|WCT1]] to be achieved first</i></span><br/><br />
<span style='color:green'>New bonus attack: fury (3) (100%, 100% melee)</span><br/><br />
<span style='color:green'>New weapon special for the fury (3) attack: [[LotI_Abilities#lesser berserk (COUNT)_.E2.80.93_berserk|lesser berserk (3)]]</span><br/><br />
<br/><br />
=== Attack Five Times in a Row (Wrathful Combat Techniques) &ndash; WCT3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements WCT, [[#Attack_Twice_in_a_Row_(Wrathful_Combat_Techniques)_.E2.80.93_WCT1|WCT1]] and [[#Attack_Thrice_in_a_Row_(Wrathful_Combat_Techniques)_.E2.80.93_WCT2|WCT2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New bonus attack: fury (5) (100%, 100% melee)</span><br/><br />
<span style='color:green'>New weapon special for the fury (5) attack: [[LotI_Abilities#lesser berserk (COUNT)_.E2.80.93_berserk|lesser berserk (5)]]</span><br/><br />
<br/><br />
=== Able to Use the Wrath Ability to Increase Damage in Subsequent Attacks (Wrathful Combat Techniques) &ndash; WCT4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements WCT, [[#Attack_Twice_in_a_Row_(Wrathful_Combat_Techniques)_.E2.80.93_WCT1|WCT1]], [[#Attack_Thrice_in_a_Row_(Wrathful_Combat_Techniques)_.E2.80.93_WCT2|WCT2]] and [[#Attack_Five_Times_in_a_Row_(Wrathful_Combat_Techniques)_.E2.80.93_WCT3|WCT3]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#wrath_.E2.80.93_dummy|wrath]]</span><br/><br />
<br/><br />
=== Possessing the Leadership of a Level 3 Unit (How to be an Overlord) &ndash; HtbaO1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement HtbaO to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#leadership (as level LEVEL unit)_.E2.80.93_leadership|leadership (as level 3 unit)]]</span><br/><br />
<br/><br />
=== Possessing the Leadership of a Level 4 Unit (How to be an Overlord) &ndash; HtbaO2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Possessing_the_Leadership_of_a_Level_3_Unit_(How_to_be_an_Overlord)_.E2.80.93_HtbaO1|HtbaO1]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#leadership (as level LEVEL unit)_.E2.80.93_leadership|leadership (as level 3 unit)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#leadership (as level LEVEL unit)_.E2.80.93_leadership|leadership (as level 4 unit)]]</span><br/><br />
<br/><br />
=== Leading Allies to Charge into Battle (How to be an Overlord) &ndash; HtbaO2b ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Possessing_the_Leadership_of_a_Level_4_Unit_(How_to_be_an_Overlord)_.E2.80.93_HtbaO2|HtbaO2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#warlord's rule_.E2.80.93_dummy|warlord's rule]]</span><br/><br />
<br/><br />
=== Possessing the Leadership of a Level 5 Unit (How to be an Overlord) &ndash; HtbaO3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Possessing_the_Leadership_of_a_Level_4_Unit_(How_to_be_an_Overlord)_.E2.80.93_HtbaO2|HtbaO2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#leadership (as level LEVEL unit)_.E2.80.93_leadership|leadership (as level 4 unit)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#leadership (as level LEVEL unit)_.E2.80.93_leadership|leadership (as level 5 unit)]]</span><br/><br />
<br/><br />
=== Able to Cast Fireball (Serendipity) &ndash; Srn1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement Srn to be achieved first</i></span><br/><br />
<span style='color:green'>New attack: fireball (7 - 4, fire)</span><br/><br />
<span style='color:green'>New weapon special for the fireball attack: magical</span><br/><br />
<br/><br />
=== Darkening Nearby Hexes (Serendipity) &ndash; Srn2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Cast_Fireball_(Serendipity)_.E2.80.93_Srn1|Srn1]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#darkens_.E2.80.93_illuminates|darkens]]</span><br/><br />
<br/><br />
=== Hiding in Twilight (Serendipity) &ndash; Srn3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Darkening_Nearby_Hexes_(Serendipity)_.E2.80.93_Srn2|Srn2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#twilightstalk_.E2.80.93_hides|twilightstalk]]</span><br/><br />
<br/><br />
=== Regenerating (Serendipity) &ndash; Srn4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Hiding_in_Twilight_(Serendipity)_.E2.80.93_Srn3|Srn3]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#regenerates (VALUE)_.E2.80.93_regenerate|regenerates (7)]]</span><br/><br />
<br/><br />
=== Dealing Double Damage to Dwarves (Serendipity) &ndash; Srn5 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Regenerating_(Serendipity)_.E2.80.93_Srn4|Srn4]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#misnania_.E2.80.93_damage|misnania]]</span><br/><br />
<br/><br />
=== Piercing Enemies with Melee (Serendipity) &ndash; Srn6 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Dealing_Double_Damage_to_Dwarves_(Serendipity)_.E2.80.93_Srn5|Srn5]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special (melee attacks only): [[LotI_Abilities#pierce_.E2.80.93_dummy|pierce]]</span><br/><br />
<br/><br />
=== Able to Cast a Spell that Lowers Enemy Terrain Defences (Heart of Darkness) &ndash; HoD1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement HoD to be achieved first</i></span><br/><br />
<span style='color:green'>New attack: ill luck (3 - 3, arcane)</span><br/><br />
<span style='color:green'>New weapon special for the ill luck attack: [[LotI_Abilities#trickery_.E2.80.93_dummy|trickery]]</span><br/><br />
<br/><br />
=== Able to Cast a Spell that Lowers Enemy Resistances (Heart of Darkness) &ndash; HoD2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Cast_a_Spell_that_Lowers_Enemy_Terrain_Defences_(Heart_of_Darkness)_.E2.80.93_HoD1|HoD1]] to be achieved first</i></span><br/><br />
<span style='color:green'>New attack: misfortune (4 - 3, arcane)</span><br/><br />
<span style='color:green'>New weapon special for the misfortune attack: [[LotI_Abilities#doom_.E2.80.93_dummy|doom]]</span><br/><br />
<br/><br />
=== Able to Cast a Spell that Lowers Enemy Damage (Heart of Darkness) &ndash; HoD3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Cast_a_Spell_that_Lowers_Enemy_Resistances_(Heart_of_Darkness)_.E2.80.93_HoD2|HoD2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New attack: hex (5 - 3, arcane)</span><br/><br />
<span style='color:green'>New weapon special for the hex attack: [[LotI_Abilities#mayhem_.E2.80.93_dummy|mayhem]]</span><br/><br />
<br/><br />
=== Able to Cast a Spell that Converts Enemies to Revenants if Killed (Heart of Darkness) &ndash; HoD4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Cast_a_Spell_that_Lowers_Enemy_Damage_(Heart_of_Darkness)_.E2.80.93_HoD3|HoD3]] to be achieved first</i></span><br/><br />
<span style='color:green'>New attack: reanimation (5 - 2, arcane)</span><br/><br />
<span style='color:green'>New weapon special for the reanimation attack: [[LotI_Abilities#plague (LANGUAGE_TYPE)_.E2.80.93_plague|plague (Revenant)]]</span><br/><br />
<br/><br />
=== Able to Cast a Spell that Lowers Enemy Terrain Defences, Resistance and Damage (Heart of Darkness) &ndash; HoD5 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Cast_a_Spell_that_Converts_Enemies_to_Revenants_if_Killed_(Heart_of_Darkness)_.E2.80.93_HoD4|HoD4]] to be achieved first</i></span><br/><br />
<span style='color:green'>New attack: curse (3 - 2, cold)</span><br/><br />
<span style='color:green'>New weapon special for the curse attack: [[LotI_Abilities#trickery_.E2.80.93_dummy|trickery]]</span><br/><br />
<span style='color:green'>New weapon special for the curse attack: [[LotI_Abilities#doom_.E2.80.93_dummy|doom]]</span><br/><br />
<span style='color:green'>New weapon special for the curse attack: [[LotI_Abilities#mayhem_.E2.80.93_dummy|mayhem]]</span><br/><br />
<br/><br />
=== Having a 1% Chance to Make the Opponent's Soul Explode on Hit, Killing Him and Damaging His Nearby Allies (Raijer's Bloody Field) &ndash; RBF1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement RBF to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special (melee attacks only): [[LotI_Abilities#soul annihilation_.E2.80.93_damage|soul annihilation]]</span><br/><br />
<br/><br />
=== Having a Chance to Drain the Enemy's Soul on Hit, Killing Him Instantly and Healing from it (Raijer's Bloody Field) &ndash; RBF2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement RBF to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special (melee attacks only): [[LotI_Abilities#nosferatu's gorge_.E2.80.93_damage|nosferatu's gorge]]</span><br/><br />
<br/><br />
=== Having a Chance to Drain the Enemy's Soul on Hit, Killing Him Instantly and Healing Nearby Allies (Raijer's Bloody Field) &ndash; RBF3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement RBF to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special (melee attacks only): [[LotI_Abilities#Raijer's saloon_.E2.80.93_damage|Raijer's saloon]]</span><br/><br />
<br/><br />
=== Having a 1% Chance to Drain the Enemy's Soul, Converting Him into a Ghost Fighting on Your Side (Raijer's Bloody Field) &ndash; RBF4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement RBF to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special (melee attacks only): [[LotI_Abilities#soul extraction_.E2.80.93_damage|soul extraction]]</span><br/><br />
<br/><br />
=== Having a 1% Chance to Drain the Enemy's Soul Gaining Wrath Stacks (Raijer's Bloody Field) &ndash; RBF5 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement RBF to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special (melee attacks only): [[LotI_Abilities#soul thrash_.E2.80.93_damage|soul thrash]]</span><br/><br />
<br/><br />
=== Dealing More Damage After Being Hit (The Doctrine of Vindictiveness) &ndash; DoV1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement DoV to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#triggerable_.E2.80.93_dummy|triggerable]]</span><br/><br />
<br/><br />
=== Dealing More Damage After an Adjacent Ally is Hit (The Doctrine of Vindictiveness) &ndash; DoV2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements DoV and [[#Dealing_More_Damage_After_Being_Hit_(The_Doctrine_of_Vindictiveness)_.E2.80.93_DoV1|DoV1]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#vindictive_.E2.80.93_dummy|vindictive]]</span><br/><br />
<br/><br />
=== After Being Hit, Dealing More Damage to that Type (The Doctrine of Vindictiveness) &ndash; DoV3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements DoV and [[#Dealing_More_Damage_After_an_Adjacent_Ally_is_Hit_(The_Doctrine_of_Vindictiveness)_.E2.80.93_DoV2|DoV2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#unforgiving_.E2.80.93_dummy|unforgiving]]</span><br/><br />
<br/><br />
=== 15%/5%/5%/-5% to Fire/Blade/Impact/Cold Resistance, 1 More Melee Damage (Fire Dragon Legacy) &ndash; FDL1 ===<br />
<span style='color:#808080'><i>This advancement can be taken 2 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements fire_dragon_legacy and [[#Aware_of_Legacy_Possessed_.E2.80.93_Awareness|awareness]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (melee attacks only)</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by -5%</span><br/><br />
<br/><br />
=== 10% Better Fire Resistance, Able to Breathe Fire 11-4, Some Fire Penetration (Fire Dragon Legacy) &ndash; FDL2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements fire_dragon_legacy and [[#15%/5%/5%/-5%_to_Fire/Blade/Impact/Cold_Resistance,_1_More_Melee_Damage_(Fire_Dragon_Legacy)_.E2.80.93_FDL1|FDL1]] to be achieved first</i></span><br/><br />
<span style='color:green'>New attack: fire breath legacy (14 - 4, fire)</span><br/><br />
<span style='color:green'>New weapon special for the fire breath legacy attack: marksman</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 5%</span><br/><br />
<br/><br />
=== Breathing Fire Better, More Fire Penetration, 5%/2%/2% Better Resistance to Fire/Blade/Impact (Fire Dragon Legacy) &ndash; FDL3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements fire_dragon_legacy and [[#10%_Better_Fire_Resistance,_Able_to_Breathe_Fire_11-4,_Some_Fire_Penetration_(Fire_Dragon_Legacy)_.E2.80.93_FDL2|FDL2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the fire breath legacy attack: [[LotI_Abilities#incinerate_.E2.80.93_dummy|incinerate]]</span><br/><br />
<span style='color:green'>Damage increased by 3 for the fire breath legacy attack</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 5%</span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 5%</span><br/><br />
<br/><br />
=== Breathing Fire Faster, More Fire Penetration (Fire Dragon Legacy) &ndash; FDL4 ===<br />
<span style='color:#808080'><i>This advancement can be taken 2 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements fire_dragon_legacy and [[#Breathing_Fire_Better,_More_Fire_Penetration,_5%/2%/2%_Better_Resistance_to_Fire/Blade/Impact_(Fire_Dragon_Legacy)_.E2.80.93_FDL3|FDL3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the fire breath legacy attack</span><br/><br />
<span style='color:green'>1 more attacks for the fire breath legacy attack</span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 4%</span><br/><br />
<br/><br />
=== Breathing Fire with Large Blast Radius, More Fire Penetration (Fire Dragon Legacy) &ndash; FDL5 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements fire_dragon_legacy and [[#Breathing_Fire_Faster,_More_Fire_Penetration_(Fire_Dragon_Legacy)_.E2.80.93_FDL4|FDL4]] to be achieved first</i></span><br/><br />
<span style='color:green'>New bonus attack: explosive fire breath legacy (100%, 100%, copy of fire breath legacy)</span><br/><br />
<span style='color:green'>New weapon special for the explosive fire breath legacy attack: [[LotI_Abilities#explosive_.E2.80.93_damage|explosive]]</span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 3%</span><br/><br />
<br/><br />
=== 15%/5%/5%/-5% to Cold/Blade/Pierce/Fire Resistance, 1 More Melee Damage (Ice Dragon Legacy) &ndash; IDL1 ===<br />
<span style='color:#808080'><i>This advancement can be taken 2 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements ice_dragon_legacy and [[#Aware_of_Legacy_Possessed_.E2.80.93_Awareness|awareness]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (melee attacks only)</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by -5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 15%</span><br/><br />
<br/><br />
=== 10% Better Cold Resistance, Able to Breathe Cold 11-4, Some Cold Penetration (Ice Dragon Legacy) &ndash; IDL2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements ice_dragon_legacy and [[#15%/5%/5%/-5%_to_Cold/Blade/Pierce/Fire_Resistance,_1_More_Melee_Damage_(Ice_Dragon_Legacy)_.E2.80.93_IDL1|IDL1]] to be achieved first</i></span><br/><br />
<span style='color:green'>New attack: ice breath legacy (11 - 4, cold)</span><br/><br />
<span style='color:green'>New weapon special for the ice breath legacy attack: slow</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:green'>Enemy resistances to cold decreased by 5%</span><br/><br />
<br/><br />
=== Breathing Cold Better, 5%/2%/2% Better Resistance to Cold/Blade/Pierce, More Cold Penetration (Ice Dragon Legacy) &ndash; IDL3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements ice_dragon_legacy and [[#10%_Better_Cold_Resistance,_Able_to_Breathe_Cold_11-4,_Some_Cold_Penetration_(Ice_Dragon_Legacy)_.E2.80.93_IDL2|IDL2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the ice breath legacy attack</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 5%</span><br/><br />
<span style='color:green'>Enemy resistances to cold decreased by 5%</span><br/><br />
<br/><br />
=== Breathing Cold Faster, More Cold Penetration (Ice Dragon Legacy) &ndash; IDL4 ===<br />
<span style='color:#808080'><i>This advancement can be taken 2 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements ice_dragon_legacy and [[#Breathing_Cold_Better,_5%/2%/2%_Better_Resistance_to_Cold/Blade/Pierce,_More_Cold_Penetration_(Ice_Dragon_Legacy)_.E2.80.93_IDL3|IDL3]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the ice breath legacy attack</span><br/><br />
<span style='color:green'>Enemy resistances to cold decreased by 4%</span><br/><br />
<br/><br />
=== Hitting More Enemies with Breath and More Cold Penetration (Ice Dragon Legacy) &ndash; IDL5 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements ice_dragon_legacy and [[#Breathing_Cold_Faster,_More_Cold_Penetration_(Ice_Dragon_Legacy)_.E2.80.93_IDL4|IDL4]] to be achieved first</i></span><br/><br />
<span style='color:green'>New bonus attack: explosive fire breath legacy (100%, 100%, copy of ice breath legacy)</span><br/><br />
<span style='color:green'>New weapon special for the explosive fire breath legacy attack: [[LotI_Abilities#explosive_.E2.80.93_damage|explosive]]</span><br/><br />
<span style='color:green'>Enemy resistances to cold decreased by 3%</span><br/><br />
<br/><br />
=== 2 More Melee Damage, 2% to Fire, Cold and Arcane Resistance (Dark Dragon Legacy) &ndash; DDL1 ===<br />
<span style='color:#808080'><i>This advancement can be taken 2 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements dark_dragon_legacy and [[#Aware_of_Legacy_Possessed_.E2.80.93_Awareness|awareness]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 2 (melee attacks only)</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 2%</span><br/><br />
<br/><br />
=== Able to Breathe Darkness 9-4 (Dark Dragon Legacy) &ndash; DDL2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements dark_dragon_legacy and [[#2_More_Melee_Damage,_2%_to_Fire,_Cold_and_Arcane_Resistance_(Dark_Dragon_Legacy)_.E2.80.93_DDL1|DDL1]] to be achieved first</i></span><br/><br />
<span style='color:green'>New attack: dark breath legacy (9 - 4, arcane)</span><br/><br />
<span style='color:green'>New weapon special for the dark breath legacy attack: drain</span><br/><br />
<br/><br />
=== 5% Better Resistance to Fire, Arcane and Cold, 5% Arcane Penetration (Dark Dragon Legacy) &ndash; DDL3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements dark_dragon_legacy and [[#Able_to_Breathe_Darkness_9-4_(Dark_Dragon_Legacy)_.E2.80.93_DDL2|DDL2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 5%</span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 5%</span><br/><br />
<br/><br />
=== 8% More Arcane Penetration (Dark Dragon Legacy) &ndash; DDL4 ===<br />
<span style='color:#808080'><i>This advancement can be taken 4 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements dark_dragon_legacy and [[#_5%_Better_Resistance_to_Fire,_Arcane_and_Cold,_5%_Arcane_Penetration_(Dark_Dragon_Legacy)_.E2.80.93_DDL3|DDL3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 8%</span><br/><br />
<br/><br />
=== Highly Precise when Breathing Darkness (Dark Dragon Legacy) &ndash; DDL5 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements dark_dragon_legacy and [[#8%_More_Arcane_Penetration_(Dark_Dragon_Legacy)_.E2.80.93_DDL4|DDL4]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the dark breath legacy attack: [[LotI_Abilities#focused_.E2.80.93_chance_to_hit|focused]]</span><br/><br />
<br/><br />
=== More Skeleton-Like - Resistances: Cold +15%, Pierce +15%, Blade +10%, Impact -5%, Fire -5%, Arcane -10% (Undead Legacy) &ndash; UL1 ===<br />
<span style='color:#808080'><i>This advancement can be taken 2 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements undead_legacy and [[#Aware_of_Legacy_Possessed_.E2.80.93_Awareness|awareness]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by -5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by -5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by -10%</span><br/><br />
<br/><br />
=== More Spirit-Like - Resistances: Cold +15%, Physical +10%, Fire -5%, Arcane -5%; Hitpoints -8 (Undead Legacy) &ndash; UL2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 2 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements undead_legacy and [[#More_Skeleton-Like_-_Resistances:_Cold_+15%,_Pierce_+15%,_Blade_+10%,_Impact_-5%,_Fire_-5%,_Arcane_-10%_(Undead_Legacy)_.E2.80.93_UL1|UL1]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by -10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by -5%</span><br/><br />
<span style='color:#60A0FF'>8 fewer hitpoints per level</span><br/><br />
<span style='color=#60A0FF'>Full heal</span><br/><br />
<br/><br />
=== Able to Leech Enemies in Melee Range; -10% Arcane Resistance (Undead Legacy) &ndash; UL3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements undead_legacy and [[#More_Spirit-Like_-_Resistances:_Cold_+15%,_Physical_+10%,_Fire_-5%,_Arcane_-5%;_Hitpoints_-8_(Undead_Legacy)_.E2.80.93_UL2|UL2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special (melee attacks only): [[LotI_Abilities#leeches_.E2.80.93_damage|leech]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by -10%</span><br/><br />
<br/><br />
=== Immune to Poison, Drain and Plague (Undead Legacy) &ndash; UL4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements undead_legacy and [[#Able_to_Leech_Enemies_in_Melee_Range;_-10%_Arcane_Resistance_(Undead_Legacy)_.E2.80.93_UL3|UL3]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Unlife (immunity to poison, plague and drain)</span><br/><br />
<br/><br />
=== A Lich After Death (Undead Legacy) &ndash; UL5 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements undead_legacy and [[#Immune_to_Poison,_Drain_and_Plague_(Undead_Legacy)_.E2.80.93_UL4|UL4]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#necromancy_.E2.80.93_dummy|necromancy]]</span><br/><br />
<br/><br />
=== 10% Increased Damage For Adjacent Units (Legacy of Kings) &ndash; LoK1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements legacy_of_kings and [[#Aware_of_Legacy_Possessed_.E2.80.93_Awareness|awareness]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#NAME (INTENSITY)_.E2.80.93_leadership|Legacy of Kings (10)]]</span><br/><br />
<br/><br />
=== 15% Increased Damage For Adjacent Units (Legacy of Kings) &ndash; LoK2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements legacy_of_kings and [[#10%_Increased_Damage_For_Adjacent_Units_(Legacy_of_Kings)_.E2.80.93_LoK1|LoK1]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#NAME (INTENSITY)_.E2.80.93_leadership|Legacy of Kings (10)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#NAME (INTENSITY)_.E2.80.93_leadership|Legacy of Kings (15)]]</span><br/><br />
<br/><br />
=== 15% Increased Damage For Adjacent Units, 10 % Better Resistances (Legacy of Kings) &ndash; LoK3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements legacy_of_kings and [[#15%_Increased_Damage_For_Adjacent_Units_(Legacy_of_Kings)_.E2.80.93_LoK2|LoK2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#NAME (INTENSITY)_.E2.80.93_leadership|Legacy of Kings (15)]]</span><br/><br />
<br/><br />
=== 20% Increased Damage For Adjacent Units, 15 % Better Resistances (Legacy of Kings) &ndash; LoK4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements legacy_of_kings and [[#15%_Increased_Damage_For_Adjacent_Units,_10_%_Better_Resistances_(Legacy_of_Kings)_.E2.80.93_LoK3|LoK3]] to be achieved first</i></span><br/><br />
<br/><br />
=== 25% Increased Damage For Adjacent Units, 20 % Better Resistances (Legacy of Kings) &ndash; LoK5 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements legacy_of_kings and [[#20%_Increased_Damage_For_Adjacent_Units,_15_%_Better_Resistances_(Legacy_of_Kings)_.E2.80.93_LoK4|LoK4]] to be achieved first</i></span><br/><br />
<br/><br />
=== 5% Physical Resistances, 1 More Melee Damage (Legacy of Titans) &ndash; LoT1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements legacy_of_titans and [[#Aware_of_Legacy_Possessed_.E2.80.93_Awareness|awareness]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (melee attacks only)</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 5%</span><br/><br />
<br/><br />
=== 3% Physical Resistances, 2 More Melee Damage, Regeneration (Legacy of Titans) &ndash; LoT2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements legacy_of_titans and [[#5%_Physical_Resistances,_1_More_Melee_Damage_(Legacy_of_Titans)_.E2.80.93_LoT1|LoT1]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 2 (melee attacks only)</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 3%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 3%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 3%</span><br/><br />
<span style='color:#60A0FF'>New ability: regenerates</span><br/><br />
<br/><br />
=== 3% Physical Resistances, 1 More Melee Damage (Legacy of Titans) &ndash; LoT3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 4 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements legacy_of_titans and [[#3%_Physical_Resistances,_2_More_Melee_Damage,_Regeneration_(Legacy_of_Titans)_.E2.80.93_LoT2|LoT2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (melee attacks only)</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 3%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 3%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 3%</span><br/><br />
<br/><br />
=== -10% to Damage of All Adjacent Enemies (Legacy of Sorrow) &ndash; LoS1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements legacy_of_sorrow and [[#Aware_of_Legacy_Possessed_.E2.80.93_Awareness|awareness]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (10)]]</span><br/><br />
<br/><br />
=== -15% to Damage of All Adjacent Enemies (Legacy of Sorrow) &ndash; LoS2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements legacy_of_sorrow and [[#-10%_to_Damage_of_All_Adjacent_Enemies_(Legacy_of_Sorrow)_.E2.80.93_LoS1|LoS1]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (10)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (15)]]</span><br/><br />
<br/><br />
=== -20% to Damage of All Adjacent Enemies (Legacy of Sorrow) &ndash; LoS3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements legacy_of_sorrow and [[#-15%_to_Damage_of_All_Adjacent_Enemies_(Legacy_of_Sorrow)_.E2.80.93_LoS2|LoS2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (15)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (20)]]</span><br/><br />
<br/><br />
=== -25% to Damage of All Adjacent Enemies (Legacy of Sorrow) &ndash; LoS4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements legacy_of_sorrow and [[#-20%_to_Damage_of_All_Adjacent_Enemies_(Legacy_of_Sorrow)_.E2.80.93_LoS3|LoS3]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (20)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (25)]]</span><br/><br />
<br/><br />
=== -10% to Non-Physical Resistances of All Adjacent Enemies (Legacy of Sorrow) &ndash; LoS5 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements legacy_of_sorrow and [[#-20%_to_Damage_of_All_Adjacent_Enemies_(Legacy_of_Sorrow)_.E2.80.93_LoS3|LoS3]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#conviction (INTENSITY)_.E2.80.93_resistance|conviction (10)]]</span><br/><br />
<br/><br />
=== -20% to Non-Physical Resistances of All Adjacent Enemies (Legacy of Sorrow) &ndash; LoS6 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements legacy_of_sorrow and [[#-10%_to_Non-Physical_Resistances_of_All_Adjacent_Enemies_(Legacy_of_Sorrow)_.E2.80.93_LoS5|LoS5]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#conviction (INTENSITY)_.E2.80.93_resistance|conviction (10)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#conviction (INTENSITY)_.E2.80.93_resistance|conviction (20)]]</span><br/><br />
<br/><br />
=== Illuminating (Legacy of Light) &ndash; LoL1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements legacy_of_light and [[#Aware_of_Legacy_Possessed_.E2.80.93_Awareness|awareness]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>New ability: illuminates</span><br/><br />
<br/><br />
=== Lawful (Legacy of Light) &ndash; LoL-Lawful ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements legacy_of_light and [[#Aware_of_Legacy_Possessed_.E2.80.93_Awareness|awareness]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Sets alignment to lawful</span><br/><br />
<br/><br />
=== Able to Illuminate Also the Day (Legacy of Light) &ndash; LoL2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements legacy_of_light and [[#Illuminating_(Legacy_of_Light)_.E2.80.93_LoL1|LoL1]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: illuminates</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#improved illumination_.E2.80.93_illuminates|improved illumination]]</span><br/><br />
<br/><br />
=== Illuminating Incredibly (Legacy of Light) &ndash; LoL3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements legacy_of_light and [[#Able_to_Illuminate_Also_the_Day_(Legacy_of_Light)_.E2.80.93_LoL2|LoL2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#improved illumination_.E2.80.93_illuminates|improved illumination]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#great illumination_.E2.80.93_illuminates|great illumination]]</span><br/><br />
<br/><br />
=== Turning Undead Back to Life (Legacy of Light) &ndash; LoL4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements legacy_of_light and [[#Illuminating_Incredibly_(Legacy_of_Light)_.E2.80.93_LoL3|LoL3]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special (melee attacks only): [[LotI_Abilities#purify_.E2.80.93_dummy|purify]]</span><br/><br />
<br/><br />
=== Healing Nearby Allies (Legacy of Light) &ndash; LoL-Healing1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements legacy_of_light and [[#Illuminating_(Legacy_of_Light)_.E2.80.93_LoL1|LoL1]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#heals +VALUE_.E2.80.93_heals|heals (8)]]</span><br/><br />
<br/><br />
=== Healing Nearby Allies More Efficiently (Legacy of Light) &ndash; LoL-Healing2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements legacy_of_light, [[#Illuminating_(Legacy_of_Light)_.E2.80.93_LoL1|LoL1]] and [[#Healing_Nearby_Allies_(Legacy_of_Light)_.E2.80.93_LoL-Healing1|LoL-healing1]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#heals +VALUE_.E2.80.93_heals|heals (8)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#heals +VALUE_.E2.80.93_heals|heals (16)]]</span><br/><br />
<br/><br />
=== Healing Nearby Allies Even More Efficiently (Legacy of Light) &ndash; LoL-Healing3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements legacy_of_light, [[#Illuminating_(Legacy_of_Light)_.E2.80.93_LoL1|LoL1]] and [[#Healing_Nearby_Allies_More_Efficiently_(Legacy_of_Light)_.E2.80.93_LoL-Healing2|LoL-healing2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#heals +VALUE_.E2.80.93_heals|heals (16)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#heals +VALUE_.E2.80.93_heals|heals (24)]]</span><br/><br />
<br/><br />
=== 5% More Resistant to Fire and Arcane (Legacy of Phoenix) &ndash; LoP1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements legacy_of_phoenix and [[#Aware_of_Legacy_Possessed_.E2.80.93_Awareness|awareness]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 5%</span><br/><br />
<br/><br />
=== 4% More Resistant to Fire and Arcane (Legacy of Phoenix) &ndash; LoP2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements legacy_of_phoenix and [[#5%_More_Resistant_to_Fire_and_Arcane_(Legacy_of_Phoenix)_.E2.80.93_LoP1|LoP1]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 4%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 4%</span><br/><br />
<br/><br />
=== 4% More Resistant to Fire and Arcane (Legacy of Phoenix) &ndash; LoP3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements legacy_of_phoenix and [[#4%_More_Resistant_to_Fire_and_Arcane_(Legacy_of_Phoenix)_.E2.80.93_LoP2|LoP2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 4%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 4%</span><br/><br />
<br/><br />
=== Burning Nearby Enemies For an Amount of Damage that Increases Over Time (Legacy of Phoenix) &ndash; LoP3-Flaming ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements legacy_of_phoenix and [[#4%_More_Resistant_to_Fire_and_Arcane_(Legacy_of_Phoenix)_.E2.80.93_LoP2|LoP2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#flaming radiance_.E2.80.93_dummy|flaming radiance]]</span><br/><br />
<br/><br />
=== 3% More Resistant to Fire and Arcane, 1% More Resistant to Cold (Legacy of Phoenix) &ndash; LoP4 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements legacy_of_phoenix and [[#4%_More_Resistant_to_Fire_and_Arcane_(Legacy_of_Phoenix)_.E2.80.93_LoP3|LoP3]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 3%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 1%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 3%</span><br/><br />
<br/><br />
=== Able to Resist Death to Some Extent (Legacy of Phoenix) &ndash; LoP4-Brace ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements legacy_of_phoenix and [[#4%_More_Resistant_to_Fire_and_Arcane_(Legacy_of_Phoenix)_.E2.80.93_LoP3|LoP3]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#from the ashes_.E2.80.93_dummy|from the ashes]]</span><br/><br />
<br/><br />
=== 10% to All Resistances if There Are no Adjacent Allies (Legacy of Exile) &ndash; LoE1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements legacy_of_exile and [[#Aware_of_Legacy_Possessed_.E2.80.93_Awareness|awareness]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#exile_.E2.80.93_resistance|exile]]</span><br/><br />
<br/><br />
=== 20% to All Resistances if There Are no Adjacent Allies (Legacy of Exile) &ndash; LoE2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements legacy_of_exile and [[#10%_to_All_Resistances_if_There_Are_no_Adjacent_Allies_(Legacy_of_Exile)_.E2.80.93_LoE1|LoE1]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#exile_.E2.80.93_resistance|exile]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#forsaken_.E2.80.93_resistance|forsaken]]</span><br/><br />
<br/><br />
=== Twice as Resistant to All Kinds of Damage when Attacking (Legacy of Exile) &ndash; LoE3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements legacy_of_exile and [[#20%_to_All_Resistances_if_There_Are_no_Adjacent_Allies_(Legacy_of_Exile)_.E2.80.93_LoE2|LoE2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#zeal_.E2.80.93_resistance|zeal]]</span><br/><br />
<br/><br />
=== 4 More Damage, But Reducing the Damage of Nearby Allies if There Are Some (Legacy of Exile) &ndash; LoE4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements legacy_of_exile and [[#Twice_as_Resistant_to_All_Kinds_of_Damage_when_Attacking_(Legacy_of_Exile)_.E2.80.93_LoE3|LoE3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 4</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#anathema_.E2.80.93_leadership|anathema]]</span><br/><br />
<br/><br />
=== Able to Transform Temporarily to Ice (Taking Less Damage, Dealing 20% More Damage; Legacy of the Freezing North) &ndash; LotFN1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements legacy_of_the_freezing_north and [[#Aware_of_Legacy_Possessed_.E2.80.93_Awareness|awareness]] to be achieved first</i></span><br/><br />
<span style='color:green'>New bonus attack: iceform (20% - 100% melee impact)</span><br/><br />
<span style='color:green'>New weapon special for the iceform attack: [[LotI_Abilities#iceform_.E2.80.93_damage|iceform]]</span><br/><br />
<br/><br />
=== Dealing More Damage in the Icy Form (Legacy of the Freezing North) &ndash; LotFN2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Transform_Temporarily_to_Ice_(Taking_Less_Damage,_Dealing_20%_More_Damage;_Legacy_of_the_Freezing_North)_.E2.80.93_LotFN1|LotFN1]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 10% for the iceform attack</span><br/><br />
<br/><br />
=== 3% More Resistant to Cold, Blade and Pierce (Legacy of the Freezing North) &ndash; LotFN3 ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Dealing_More_Damage_in_the_Icy_Form_(Legacy_of_the_Freezing_North)_.E2.80.93_LotFN2|LotFN2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 3%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 3%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 3%</span><br/><br />
<br/><br />
=== Faster, 1 More Ranged Damage (Legacy of the Free) &ndash; LotF1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements legacy_of_the_free and [[#Aware_of_Legacy_Possessed_.E2.80.93_Awareness|awareness]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<span style='color:green'>Damage increased by 1 (ranged attacks only)</span><br/><br />
<br/><br />
=== Faster, 5% Harder to Hit (Legacy of the Free) &ndash; LotF2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster,_1_More_Ranged_Damage_(Legacy_of_the_Free)_.E2.80.93_LotF1|LotF1]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in forests reduced by 5%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on frozen places reduced by 5%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on flat terrains reduced by 5%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in caves reduced by 5%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in mushroom groves reduced by 5%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in villages reduced by 5%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in castles reduced by 5%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in shallow waters reduced by 5%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in deep water reduced by 5%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit in swamps reduced by 5%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on hills reduced by 5%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on mountains reduced by 5%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit on sands reduced by 5%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit above unwalkable places reduced by 5%</span><br/><br />
<br/><br />
=== Able to Hit an Enemy Who Misses a Shot (Legacy of the Free) &ndash; LotF3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster,_5%_Harder_to_Hit_(Legacy_of_the_Free)_.E2.80.93_LotF2|LotF2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special (ranged attacks only): [[LotI_Abilities#parry_.E2.80.93_dummy|parry]]</span><br/><br />
<br/><br />
=== Faster, 1 More Ranged Damage (Legacy of the Free) &ndash; LotF4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Hit_an_Enemy_Who_Misses_a_Shot_(Legacy_of_the_Free)_.E2.80.93_LotF3|LotF3]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<span style='color:green'>Damage increased by 1 (ranged attacks only)</span><br/><br />
<br/><br />
=== Regaining Half of the Max MP After Attacking (Legacy of the Free) &ndash; LotF5 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster,_1_More_Ranged_Damage_(Legacy_of_the_Free)_.E2.80.93_LotF4|LotF4]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#hit and run_.E2.80.93_dummy|hit and run]]</span><br/><br />
<br/><br />
<br />
== Soul Eater and God Advancements ==<br />
<br />
=== Better Protected from Cold (5% Better Resistances) &ndash; Resist_cold1 ===<br />
<span style='color:#808080'><i>This advancement can be taken 2 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement resist_cold to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 5%</span><br/><br />
<br/><br />
=== Better Protected from Fire (5% Better Resistances) &ndash; Resist_fire1 ===<br />
<span style='color:#808080'><i>This advancement can be taken 4 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement resist_fire to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 5%</span><br/><br />
<br/><br />
=== Better Protected from Arcane Damage (5% Better Resistances) &ndash; Resist_arcane1 ===<br />
<span style='color:#808080'><i>This advancement can be taken 4 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement resist_arcane to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 5%</span><br/><br />
<br/><br />
=== Better Protected from Blade (5% Better Resistances) &ndash; Resist_blade1 ===<br />
<span style='color:#808080'><i>This advancement can be taken 4 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement resist_blade to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 5%</span><br/><br />
<br/><br />
=== Better Protected from Piercing Attacks (5% Better Resistances) &ndash; Resist_pierce1 ===<br />
<span style='color:#808080'><i>This advancement can be taken 4 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement resist_pierce to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 5%</span><br/><br />
<br/><br />
=== Better Protected from Impacts (5% Better Resistances) &ndash; Resist_impact1 ===<br />
<span style='color:#808080'><i>This advancement can be taken 4 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement resist_impact to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 5%</span><br/><br />
<br/><br />
=== Having More Hitpoints &ndash; Health1 ===<br />
<span style='color:#808080'><i>This advancement can be taken 4 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement health to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>7 more hitpoints per level</span><br/><br />
<br/><br />
=== Regenerating 4 Additional Hitpoints per Turn &ndash; Regeneration1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement regeneration to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: regenerates</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#regenerates (VALUE)_.E2.80.93_regenerate|regenerates (12)]]</span><br/><br />
<br/><br />
=== Regenerating 3 Additional Hitpoints per Turn &ndash; Regeneration2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Regenerating_4_Additional_Hitpoints_per_Turn_.E2.80.93_Regeneration1|regeneration1]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#regenerates (VALUE)_.E2.80.93_regenerate|regenerates (12)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#regenerates (VALUE)_.E2.80.93_regenerate|regenerates (15)]]</span><br/><br />
<br/><br />
=== Regenerating 3 Additional Hitpoints per Turn &ndash; Regeneration3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Regenerating_4_Additional_Hitpoints_per_Turn_.E2.80.93_Regeneration1|regeneration1]] and [[#Regenerating_3_Additional_Hitpoints_per_Turn_.E2.80.93_Regeneration2|regeneration2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#regenerates (VALUE)_.E2.80.93_regenerate|regenerates (15)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#regenerates (VALUE)_.E2.80.93_regenerate|regenerates (18)]]</span><br/><br />
<br/><br />
=== Regenerating 2 Additional Hitpoints per Turn &ndash; Regeneration4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Regenerating_4_Additional_Hitpoints_per_Turn_.E2.80.93_Regeneration1|regeneration1]], [[#Regenerating_3_Additional_Hitpoints_per_Turn_.E2.80.93_Regeneration2|regeneration2]] and [[#Regenerating_3_Additional_Hitpoints_per_Turn_.E2.80.93_Regeneration3|regeneration3]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#regenerates (VALUE)_.E2.80.93_regenerate|regenerates (18)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#regenerates (VALUE)_.E2.80.93_regenerate|regenerates (20)]]</span><br/><br />
<br/><br />
=== Regenerating 2 Additional Hitpoints per Turn &ndash; Regeneration5 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Regenerating_4_Additional_Hitpoints_per_Turn_.E2.80.93_Regeneration1|regeneration1]], [[#Regenerating_3_Additional_Hitpoints_per_Turn_.E2.80.93_Regeneration2|regeneration2]], [[#Regenerating_3_Additional_Hitpoints_per_Turn_.E2.80.93_Regeneration3|regeneration3]] and [[#Regenerating_2_Additional_Hitpoints_per_Turn_.E2.80.93_Regeneration4|regeneration4]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#regenerates (VALUE)_.E2.80.93_regenerate|regenerates (20)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#regenerates (VALUE)_.E2.80.93_regenerate|regenerates (22)]]</span><br/><br />
<br/><br />
=== Regenerating 2 Additional Hitpoints per Turn &ndash; Regeneration6 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Regenerating_4_Additional_Hitpoints_per_Turn_.E2.80.93_Regeneration1|regeneration1]], [[#Regenerating_3_Additional_Hitpoints_per_Turn_.E2.80.93_Regeneration2|regeneration2]], [[#Regenerating_3_Additional_Hitpoints_per_Turn_.E2.80.93_Regeneration3|regeneration3]], [[#Regenerating_2_Additional_Hitpoints_per_Turn_.E2.80.93_Regeneration4|regeneration4]] and [[#Regenerating_2_Additional_Hitpoints_per_Turn_.E2.80.93_Regeneration5|regeneration5]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#regenerates (VALUE)_.E2.80.93_regenerate|regenerates (22)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#regenerates (VALUE)_.E2.80.93_regenerate|regenerates (24)]]</span><br/><br />
<br/><br />
=== Able to Heal from Enemies' Attacks &ndash; Absorb1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement absorb to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#absorbs (1)_.E2.80.93_dummy|absorbs (1)]]</span><br/><br />
<br/><br />
=== Able to Heal from Enemies' Attacks Better &ndash; Absorb2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Heal_from_Enemies'_Attacks_.E2.80.93_Absorb1|absorb1]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#absorbs (1)_.E2.80.93_dummy|absorbs (1)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#absorbs (2)_.E2.80.93_dummy|absorbs (2)]]</span><br/><br />
<br/><br />
=== Able to Heal Allies &ndash; Heal1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement heal to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>New ability: cures</span><br/><br />
<br/><br />
=== Able to Heal Allies Better &ndash; Heal2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Heal_Allies_.E2.80.93_Heal1|heal1]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: cures</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#heals +VALUE_.E2.80.93_heals|heals (11)]]</span><br/><br />
<br/><br />
=== Able to Heal Allies Better &ndash; Heal3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Able_to_Heal_Allies_.E2.80.93_Heal1|heal1]] and [[#Able_to_Heal_Allies_Better_.E2.80.93_Heal2|heal2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#heals +VALUE_.E2.80.93_heals|heals (11)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#heals +VALUE_.E2.80.93_heals|heals (14)]]</span><br/><br />
<br/><br />
=== Able to Heal Allies Better &ndash; Heal4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Able_to_Heal_Allies_.E2.80.93_Heal1|heal1]], [[#Able_to_Heal_Allies_Better_.E2.80.93_Heal2|heal2]] and [[#Able_to_Heal_Allies_Better_.E2.80.93_Heal3|heal3]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#heals +VALUE_.E2.80.93_heals|heals (14)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#heals +VALUE_.E2.80.93_heals|heals (16)]]</span><br/><br />
<br/><br />
=== Able to Lead Allies into Battle (Leadership of a Level 4 Unit) &ndash; Leadership1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement leadership to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#leadership (as level LEVEL unit)_.E2.80.93_leadership|leadership (as level 4 unit)]]</span><br/><br />
<br/><br />
=== Able to Lead Allies into Battle (Leadership of a Level 5 Unit) &ndash; Leadership2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Lead_Allies_into_Battle_(Leadership_of_a_Level_4_Unit)_.E2.80.93_Leadership1|leadership1]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>Remove ability: [[LotI_Abilities#leadership (as level LEVEL unit)_.E2.80.93_leadership|leadership (as level 4 unit)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#leadership (as level LEVEL unit)_.E2.80.93_leadership|leadership (as level 5 unit)]]</span><br/><br />
<br/><br />
=== Able to Lead Allies into Battle to Fight Like Furious Savages &ndash; Leadership3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Lead_Allies_into_Battle_(Leadership_of_a_Level_5_Unit)_.E2.80.93_Leadership2|leadership2]] to be achieved first</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#warlord's rule_.E2.80.93_dummy|warlord's rule]]</span><br/><br />
<br/><br />
=== Able to Leave the Mortal Shell to Attack Almost Immune to Physical Damage &ndash; Spirit1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement spirit to be achieved first</i></span><br/><br />
<span style='color:green'>New bonus attack: spiritual transformation (20% - 100% melee arcane)</span><br/><br />
<span style='color:green'>New weapon special for the spiritual transformation attack: [[LotI_Abilities#spiritual attack_.E2.80.93_damage|spiritual attack]]</span><br/><br />
<br/><br />
=== Doing More Damage in the Spiritual Form &ndash; Spirit2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Leave_the_Mortal_Shell_to_Attack_Almost_Immune_to_Physical_Damage_.E2.80.93_Spirit1|spirit1]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 10% for the spiritual transformation attack</span><br/><br />
<br/><br />
=== Striking Faster in the Spiritual Form &ndash; Spirit2_attacks ===<br />
<span style='color:#808080'><i>This advancement can be taken 2 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Leave_the_Mortal_Shell_to_Attack_Almost_Immune_to_Physical_Damage_.E2.80.93_Spirit1|spirit1]] to be achieved first</i></span><br/><br />
<span style='color:green'>10% more attacks for the spiritual transformation attack</span><br/><br />
<br/><br />
=== Decreasing Fire Resistance of All Adjacent Enemies by 5% More &ndash; Fire_penetrate1 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement fire_penetrate to be achieved first</i></span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 5%</span><br/><br />
<br/><br />
=== Decreasing Cold Resistance of All Adjacent Enemies by 5% More &ndash; Cold_penetrate1 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement cold_penetrate to be achieved first</i></span><br/><br />
<span style='color:green'>Enemy resistances to cold decreased by 5%</span><br/><br />
<br/><br />
=== Decreasing Arcane Resistance of All Adjacent Enemies by 5% More &ndash; Arcane_penetrate1 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement arcane_penetrate to be achieved first</i></span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 5%</span><br/><br />
<br/><br />
=== Decreasing Blade Resistance of All Adjacent Enemies by 5% More &ndash; Blade_penetrate1 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement blade_penetrate to be achieved first</i></span><br/><br />
<span style='color:green'>Enemy resistances to blade decreased by 5%</span><br/><br />
<br/><br />
=== Decreasing Impact Resistance of All Adjacent Enemies by 5% More &ndash; Impact_penetrate1 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement impact_penetrate to be achieved first</i></span><br/><br />
<span style='color:green'>Enemy resistances to impact decreased by 5%</span><br/><br />
<br/><br />
=== Decreasing Pierce Resistance of All Adjacent Enemies by 5% More &ndash; Pierce_penetrate1 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement pierce_penetrate to be achieved first</i></span><br/><br />
<span style='color:green'>Enemy resistances to pierce decreased by 5%</span><br/><br />
<br/><br />
<br />
== SOUL EATER ADVANCEMENTS ==<br />
<br />
=== Capable to Use Lightning (Huge Damage, Few Attacks) &ndash; Lightning1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement lightning to be achieved first</i></span><br/><br />
<span style='color:green'>New attack: lightning (35 - 1, lightning)</span><br/><br />
<span style='color:green'>New weapon special for the lightning attack: magical</span><br/><br />
<br/><br />
=== Casting Lightnings Faster &ndash; Lightning2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Capable_to_Use_Lightning_(Huge_Damage,_Few_Attacks)_.E2.80.93_Lightning1|lightning1]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the lightning attack: swarm</span><br/><br />
<span style='color:green'>Damage decreased by 7 for the lightning attack</span><br/><br />
<span style='color:green'>1 more attacks for the lightning attack</span><br/><br />
<br/><br />
=== Casting Lightnings Faster &ndash; Lightning3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Capable_to_Use_Lightning_(Huge_Damage,_Few_Attacks)_.E2.80.93_Lightning1|lightning1]] and [[#Casting_Lightnings_Faster_.E2.80.93_Lightning2|lightning2]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the lightning attack</span><br/><br />
<br/><br />
=== Shooting Lightnings Better &ndash; Lightning4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Capable_to_Use_Lightning_(Huge_Damage,_Few_Attacks)_.E2.80.93_Lightning1|lightning1]], [[#Casting_Lightnings_Faster_.E2.80.93_Lightning2|lightning2]] and [[#Casting_Lightnings_Faster_.E2.80.93_Lightning3|lightning3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 5 for the lightning attack</span><br/><br />
<br/><br />
=== Using Lightnings Very Very Very Fast &ndash; Lightning4_firststrike ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Capable_to_Use_Lightning_(Huge_Damage,_Few_Attacks)_.E2.80.93_Lightning1|lightning1]], [[#Casting_Lightnings_Faster_.E2.80.93_Lightning2|lightning2]], [[#Casting_Lightnings_Faster_.E2.80.93_Lightning3|lightning3]] and [[#Shooting_Lightnings_Better_.E2.80.93_Lightning4|lightning4]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the lightning attack: firststrike</span><br/><br />
<span style='color:green'>Damage decreased by 3 for the lightning attack</span><br/><br />
<br/><br />
=== Shooting Lightnings Better &ndash; Lightning5 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Capable_to_Use_Lightning_(Huge_Damage,_Few_Attacks)_.E2.80.93_Lightning1|lightning1]], [[#Casting_Lightnings_Faster_.E2.80.93_Lightning2|lightning2]], [[#Casting_Lightnings_Faster_.E2.80.93_Lightning3|lightning3]] and [[#Shooting_Lightnings_Better_.E2.80.93_Lightning4|lightning4]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 4 for the lightning attack</span><br/><br />
<br/><br />
=== Using Lightnings Without Need to be at Good Health &ndash; Lightning5_noswarm ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Capable_to_Use_Lightning_(Huge_Damage,_Few_Attacks)_.E2.80.93_Lightning1|lightning1]], [[#Casting_Lightnings_Faster_.E2.80.93_Lightning2|lightning2]], [[#Casting_Lightnings_Faster_.E2.80.93_Lightning3|lightning3]], [[#Shooting_Lightnings_Better_.E2.80.93_Lightning4|lightning4]] and [[#Shooting_Lightnings_Better_.E2.80.93_Lightning5|lightning5]] to be achieved first</i></span><br/><br />
<span style='color:green'>Remove weapon special for the lightning attack: swarm</span><br/><br />
<span style='color:green'>1 fewer attacks for the lightning attack</span><br/><br />
<br/><br />
=== Shooting Lightnings Better &ndash; Lightning6 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Capable_to_Use_Lightning_(Huge_Damage,_Few_Attacks)_.E2.80.93_Lightning1|lightning1]], [[#Casting_Lightnings_Faster_.E2.80.93_Lightning2|lightning2]], [[#Casting_Lightnings_Faster_.E2.80.93_Lightning3|lightning3]], [[#Shooting_Lightnings_Better_.E2.80.93_Lightning4|lightning4]] and [[#Shooting_Lightnings_Better_.E2.80.93_Lightning5|lightning5]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 3 for the lightning attack</span><br/><br />
<br/><br />
=== Shooting Lightnings Faster &ndash; Lightning6_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Capable_to_Use_Lightning_(Huge_Damage,_Few_Attacks)_.E2.80.93_Lightning1|lightning1]], [[#Casting_Lightnings_Faster_.E2.80.93_Lightning2|lightning2]], [[#Casting_Lightnings_Faster_.E2.80.93_Lightning3|lightning3]], [[#Shooting_Lightnings_Better_.E2.80.93_Lightning4|lightning4]], [[#Shooting_Lightnings_Better_.E2.80.93_Lightning5|lightning5]] and [[#Shooting_Lightnings_Better_.E2.80.93_Lightning6|lightning6]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 2 for the lightning attack</span><br/><br />
<span style='color:green'>1 more attacks for the lightning attack</span><br/><br />
<br/><br />
=== Shooting Lightnings Better &ndash; Lightning7 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Capable_to_Use_Lightning_(Huge_Damage,_Few_Attacks)_.E2.80.93_Lightning1|lightning1]], [[#Casting_Lightnings_Faster_.E2.80.93_Lightning2|lightning2]], [[#Casting_Lightnings_Faster_.E2.80.93_Lightning3|lightning3]], [[#Shooting_Lightnings_Better_.E2.80.93_Lightning4|lightning4]], [[#Shooting_Lightnings_Better_.E2.80.93_Lightning5|lightning5]] and [[#Shooting_Lightnings_Better_.E2.80.93_Lightning6|lightning6]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the lightning attack</span><br/><br />
<br/><br />
=== Shooting Lightnings Faster &ndash; Lightning7_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Capable_to_Use_Lightning_(Huge_Damage,_Few_Attacks)_.E2.80.93_Lightning1|lightning1]], [[#Casting_Lightnings_Faster_.E2.80.93_Lightning2|lightning2]], [[#Casting_Lightnings_Faster_.E2.80.93_Lightning3|lightning3]], [[#Shooting_Lightnings_Better_.E2.80.93_Lightning4|lightning4]], [[#Shooting_Lightnings_Better_.E2.80.93_Lightning5|lightning5]], [[#Shooting_Lightnings_Better_.E2.80.93_Lightning6|lightning6]], [[#Shooting_Lightnings_Better_.E2.80.93_Lightning7|lightning7]] and [[#Shooting_Lightnings_Faster_.E2.80.93_Lightning6_speed|lightning6_speed]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 2 for the lightning attack</span><br/><br />
<span style='color:green'>1 more attacks for the lightning attack</span><br/><br />
<br/><br />
=== Capable to Use Thunder (Huge Damage, Huge Radius) &ndash; Thunder1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement thunder to be achieved first</i></span><br/><br />
<span style='color:green'>New attack: thunder (30 - 1, lightning)</span><br/><br />
<span style='color:green'>New weapon special for the thunder attack: [[LotI_Abilities#explosive_.E2.80.93_damage|explosive]]</span><br/><br />
<br/><br />
=== Casting Stronger Thunder &ndash; Thunder2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Capable_to_Use_Thunder_(Huge_Damage,_Huge_Radius)_.E2.80.93_Thunder1|thunder1]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 10 for the thunder attack</span><br/><br />
<br/><br />
=== Casting Stronger Thunder &ndash; Thunder3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Capable_to_Use_Thunder_(Huge_Damage,_Huge_Radius)_.E2.80.93_Thunder1|thunder1]] and [[#Casting_Stronger_Thunder_.E2.80.93_Thunder2|thunder2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 8 for the thunder attack</span><br/><br />
<br/><br />
=== Casting Thunders Faster &ndash; Thunder4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Capable_to_Use_Thunder_(Huge_Damage,_Huge_Radius)_.E2.80.93_Thunder1|thunder1]], [[#Casting_Stronger_Thunder_.E2.80.93_Thunder2|thunder2]] and [[#Casting_Stronger_Thunder_.E2.80.93_Thunder3|thunder3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 15 for the thunder attack</span><br/><br />
<span style='color:green'>1 more attacks for the thunder attack</span><br/><br />
<br/><br />
=== Casting Stronger Thunder &ndash; Thunder5 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Capable_to_Use_Thunder_(Huge_Damage,_Huge_Radius)_.E2.80.93_Thunder1|thunder1]], [[#Casting_Stronger_Thunder_.E2.80.93_Thunder2|thunder2]], [[#Casting_Stronger_Thunder_.E2.80.93_Thunder3|thunder3]] and [[#Casting_Thunders_Faster_.E2.80.93_Thunder4|thunder4]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 7 for the thunder attack</span><br/><br />
<br/><br />
=== Casting Stronger Thunder &ndash; Thunder6 ===<br />
<span style='color:#808080'><i>This advancement can be taken 2 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Capable_to_Use_Thunder_(Huge_Damage,_Huge_Radius)_.E2.80.93_Thunder1|thunder1]], [[#Casting_Stronger_Thunder_.E2.80.93_Thunder2|thunder2]], [[#Casting_Stronger_Thunder_.E2.80.93_Thunder3|thunder3]], [[#Casting_Thunders_Faster_.E2.80.93_Thunder4|thunder4]] and [[#Casting_Stronger_Thunder_.E2.80.93_Thunder5|thunder5]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 5 for the thunder attack</span><br/><br />
<br/><br />
=== Capable to Use Fireball &ndash; Fireball1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement fireball to be achieved first</i></span><br/><br />
<span style='color:green'>New attack: fireball (7 - 4, fire)</span><br/><br />
<span style='color:green'>New weapon special for the fireball attack: magical</span><br/><br />
<br/><br />
=== Casting Fireballs Better &ndash; Fireball2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Capable_to_Use_Fireball_.E2.80.93_Fireball1|fireball1]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the fireball attack</span><br/><br />
<br/><br />
=== Casting Fireballs Faster &ndash; Fireball3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Capable_to_Use_Fireball_.E2.80.93_Fireball1|fireball1]] and [[#Casting_Fireballs_Better_.E2.80.93_Fireball2|fireball2]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the fireball attack</span><br/><br />
<br/><br />
=== Using Fireballs with Explosive Range &ndash; Fireball3_range ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Capable_to_Use_Fireball_.E2.80.93_Fireball1|fireball1]], [[#Casting_Fireballs_Better_.E2.80.93_Fireball2|fireball2]] and [[#Casting_Fireballs_Faster_.E2.80.93_Fireball3|fireball3]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the fireball attack: [[LotI_Abilities#explosive_.E2.80.93_damage|explosive]]</span><br/><br />
<br/><br />
=== Casting Fireballs Faster &ndash; Fireball4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Capable_to_Use_Fireball_.E2.80.93_Fireball1|fireball1]], [[#Casting_Fireballs_Better_.E2.80.93_Fireball2|fireball2]] and [[#Casting_Fireballs_Faster_.E2.80.93_Fireball3|fireball3]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the fireball attack</span><br/><br />
<br/><br />
=== Shooting Fireballs with Better Precision &ndash; Fireball4_precision ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Capable_to_Use_Fireball_.E2.80.93_Fireball1|fireball1]], [[#Casting_Fireballs_Better_.E2.80.93_Fireball2|fireball2]], [[#Casting_Fireballs_Faster_.E2.80.93_Fireball3|fireball3]] and [[#Casting_Fireballs_Faster_.E2.80.93_Fireball4|fireball4]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the fireball attack: [[LotI_Abilities#focused_.E2.80.93_chance_to_hit|focused]]</span><br/><br />
<span style='color:green'>Remove weapon special for the fireball attack: magical</span><br/><br />
<br/><br />
=== Casting Fireballs Faster &ndash; Fireball5 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Capable_to_Use_Fireball_.E2.80.93_Fireball1|fireball1]], [[#Casting_Fireballs_Better_.E2.80.93_Fireball2|fireball2]], [[#Casting_Fireballs_Faster_.E2.80.93_Fireball3|fireball3]] and [[#Casting_Fireballs_Faster_.E2.80.93_Fireball4|fireball4]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the fireball attack</span><br/><br />
<br/><br />
=== Shooting Fireballs with Better Precision &ndash; Fireball5_precision ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Capable_to_Use_Fireball_.E2.80.93_Fireball1|fireball1]], [[#Casting_Fireballs_Better_.E2.80.93_Fireball2|fireball2]], [[#Casting_Fireballs_Faster_.E2.80.93_Fireball3|fireball3]], [[#Casting_Fireballs_Faster_.E2.80.93_Fireball4|fireball4]] and [[#Shooting_Fireballs_with_Better_Precision_.E2.80.93_Fireball4_precision|fireball4_precision]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the fireball attack: [[LotI_Abilities#guided_.E2.80.93_chance_to_hit|guided]]</span><br/><br />
<span style='color:green'>Remove weapon special for the fireball attack: focused</span><br/><br />
<br/><br />
=== Casting Fireballs with Greater Damage &ndash; Fireball6 ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Capable_to_Use_Fireball_.E2.80.93_Fireball1|fireball1]], [[#Casting_Fireballs_Better_.E2.80.93_Fireball2|fireball2]], [[#Casting_Fireballs_Faster_.E2.80.93_Fireball3|fireball3]] and [[#Casting_Fireballs_Faster_.E2.80.93_Fireball4|fireball4]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the fireball attack</span><br/><br />
<br/><br />
=== Capable to Cast a Burning Meteor from the Skies &ndash; Meteor1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement meteor to be achieved first</i></span><br/><br />
<span style='color:green'>New attack: meteor (40 - 1, fire)</span><br/><br />
<span style='color:green'>New weapon special for the meteor attack: [[LotI_Abilities#explosive_.E2.80.93_damage|explosive]]</span><br/><br />
<span style='color:green'>New weapon special for the meteor attack: magical</span><br/><br />
<br/><br />
=== Attracting Meteoroids with Higher Concentrations of Heavy Metals &ndash; Meteor2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Capable_to_Cast_a_Burning_Meteor_from_the_Skies_.E2.80.93_Meteor1|meteor1]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 10 for the meteor attack</span><br/><br />
<br/><br />
=== Able to Cast Chill Tempest &ndash; Chill1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement chill to be achieved first</i></span><br/><br />
<span style='color:green'>New attack: chill tempest (17 - 2, cold)</span><br/><br />
<span style='color:green'>New weapon special for the chill tempest attack: magical</span><br/><br />
<br/><br />
=== Slowing Enemies with Chill Tempest &ndash; Chill2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Cast_Chill_Tempest_.E2.80.93_Chill1|chill1]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the chill tempest attack: slow</span><br/><br />
<span style='color:green'>Damage increased by 1 for the chill tempest attack</span><br/><br />
<br/><br />
=== Dealing More Damage with Chill Tempest &ndash; Chill3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Able_to_Cast_Chill_Tempest_.E2.80.93_Chill1|chill1]] and [[#Slowing_Enemies_with_Chill_Tempest_.E2.80.93_Chill2|chill2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the chill tempest attack</span><br/><br />
<span style='color:green'>1 more attacks for the chill tempest attack</span><br/><br />
<br/><br />
=== Slowing Groups of Enemies with Chill Tempest &ndash; Chill_slow_extra ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Able_to_Cast_Chill_Tempest_.E2.80.93_Chill1|chill1]], [[#Slowing_Enemies_with_Chill_Tempest_.E2.80.93_Chill2|chill2]] and [[#Dealing_More_Damage_with_Chill_Tempest_.E2.80.93_Chill3|chill3]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the chill tempest attack: [[LotI_Abilities#explosive slow_.E2.80.93_damage|explosive slow]]</span><br/><br />
<span style='color:green'>Damage increased by 1 for the chill tempest attack</span><br/><br />
<br/><br />
=== Dealing More Damage with Chill Tempest &ndash; Chill4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Able_to_Cast_Chill_Tempest_.E2.80.93_Chill1|chill1]], [[#Slowing_Enemies_with_Chill_Tempest_.E2.80.93_Chill2|chill2]] and [[#Dealing_More_Damage_with_Chill_Tempest_.E2.80.93_Chill3|chill3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the chill tempest attack</span><br/><br />
<span style='color:green'>1 more attacks for the chill tempest attack</span><br/><br />
<br/><br />
=== Dealing More Damage with Chill Tempest &ndash; Chill5 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Able_to_Cast_Chill_Tempest_.E2.80.93_Chill1|chill1]], [[#Slowing_Enemies_with_Chill_Tempest_.E2.80.93_Chill2|chill2]], [[#Dealing_More_Damage_with_Chill_Tempest_.E2.80.93_Chill3|chill3]] and [[#Dealing_More_Damage_with_Chill_Tempest_.E2.80.93_Chill4|chill4]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the chill tempest attack</span><br/><br />
<br/><br />
=== Casting Chill Tempest Faster &ndash; Chill5_attacks ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Able_to_Cast_Chill_Tempest_.E2.80.93_Chill1|chill1]], [[#Slowing_Enemies_with_Chill_Tempest_.E2.80.93_Chill2|chill2]], [[#Dealing_More_Damage_with_Chill_Tempest_.E2.80.93_Chill3|chill3]] and [[#Dealing_More_Damage_with_Chill_Tempest_.E2.80.93_Chill4|chill4]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the chill tempest attack</span><br/><br />
<br/><br />
=== Able to Cast a Draining Shadow Wave &ndash; Shadowwave1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement shadowwave to be achieved first</i></span><br/><br />
<span style='color:green'>New attack: shadow wave (17 - 2, arcane)</span><br/><br />
<span style='color:green'>New weapon special for the shadow wave attack: magical</span><br/><br />
<span style='color:green'>New weapon special for the shadow wave attack: drain</span><br/><br />
<br/><br />
=== Casting Shadow Wave Faster &ndash; Shadowwave2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Cast_a_Draining_Shadow_Wave_.E2.80.93_Shadowwave1|shadowwave1]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the shadow wave attack</span><br/><br />
<br/><br />
=== Leeching More Life with Shadow Wave &ndash; Shadowwave2_leech ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Able_to_Cast_a_Draining_Shadow_Wave_.E2.80.93_Shadowwave1|shadowwave1]] and [[#Casting_Shadow_Wave_Faster_.E2.80.93_Shadowwave2|shadowwave2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the shadow wave attack: [[LotI_Abilities#leeches_.E2.80.93_damage|leech]]</span><br/><br />
<span style='color:green'>Damage decreased by 2 for the shadow wave attack</span><br/><br />
<br/><br />
=== Casting Shadow Wave Better &ndash; Shadowwave3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Able_to_Cast_a_Draining_Shadow_Wave_.E2.80.93_Shadowwave1|shadowwave1]] and [[#Casting_Shadow_Wave_Faster_.E2.80.93_Shadowwave2|shadowwave2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the shadow wave attack</span><br/><br />
<br/><br />
=== Leeching Life with Shadow Wave from Multiple Enemies &ndash; Shadowwave3_leech ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Able_to_Cast_a_Draining_Shadow_Wave_.E2.80.93_Shadowwave1|shadowwave1]], [[#Casting_Shadow_Wave_Faster_.E2.80.93_Shadowwave2|shadowwave2]], [[#Casting_Shadow_Wave_Better_.E2.80.93_Shadowwave3|shadowwave3]] and [[#Leeching_More_Life_with_Shadow_Wave_.E2.80.93_Shadowwave2_leech|shadowwave2_leech]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the shadow wave attack: [[LotI_Abilities#explosive leech_.E2.80.93_damage|explosive leech]]</span><br/><br />
<span style='color:green'>Damage decreased by 2 for the shadow wave attack</span><br/><br />
<br/><br />
=== Casting Shadow Wave Better &ndash; Shadowwave4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Able_to_Cast_a_Draining_Shadow_Wave_.E2.80.93_Shadowwave1|shadowwave1]], [[#Casting_Shadow_Wave_Faster_.E2.80.93_Shadowwave2|shadowwave2]] and [[#Casting_Shadow_Wave_Better_.E2.80.93_Shadowwave3|shadowwave3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the shadow wave attack</span><br/><br />
<br/><br />
=== Casting Shadow Wave Better &ndash; Shadowwave5 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Able_to_Cast_a_Draining_Shadow_Wave_.E2.80.93_Shadowwave1|shadowwave1]], [[#Casting_Shadow_Wave_Faster_.E2.80.93_Shadowwave2|shadowwave2]], [[#Casting_Shadow_Wave_Better_.E2.80.93_Shadowwave3|shadowwave3]] and [[#Casting_Shadow_Wave_Better_.E2.80.93_Shadowwave4|shadowwave4]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the shadow wave attack</span><br/><br />
<br/><br />
=== Casting Shadow Wave Faster &ndash; Shadowwave5_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken 2 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Able_to_Cast_a_Draining_Shadow_Wave_.E2.80.93_Shadowwave1|shadowwave1]], [[#Casting_Shadow_Wave_Faster_.E2.80.93_Shadowwave2|shadowwave2]], [[#Casting_Shadow_Wave_Better_.E2.80.93_Shadowwave3|shadowwave3]] and [[#Casting_Shadow_Wave_Better_.E2.80.93_Shadowwave4|shadowwave4]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the shadow wave attack</span><br/><br />
<br/><br />
<br />
== GOD ADVANCEMENTS ==<br />
<br />
=== Capable to Use Lightning (Huge Damage, Few Attacks) &ndash; Lightning1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement lightning to be achieved first</i></span><br/><br />
<span style='color:green'>New attack: lightning (38 - 1, lightning)</span><br/><br />
<span style='color:green'>New weapon special for the lightning attack: magical</span><br/><br />
<span style='color:green'>New weapon special for the lightning attack: swarm</span><br/><br />
<br/><br />
=== Casting Lightnings Faster &ndash; Lightning2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Capable_to_Use_Lightning_(Huge_Damage,_Few_Attacks)_.E2.80.93_Lightning1_2|lightning1]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 10 for the lightning attack</span><br/><br />
<span style='color:green'>1 more attacks for the lightning attack</span><br/><br />
<br/><br />
=== Casting Lightnings Faster &ndash; Lightning3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Capable_to_Use_Lightning_(Huge_Damage,_Few_Attacks)_.E2.80.93_Lightning1_2|lightning1]] and [[#Casting_Lightnings_Faster_.E2.80.93_Lightning2_2|lightning2]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the lightning attack</span><br/><br />
<br/><br />
=== Shooting Lightnings Better &ndash; Lightning4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Capable_to_Use_Lightning_(Huge_Damage,_Few_Attacks)_.E2.80.93_Lightning1_2|lightning1]], [[#Casting_Lightnings_Faster_.E2.80.93_Lightning2_2|lightning2]] and [[#Casting_Lightnings_Faster_.E2.80.93_Lightning3_2|lightning3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 5 for the lightning attack</span><br/><br />
<br/><br />
=== Using Lightnings Very Very Very Fast (Firststrike) &ndash; Lightning4_firststrike ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Capable_to_Use_Lightning_(Huge_Damage,_Few_Attacks)_.E2.80.93_Lightning1_2|lightning1]], [[#Casting_Lightnings_Faster_.E2.80.93_Lightning2_2|lightning2]], [[#Casting_Lightnings_Faster_.E2.80.93_Lightning3_2|lightning3]] and [[#Shooting_Lightnings_Better_.E2.80.93_Lightning4_2|lightning4]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the lightning attack: firststrike</span><br/><br />
<span style='color:green'>Damage decreased by 3 for the lightning attack</span><br/><br />
<br/><br />
=== Shooting Lightnings Better &ndash; Lightning5 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Capable_to_Use_Lightning_(Huge_Damage,_Few_Attacks)_.E2.80.93_Lightning1_2|lightning1]], [[#Casting_Lightnings_Faster_.E2.80.93_Lightning2_2|lightning2]], [[#Casting_Lightnings_Faster_.E2.80.93_Lightning3_2|lightning3]] and [[#Shooting_Lightnings_Better_.E2.80.93_Lightning4_2|lightning4]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 4 for the lightning attack</span><br/><br />
<br/><br />
=== Using Lightnings Without Need to be at Good Health &ndash; Lightning5_noswarm ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Capable_to_Use_Lightning_(Huge_Damage,_Few_Attacks)_.E2.80.93_Lightning1_2|lightning1]], [[#Casting_Lightnings_Faster_.E2.80.93_Lightning2_2|lightning2]], [[#Casting_Lightnings_Faster_.E2.80.93_Lightning3_2|lightning3]], [[#Shooting_Lightnings_Better_.E2.80.93_Lightning4_2|lightning4]] and [[#Shooting_Lightnings_Better_.E2.80.93_Lightning5_2|lightning5]] to be achieved first</i></span><br/><br />
<span style='color:green'>Remove weapon special for the lightning attack: swarm</span><br/><br />
<span style='color:green'>1 fewer attacks for the lightning attack</span><br/><br />
<br/><br />
=== Shooting Lightnings Better &ndash; Lightning6 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Capable_to_Use_Lightning_(Huge_Damage,_Few_Attacks)_.E2.80.93_Lightning1_2|lightning1]], [[#Casting_Lightnings_Faster_.E2.80.93_Lightning2_2|lightning2]], [[#Casting_Lightnings_Faster_.E2.80.93_Lightning3_2|lightning3]], [[#Shooting_Lightnings_Better_.E2.80.93_Lightning4_2|lightning4]] and [[#Shooting_Lightnings_Better_.E2.80.93_Lightning5_2|lightning5]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 4 for the lightning attack</span><br/><br />
<br/><br />
=== Shooting Lightnings Faster &ndash; Lightning6_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Capable_to_Use_Lightning_(Huge_Damage,_Few_Attacks)_.E2.80.93_Lightning1_2|lightning1]], [[#Casting_Lightnings_Faster_.E2.80.93_Lightning2_2|lightning2]], [[#Casting_Lightnings_Faster_.E2.80.93_Lightning3_2|lightning3]], [[#Shooting_Lightnings_Better_.E2.80.93_Lightning4_2|lightning4]], [[#Shooting_Lightnings_Better_.E2.80.93_Lightning5_2|lightning5]] and [[#Shooting_Lightnings_Better_.E2.80.93_Lightning6_2|lightning6]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 2 for the lightning attack</span><br/><br />
<span style='color:green'>1 more attacks for the lightning attack</span><br/><br />
<br/><br />
=== Shooting Lightnings Better &ndash; Lightning7 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Capable_to_Use_Lightning_(Huge_Damage,_Few_Attacks)_.E2.80.93_Lightning1_2|lightning1]], [[#Casting_Lightnings_Faster_.E2.80.93_Lightning2_2|lightning2]], [[#Casting_Lightnings_Faster_.E2.80.93_Lightning3_2|lightning3]], [[#Shooting_Lightnings_Better_.E2.80.93_Lightning4_2|lightning4]], [[#Shooting_Lightnings_Better_.E2.80.93_Lightning5_2|lightning5]] and [[#Shooting_Lightnings_Better_.E2.80.93_Lightning6_2|lightning6]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 3 for the lightning attack</span><br/><br />
<br/><br />
=== Shooting Lightnings Faster &ndash; Lightning7_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Capable_to_Use_Lightning_(Huge_Damage,_Few_Attacks)_.E2.80.93_Lightning1_2|lightning1]], [[#Casting_Lightnings_Faster_.E2.80.93_Lightning2_2|lightning2]], [[#Casting_Lightnings_Faster_.E2.80.93_Lightning3_2|lightning3]], [[#Shooting_Lightnings_Better_.E2.80.93_Lightning4_2|lightning4]], [[#Shooting_Lightnings_Better_.E2.80.93_Lightning5_2|lightning5]], [[#Shooting_Lightnings_Better_.E2.80.93_Lightning6_2|lightning6]], [[#Shooting_Lightnings_Better_.E2.80.93_Lightning7_2|lightning7]] and [[#Shooting_Lightnings_Faster_.E2.80.93_Lightning6_speed_2|lightning6_speed]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 2 for the lightning attack</span><br/><br />
<span style='color:green'>1 more attacks for the lightning attack</span><br/><br />
<br/><br />
=== Capable to Cast Fire Blast &ndash; Fireblast1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement fireblast to be achieved first</i></span><br/><br />
<span style='color:green'>New attack: fire blast (10 - 5, fire)</span><br/><br />
<span style='color:green'>New weapon special for the fire blast attack: magical</span><br/><br />
<span style='color:green'>New weapon special for the fire blast attack: [[LotI_Abilities#hose_.E2.80.93_dummy|hose]]</span><br/><br />
<br/><br />
=== Casting Fire Blasts Better &ndash; Fireblast2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Capable_to_Cast_Fire_Blast_.E2.80.93_Fireblast1|fireblast1]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the fire blast attack</span><br/><br />
<br/><br />
=== Casting Fire Blasts Faster &ndash; Fireblast2_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Casting_Fire_Blasts_Better_.E2.80.93_Fireblast2|fireblast2]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the fire blast attack</span><br/><br />
<br/><br />
=== Casting Fire Blasts Better &ndash; Fireblast3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Casting_Fire_Blasts_Better_.E2.80.93_Fireblast2|fireblast2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the fire blast attack</span><br/><br />
<br/><br />
=== Failing to Hit Enemies with Fire Blasts Less Frequently &ndash; Fireblast3_precision ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Casting_Fire_Blasts_Better_.E2.80.93_Fireblast3|fireblast3]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the fire blast attack: [[LotI_Abilities#focused_.E2.80.93_chance_to_hit|focused]]</span><br/><br />
<span style='color:green'>Remove weapon special for the fire blast attack: magical</span><br/><br />
<br/><br />
=== Casting Fire Blasts Better &ndash; Fireblast4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Casting_Fire_Blasts_Better_.E2.80.93_Fireblast3|fireblast3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the fire blast attack</span><br/><br />
<br/><br />
=== Incinerating the Primary Target of Fire Blasts &ndash; Fireblast4_burn ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Casting_Fire_Blasts_Better_.E2.80.93_Fireblast4|fireblast4]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the fire blast attack: [[LotI_Abilities#incinerate_.E2.80.93_dummy|incinerate]]</span><br/><br />
<br/><br />
=== Casting Fire Blasts Better &ndash; Fireblast5 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Casting_Fire_Blasts_Better_.E2.80.93_Fireblast4|fireblast4]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the fire blast attack</span><br/><br />
<br/><br />
=== Failing to Hit Enemies with Fire Blasts Less Frequently &ndash; Fireblast5_precision ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Casting_Fire_Blasts_Better_.E2.80.93_Fireblast5|fireblast5]] and [[#Failing_to_Hit_Enemies_with_Fire_Blasts_Less_Frequently_.E2.80.93_Fireblast3_precision|fireblast3_precision]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the fire blast attack: [[LotI_Abilities#guided_.E2.80.93_chance_to_hit|guided]]</span><br/><br />
<span style='color:green'>Remove weapon special for the fire blast attack: focused</span><br/><br />
<br/><br />
=== Casting Fire Blasts Better &ndash; Fireblast6 ===<br />
<span style='color:#808080'><i>This advancement can be taken 10 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Casting_Fire_Blasts_Better_.E2.80.93_Fireblast5|fireblast5]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the fire blast attack</span><br/><br />
<br/><br />
=== Casting Fire Blasts Faster &ndash; Fireblast6_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken 2 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Casting_Fire_Blasts_Better_.E2.80.93_Fireblast6|fireblast6]] and [[#Casting_Fire_Blasts_Faster_.E2.80.93_Fireblast2_speed|fireblast2_speed]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the fire blast attack</span><br/><br />
<br/><br />
=== Capable to Summon a Meteoric Firestorm &ndash; Firestorm1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement firestorm to be achieved first</i></span><br/><br />
<span style='color:green'>New attack: firestorm (25 - 2, fire)</span><br/><br />
<span style='color:green'>New weapon special for the firestorm attack: magical</span><br/><br />
<span style='color:green'>New weapon special for the firestorm attack: [[LotI_Abilities#storm_.E2.80.93_dummy|storm]]</span><br/><br />
<br/><br />
=== Summoning Stronger Firestorms &ndash; Firestorm2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Capable_to_Summon_a_Meteoric_Firestorm_.E2.80.93_Firestorm1|firestorm1]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 4 for the firestorm attack</span><br/><br />
<br/><br />
=== Summoning Firestorms Faster &ndash; Firestorm2_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Summoning_Stronger_Firestorms_.E2.80.93_Firestorm2|firestorm2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 7 for the firestorm attack</span><br/><br />
<span style='color:green'>1 more attacks for the firestorm attack</span><br/><br />
<br/><br />
=== Summoning Stronger Firestorms &ndash; Firestorm3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Summoning_Stronger_Firestorms_.E2.80.93_Firestorm2|firestorm2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 4 for the firestorm attack</span><br/><br />
<br/><br />
=== Failing to Summon Firestorms Less Frequently &ndash; Firestorm3_precision ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Summoning_Stronger_Firestorms_.E2.80.93_Firestorm2|firestorm2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the firestorm attack: [[LotI_Abilities#focused_.E2.80.93_chance_to_hit|focused]]</span><br/><br />
<span style='color:green'>Remove weapon special for the firestorm attack: magical</span><br/><br />
<br/><br />
=== Summoning Stronger Firestorms &ndash; Firestorm4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Summoning_Stronger_Firestorms_.E2.80.93_Firestorm3|firestorm3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 3 for the firestorm attack</span><br/><br />
<br/><br />
=== Summoning Firestorms Faster &ndash; Firestorm4_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Summoning_Firestorms_Faster_.E2.80.93_Firestorm2_speed|firestorm2_speed]] and [[#Summoning_Stronger_Firestorms_.E2.80.93_Firestorm4|firestorm4]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 6 for the firestorm attack</span><br/><br />
<span style='color:green'>1 more attacks for the firestorm attack</span><br/><br />
<br/><br />
=== Summoning Stronger Firestorms &ndash; Firestorm5 ===<br />
<span style='color:#808080'><i>This advancement can be taken 8 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Summoning_Stronger_Firestorms_.E2.80.93_Firestorm4|firestorm4]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 3 for the firestorm attack</span><br/><br />
<br/><br />
=== Summoning Firestorms that Cause Inflammatory Burns &ndash; Firestorm5_burns ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Summoning_Stronger_Firestorms_.E2.80.93_Firestorm5|firestorm5]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the firestorm attack: poison</span><br/><br />
<br/><br />
=== Able to Summon an Arctic Blast &ndash; Arcticblast1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement arcticblast to be achieved first</i></span><br/><br />
<span style='color:green'>New attack: arctic blast (8 - 4, cold)</span><br/><br />
<span style='color:green'>New weapon special for the arctic blast attack: magical</span><br/><br />
<span style='color:green'>New weapon special for the arctic blast attack: [[LotI_Abilities#hose_.E2.80.93_dummy|hose]]</span><br/><br />
<span style='color:green'>New weapon special for the arctic blast attack: slow</span><br/><br />
<br/><br />
=== Casting Arctic Blasts Better &ndash; Arcticblast2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Summon_an_Arctic_Blast_.E2.80.93_Arcticblast1|arcticblast1]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the arctic blast attack</span><br/><br />
<br/><br />
=== Casting Arctic Blasts Faster &ndash; Arcticblast2_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Casting_Arctic_Blasts_Better_.E2.80.93_Arcticblast2|arcticblast2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the arctic blast attack</span><br/><br />
<span style='color:green'>1 more attacks for the arctic blast attack</span><br/><br />
<br/><br />
=== Casting Arctic Blasts Better &ndash; Arcticblast3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Casting_Arctic_Blasts_Better_.E2.80.93_Arcticblast2|arcticblast2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the arctic blast attack</span><br/><br />
<br/><br />
=== Failing to Hit Enemies with Arctic Blasts Less Frequently &ndash; Arcticblast3_precision ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Casting_Arctic_Blasts_Better_.E2.80.93_Arcticblast3|arcticblast3]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the arctic blast attack: [[LotI_Abilities#focused_.E2.80.93_chance_to_hit|focused]]</span><br/><br />
<span style='color:green'>Remove weapon special for the arctic blast attack: magical</span><br/><br />
<br/><br />
=== Casting Arctic Blasts Better &ndash; Arcticblast4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Casting_Arctic_Blasts_Better_.E2.80.93_Arcticblast3|arcticblast3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the arctic blast attack</span><br/><br />
<br/><br />
=== Inflicting Cold Burns with Arctic Blast &ndash; Arcticblast4_burn ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Casting_Arctic_Blasts_Better_.E2.80.93_Arcticblast4|arcticblast4]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the arctic blast attack: poison</span><br/><br />
<br/><br />
=== Casting Arctic Blasts Better &ndash; Arcticblast5 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Casting_Arctic_Blasts_Better_.E2.80.93_Arcticblast4|arcticblast4]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the arctic blast attack</span><br/><br />
<br/><br />
=== Failing to Hit Enemies with Arctic Blasts Less Frequently &ndash; Arcticblast5_precision ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Casting_Arctic_Blasts_Better_.E2.80.93_Arcticblast5|arcticblast5]] and [[#Failing_to_Hit_Enemies_with_Arctic_Blasts_Less_Frequently_.E2.80.93_Arcticblast3_precision|arcticblast3_precision]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the arctic blast attack: [[LotI_Abilities#guided_.E2.80.93_chance_to_hit|guided]]</span><br/><br />
<span style='color:green'>Remove weapon special for the arctic blast attack: focused</span><br/><br />
<br/><br />
=== Casting Arctic Blasts Better &ndash; Arcticblast6 ===<br />
<span style='color:#808080'><i>This advancement can be taken 4 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Casting_Arctic_Blasts_Better_.E2.80.93_Arcticblast5|arcticblast5]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the arctic blast attack</span><br/><br />
<br/><br />
=== Casting Arctic Blasts Faster &ndash; Arcticblast6_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken 2 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Casting_Arctic_Blasts_Better_.E2.80.93_Arcticblast6|arcticblast6]] and [[#Casting_Arctic_Blasts_Faster_.E2.80.93_Arcticblast2_speed|arcticblast2_speed]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the arctic blast attack</span><br/><br />
<span style='color:green'>1 more attacks for the arctic blast attack</span><br/><br />
<br/><br />
=== Capable to Summon a Blizzard &ndash; Blizzard1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement blizzard to be achieved first</i></span><br/><br />
<span style='color:green'>New attack: blizzard (20 - 2, cold)</span><br/><br />
<span style='color:green'>New weapon special for the blizzard attack: magical</span><br/><br />
<span style='color:green'>New weapon special for the blizzard attack: slow</span><br/><br />
<span style='color:green'>New weapon special for the blizzard attack: [[LotI_Abilities#storm_.E2.80.93_dummy|storm]]</span><br/><br />
<br/><br />
=== Summoning Stronger Blizzards &ndash; Blizzard2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Capable_to_Summon_a_Blizzard_.E2.80.93_Blizzard1|blizzard1]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 4 for the blizzard attack</span><br/><br />
<br/><br />
=== Summoning Blizzards Faster &ndash; Blizzard2_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Summoning_Stronger_Blizzards_.E2.80.93_Blizzard2|blizzard2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 5 for the blizzard attack</span><br/><br />
<span style='color:green'>1 more attacks for the blizzard attack</span><br/><br />
<br/><br />
=== Summoning Stronger Blizzards &ndash; Blizzard3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Summoning_Stronger_Blizzards_.E2.80.93_Blizzard2|blizzard2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 3 for the blizzard attack</span><br/><br />
<br/><br />
=== Failing to Summon Blizzards Less Frequently &ndash; Blizzard3_precision ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Summoning_Stronger_Blizzards_.E2.80.93_Blizzard2|blizzard2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the blizzard attack: [[LotI_Abilities#focused_.E2.80.93_chance_to_hit|focused]]</span><br/><br />
<span style='color:green'>Remove weapon special for the blizzard attack: magical</span><br/><br />
<br/><br />
=== Summoning Stronger Blizzards &ndash; Blizzard4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Summoning_Stronger_Blizzards_.E2.80.93_Blizzard3|blizzard3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 3 for the blizzard attack</span><br/><br />
<br/><br />
=== Summoning Blizzards Faster &ndash; Blizzard4_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Summoning_Blizzards_Faster_.E2.80.93_Blizzard2_speed|blizzard2_speed]] and [[#Summoning_Stronger_Blizzards_.E2.80.93_Blizzard4|blizzard4]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 4 for the blizzard attack</span><br/><br />
<span style='color:green'>1 more attacks for the blizzard attack</span><br/><br />
<br/><br />
=== Summoning Stronger Blizzards &ndash; Blizzard5 ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Summoning_Stronger_Blizzards_.E2.80.93_Blizzard4|blizzard4]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the blizzard attack</span><br/><br />
<br/><br />
=== Summoning Blizzards that Cause Cold Burns &ndash; Blizzard5_burns ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Summoning_Stronger_Blizzards_.E2.80.93_Blizzard5|blizzard5]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the blizzard attack: poison</span><br/><br />
<br/><br />
=== Able to Blast Enemies with Entropic Chaos &ndash; Entropy1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement entropy to be achieved first</i></span><br/><br />
<span style='color:green'>New attack: entropy (13 - 5, arcane)</span><br/><br />
<span style='color:green'>New weapon special for the entropy attack: magical</span><br/><br />
<span style='color:green'>New weapon special for the entropy attack: [[LotI_Abilities#leeches_.E2.80.93_damage|leech]]</span><br/><br />
<br/><br />
=== Slowing Enemies with Entropical Blasts &ndash; Entropy1_slow ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Blast_Enemies_with_Entropic_Chaos_.E2.80.93_Entropy1|entropy1]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the entropy attack: slow</span><br/><br />
<br/><br />
=== Blasting Enemies with Entropy Faster &ndash; Entropy2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Able_to_Blast_Enemies_with_Entropic_Chaos_.E2.80.93_Entropy1|entropy1]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the entropy attack</span><br/><br />
<span style='color:green'>1 more attacks for the entropy attack</span><br/><br />
<br/><br />
=== Poisoning Enemies with Entropical Blasts &ndash; Entropy2_poison ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Blasting_Enemies_with_Entropy_Faster_.E2.80.93_Entropy2|entropy2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the entropy attack: poison</span><br/><br />
<br/><br />
=== Blasting Enemies with Entropy Faster &ndash; Entropy3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Blasting_Enemies_with_Entropy_Faster_.E2.80.93_Entropy2|entropy2]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the entropy attack</span><br/><br />
<br/><br />
=== Dazzling Enemies with Entropical Blasts &ndash; Entropy3_dazzle ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Blasting_Enemies_with_Entropy_Faster_.E2.80.93_Entropy3|entropy3]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the entropy attack: [[LotI_Abilities#dazzle_.E2.80.93_dummy|dazzle]]</span><br/><br />
<br/><br />
=== Blasting Enemies with Entropy Better &ndash; Entropy4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Blasting_Enemies_with_Entropy_Faster_.E2.80.93_Entropy3|entropy3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the entropy attack</span><br/><br />
<br/><br />
=== Maiming Enemies with Entropical Blasts &ndash; Entropy4_mayhem ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Blasting_Enemies_with_Entropy_Better_.E2.80.93_Entropy4|entropy4]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the entropy attack: [[LotI_Abilities#mayhem_.E2.80.93_dummy|mayhem]]</span><br/><br />
<br/><br />
=== Blasting Enemies with Entropy Faster &ndash; Entropy5 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Blasting_Enemies_with_Entropy_Better_.E2.80.93_Entropy4|entropy4]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the entropy attack</span><br/><br />
<span style='color:green'>1 more attacks for the entropy attack</span><br/><br />
<br/><br />
=== Incinerating Enemies with Entropical Blasts &ndash; Entropy5_burn ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Blasting_Enemies_with_Entropy_Faster_.E2.80.93_Entropy5|entropy5]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the entropy attack: [[LotI_Abilities#incinerate_.E2.80.93_dummy|incinerate]]</span><br/><br />
<br/><br />
=== Blasting Enemies with Entropy Better &ndash; Entropy6 ===<br />
<span style='color:#808080'><i>This advancement can be taken 5 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Blasting_Enemies_with_Entropy_Faster_.E2.80.93_Entropy5|entropy5]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 for the entropy attack</span><br/><br />
<br/><br />
=== Turning Enemies into Zombies with Entropical Blasts &ndash; Entropy6_zombification ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Blasting_Enemies_with_Entropy_Better_.E2.80.93_Entropy6|entropy6]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the entropy attack: [[LotI_Abilities#infect_.E2.80.93_poison|infect]]</span><br/><br />
<span style='color:green'>Remove weapon special for the entropy attack: poison</span><br/><br />
<br/><br />
=== Blasting Enemies with Entropy Faster &ndash; Entropy7 ===<br />
<span style='color:#808080'><i>This advancement can be taken 2 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Blasting_Enemies_with_Entropy_Better_.E2.80.93_Entropy6|entropy6]] to be achieved first</i></span><br/><br />
<span style='color:green'>1 more attacks for the entropy attack</span><br/><br />
<br/><br />
=== Capable to Summon a Devastating Particle Storm &ndash; Particlestorm1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement particlestorm to be achieved first</i></span><br/><br />
<span style='color:green'>New attack: particle storm (30 - 2, lightning)</span><br/><br />
<span style='color:green'>New weapon special for the particle storm attack: magical</span><br/><br />
<span style='color:green'>New weapon special for the particle storm attack: [[LotI_Abilities#storm_.E2.80.93_dummy|storm]]</span><br/><br />
<span style='color:green'>New weapon special for the particle storm attack: [[LotI_Abilities#horrid_.E2.80.93_dummy|horrid]]</span><br/><br />
<br/><br />
=== Summoning Stronger Particle Storms &ndash; Particlestorm2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Capable_to_Summon_a_Devastating_Particle_Storm_.E2.80.93_Particlestorm1|particlestorm1]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 7 for the particle storm attack</span><br/><br />
<br/><br />
=== Summoning Particle Storms Faster &ndash; Particlestorm2_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Summoning_Stronger_Particle_Storms_.E2.80.93_Particlestorm2|particlestorm2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 6 for the particle storm attack</span><br/><br />
<span style='color:green'>1 more attacks for the particle storm attack</span><br/><br />
<br/><br />
=== Summoning Stronger Particle Storms &ndash; Particlestorm3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Summoning_Stronger_Particle_Storms_.E2.80.93_Particlestorm2|particlestorm2]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 6 for the particle storm attack</span><br/><br />
<br/><br />
=== Failing to Summon Particle Storms Less Frequently &ndash; Particlestorm3_precision ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Summoning_Stronger_Particle_Storms_.E2.80.93_Particlestorm2|particlestorm2]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the particle storm attack: [[LotI_Abilities#focused_.E2.80.93_chance_to_hit|focused]]</span><br/><br />
<span style='color:green'>Remove weapon special for the particle storm attack: magical</span><br/><br />
<br/><br />
=== Summoning Stronger Particle Storms &ndash; Particlestorm4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Summoning_Stronger_Particle_Storms_.E2.80.93_Particlestorm3|particlestorm3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 5 for the particle storm attack</span><br/><br />
<br/><br />
=== Summoning Particle Storms Faster &ndash; Particlestorm4_speed ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Summoning_Particle_Storms_Faster_.E2.80.93_Particlestorm2_speed|particlestorm2_speed]] and [[#Summoning_Stronger_Particle_Storms_.E2.80.93_Particlestorm4|particlestorm4]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 10 for the particle storm attack</span><br/><br />
<span style='color:green'>1 more attacks for the particle storm attack</span><br/><br />
<br/><br />
=== Summoning Stronger Particle Storms &ndash; Particlestorm5 ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Summoning_Stronger_Particle_Storms_.E2.80.93_Particlestorm4|particlestorm4]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 4 for the particle storm attack</span><br/><br />
<br/><br />
=== Failing to Summon Particle Storms Less Frequently &ndash; Particlestorm5_guided ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancements [[#Summoning_Stronger_Particle_Storms_.E2.80.93_Particlestorm5|particlestorm5]] and [[#Failing_to_Summon_Particle_Storms_Less_Frequently_.E2.80.93_Particlestorm3_precision|particlestorm3_precision]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special for the particle storm attack: [[LotI_Abilities#guided_.E2.80.93_chance_to_hit|guided]]</span><br/><br />
<span style='color:green'>Remove weapon special for the particle storm attack: focused</span><br/><br />
<br/><br />
=== Better at Fighting with Weapons &ndash; Weapons1 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement weapons to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (melee attacks only)</span><br/><br />
<span style='color:green'>Damage increased by 1 for the knife attack</span><br/><br />
<span style='color:green'>Damage increased by 1 for the axe attack</span><br/><br />
<br/><br />
=== Cleaving in Melee Combat &ndash; Weapons2 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_at_Fighting_with_Weapons_.E2.80.93_Weapons1|weapons1]] to be achieved first</i></span><br/><br />
<span style='color:green'>New weapon special (melee attacks only): [[LotI_Abilities#cleave_.E2.80.93_damage|cleave]]</span><br/><br />
<br/><br />
=== Better at Armed Combat &ndash; Weapons3 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_at_Fighting_with_Weapons_.E2.80.93_Weapons1|weapons1]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 1 (melee attacks only)</span><br/><br />
<span style='color:green'>Damage increased by 1 for the knife attack</span><br/><br />
<span style='color:green'>Damage increased by 1 for the axe attack</span><br/><br />
<br/><br />
=== Faster in Armed Combat &ndash; Weapons4 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_at_Armed_Combat_.E2.80.93_Weapons3|weapons3]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 2 (melee attacks only)</span><br/><br />
<span style='color:green'>1 more attacks (melee attacks only)</span><br/><br />
<span style='color:green'>Damage decreased by 2 for the knife attack</span><br/><br />
<span style='color:green'>1 more attacks for the knife attack</span><br/><br />
<br/><br />
=== Dealing Cold Damage with Weapons &ndash; Weapons5 ===<br />
<span style='color:#808080'><i>This advancement can be taken once</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Faster_in_Armed_Combat_.E2.80.93_Weapons4|weapons4]] to be achieved first</i></span><br/><br />
<span style='color:green'>Sets damage type to cold (melee attacks only)</span><br/><br />
<span style='color:green'>Sets damage type to cold for the knife attack</span><br/><br />
<br/><br />
=== Better with Basic Spells &ndash; Magic1 ===<br />
<span style='color:#808080'><i>This advancement can be taken 3 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement magic to be achieved first</i></span><br/><br />
<span style='color:green'>Damage increased by 2 for the fireball attack</span><br/><br />
<span style='color:green'>Damage increased by 1 for the iceball attack</span><br/><br />
<span style='color:green'>Damage increased by 2 for the faerie fire attack</span><br/><br />
<span style='color:green'>Damage increased by 2 for the gossamer attack</span><br/><br />
<br/><br />
=== Faster with Basic Spells &ndash; Magic2 ===<br />
<span style='color:#808080'><i>This advancement can be taken 2 times</i></span><br/><br />
<span style='color:#808080'><i>This advancement requires the advancement [[#Better_with_Basic_Spells_.E2.80.93_Magic1|magic1]] to be achieved first</i></span><br/><br />
<span style='color:green'>Damage decreased by 1 for the fireball attack</span><br/><br />
<span style='color:green'>1 more attacks for the fireball attack</span><br/><br />
<span style='color:green'>Damage decreased by 2 for the iceball attack</span><br/><br />
<span style='color:green'>1 more attacks for the iceball attack</span><br/><br />
<span style='color:green'>Damage decreased by 1 for the faerie fire attack</span><br/><br />
<span style='color:green'>1 more attacks for the faerie fire attack</span><br/><br />
<span style='color:green'>Damage decreased by 1 for the gossamer attack</span><br/><br />
<span style='color:green'>1 more attacks for the gossamer attack</span><br/><br />
<br/></div>Inkyhttps://wiki.wesnoth.org/index.php?title=LotI_Items&diff=68489LotI Items2021-09-18T22:12:13Z<p>Inky: Update for loti version 3.2.6d</p>
<hr />
<div>This is an auto-generated wiki page listing all the items currently available in the campaign "Legend of the Invincibles". <br />
This was generated at Sat Sep 18 18:06:08 2021 using version 3.2.6d of LotI and version 0.3.5 of the generation script.<br />
As this is auto-generated, DO NOT EDIT THIS PAGE.<br />
Instead, create a new issue at https://github.com/matsjoyce/LotIWikiGen/issues/new and the script will be adjusted.<br />
<br />
Other LotI-related wiki pages:<br />
<br />
* https://wiki.wesnoth.org/LotI_Items &ndash; items, such as weapons and books<br />
* https://wiki.wesnoth.org/LotI_Standard_Advancements &ndash; general advancements such as legacies and books<br />
* https://wiki.wesnoth.org/LotI_Unit_Advancements &ndash; unit-specific advancements<br />
* https://wiki.wesnoth.org/LotI_Abilities &ndash; abilities and weapon specials<br />
* https://wiki.wesnoth.org/LotI_Scenarios &ndash; scenario information<br />
* https://wiki.wesnoth.org/DeadlyUnitsFromLotI<br />
<br />
=== 100 gold &ndash; gold ===<br />
<span style='color:#808080'><i>Why conquer when you can buy?</i></span><br/><br />
<span style='color:#808080'><i>100 gold</i></span><br/><br />
<br/><br />
=== 200 gold &ndash; gold ===<br />
<span style='color:#808080'><i>Money will not buy you anything. It is you who has to buy it for money.</i></span><br/><br />
<span style='color:#808080'><i>200 gold</i></span><br/><br />
<br/><br />
=== 50 gold &ndash; gold ===<br />
<span style='color:#808080'><i>Money is more powerful than magic.</i></span><br/><br />
<span style='color:#808080'><i>50 gold</i></span><br/><br />
<br/><br />
=== Absence of Purpose and Meaning &ndash; staff ===<br />
<span style='color:#808080'><i>Do not look for the meaning of this. There is none.</i></span><br/><br />
<span style='color:green'>Damage increased by 4</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Spells suck 1 (in EASY difficulty) health from targets with each hit</span><br/><br />
<span style='color:green'>Enemy resistances to pierce decreased by 20%</span><br/><br />
<span style='color:green'>Increases all magical damages by 20%</span><br/><br />
<span style='color:#60A0FF'>New ability: submerge</span><br/><br />
<br/><br />
=== Acantha's Cloak &ndash; cloak ===<br />
<span style='color:#808080'><i>She was forced to abandon politics and care about children. She indoctrinated them with evil.</i></span><br/><br />
<span style='color:green'>New weapon special: poison</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 10%</span><br/><br />
<br/><br />
=== Aevyn's Wrath &ndash; sword ===<br />
<span style='color:#808080'><i>I cannot quite figure out how to use this thing.</i></span><br/><br />
<span style='color:green'>Damage decreased by 20% (in EASY difficulty), 30% (in MEDIUM difficulty), 40% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#anger_.E2.80.93_attacks|anger]]</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#horrid_.E2.80.93_dummy|horrid]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (10)]]</span><br/><br />
<br/><br />
=== Al-Fuṣūl wa al-ghāyāt &ndash; limited ===<br />
<span style='color:#808080'><i>They would not have accepted a spoken lie,<br />
but whips were raised to strike them,<br />
traditions were brought to them.</i></span><br/><br />
<span style='color:purple'>10% to arcane resistance (requires [[#Theophrastus Redivivus_.E2.80.93_limited|Theophrastus Redivivus]])</span><br/><br />
<span style='color:purple'>New ability: frail tide (10) (requires [[#Treatise of the Three Impostors_.E2.80.93_limited|Treatise of the Three Impostors]])</span><br/><br />
<br/><br />
=== Amethyst &ndash; gem ===<br />
<span style='color:#808080'><i>These purple precious stones always attracted people for their massive magical power. However, its use as decoration by those without any knowledge of magic is widespread.</i></span><br/><br />
<br/><br />
=== Amulet of Lich's Bane &ndash; amulet ===<br />
<span style='color:#808080'><i>Learn what the enemy will use against you and prepare yourself for it.</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 20%</span><br/><br />
<br/><br />
=== Amulet of Reason &ndash; amulet ===<br />
<span style='color:#808080'><i>The world is much better without magic.</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<br/><br />
=== Amulet of Shiva &ndash; amulet ===<br />
<span style='color:#808080'><i>All shall bow down to the Destroyer.</i></span><br/><br />
<span style='color:green'>Damage increased by 3</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 15%</span><br/><br />
<br/><br />
=== Amulet of the Last Guide &ndash; amulet ===<br />
<span style='color:#808080'><i>Death itself is not evil. Imagine yourself torn to shreds and rotting and having to feel the pain.</i></span><br/><br />
<span style='color:green'>1 more attacks</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 3%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 3%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 3%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 3%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 3%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 3%</span><br/><br />
<span style='color:purple'>+12 to hitpoints (requires [[#Cloak of the Pale Rider_.E2.80.93_cloak|Cloak of the Pale Rider]])</span><br/><br />
<span style='color:purple'>5% to all resistances (requires [[#Angel of Death's Ring_.E2.80.93_ring|Angel of Death's Ring]])</span><br/><br />
<br/><br />
=== Amulet of Twilight &ndash; amulet ===<br />
<span style='color:#808080'><i>When the day and night mix, unique powers appear.</i></span><br/><br />
<span style='color:green'>Damage increased by 40%</span><br/><br />
<span style='color:green'>Increases all magical damages by 30%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Sets alignment to liminal</span><br/><br />
<br/><br />
=== Ancient Armour &ndash; armour ===<br />
<span style='color:#808080'><i>Our ancestors were very strong if they could carry this around and run in it.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 22%</span><br/><br />
<span style='color:#60A0FF'>2 fewer movement points</span><br/><br />
<br/><br />
=== Ancient Armour of the Power of the Ancients &ndash; armour ===<br />
<span style='color:#808080'><i>The Ancients knew that imbuing armours with ancient power will make even the most ancient armour useful.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 22%</span><br/><br />
<span style='color:green'>Damage increased by 15%</span><br/><br />
<span style='color:green'>Damage increased by 2</span><br/><br />
<span style='color:green'>Increases all magical damages by 8%</span><br/><br />
<span style='color:#60A0FF'>2 fewer movement points</span><br/><br />
<br/><br />
=== Ancient Armour of the Power of the Ancients &ndash; armour ===<br />
<span style='color:#808080'><i>The Ancients knew that imbuing armours with ancient power will make even the most ancient armour useful.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 22%</span><br/><br />
<span style='color:green'>Damage increased by 15%</span><br/><br />
<span style='color:green'>Damage increased by 2</span><br/><br />
<span style='color:green'>Increases all magical damages by 15%</span><br/><br />
<span style='color:#60A0FF'>2 fewer movement points</span><br/><br />
<br/><br />
=== Angel of Death's Ring &ndash; ring ===<br />
<span style='color:#808080'><i>Death is the end, but sometimes an end is needed.</i></span><br/><br />
<span style='color:green'>Damage increased by 2</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 7%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 7%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 7%</span><br/><br />
<span style='color:purple'>+12 to hitpoints (requires [[#Cloak of the Pale Rider_.E2.80.93_cloak|Cloak of the Pale Rider]])</span><br/><br />
<span style='color:purple'>5% to all resistances (requires [[#Amulet of the Last Guide_.E2.80.93_amulet|Amulet of the Last Guide]])</span><br/><br />
<br/><br />
=== Anger &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>If we were not born to rage, why would we have the ability to rage then?</i></span><br/><br />
<span style='color:green'>Damage increased by 30%</span><br/><br />
<span style='color:green'>30% more attacks</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#anger_.E2.80.93_attacks|anger]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 2 Obsidians, 1 Opal, 3 Rubies and 1 Emerald</span><br/><br />
<br/><br />
=== Apricity &ndash; helm ===<br />
<span style='color:#808080'><i>In winter, the burning sun is actually enjoyable.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 20%</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== Archer's Leather Armour &ndash; armour ===<br />
<span style='color:#808080'><i>Better do not let enemies anywhere near you when wearing this.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<br/><br />
=== Armour of the King &ndash; armour ===<br />
<span style='color:#808080'><i>King's armour protected the usurper, but it did not suffice to prevent wizards from revolting.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 22%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 5%</span><br/><br />
<span style='color:#60A0FF'>2 fewer movement points</span><br/><br />
<span style='color:#60A0FF'>Movement costs on hills set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs on mountains set to 1</span><br/><br />
<span style='color:purple'>New Ability: warlord's rule (requires [[#Sceptre of the King_.E2.80.93_mace|Sceptre of the King]])</span><br/><br />
<span style='color:purple'>1 more movement point (requires [[#Crown of the King_.E2.80.93_helm|Crown of the King]])</span><br/><br />
<span style='color:purple'>4 more hitpoints per level (requires [[#Ring of the King_.E2.80.93_ring|Ring of the King]])</span><br/><br />
<br/><br />
=== Ascent &ndash; amulet ===<br />
<span style='color:#808080'><i>Wizards do not need manual skills.</i></span><br/><br />
<span style='color:green'>Damage decreased by 65% (in EASY difficulty), 75% (in MEDIUM difficulty), 85% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Increases all magical damages by 50% (in EASY difficulty), 45% (in MEDIUM difficulty), 40% (in HARD difficulty)</span><br/><br />
<br/><br />
=== Ashes of Dead Suns &ndash; staff ===<br />
<span style='color:#808080'><i>Things that destroy stars can destroy anything. According to one of a thousand hypotheses.</i></span><br/><br />
<span style='color:#60A0FF'>15% chance to strike a devastating blow</span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 10%</span><br/><br />
<span style='color:green'>Increases all magical damages by 25%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<br/><br />
=== Avenging Fire &ndash; sword ===<br />
<span style='color:#808080'><i>Burn! Let the hair catch fire and help the skin burn. Ignite the skin and help the flesh burn.</i></span><br/><br />
<span style='color:green'>Sets damage type to fire</span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#flaming radiance_.E2.80.93_dummy|flaming radiance]]</span><br/><br />
<br/><br />
=== Axe of Perun &ndash; axe ===<br />
<span style='color:#808080'><i>Perun's axe smote the wicked with thundering rage.</i></span><br/><br />
<span style='color:green'>Damage increased by 55% (in EASY difficulty), 35% (in MEDIUM difficulty), 15% (in HARD difficulty)</span><br/><br />
<span style='color:green'>25% more attacks</span><br/><br />
<span style='color:green'>Sets damage type to fire</span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 10%</span><br/><br />
<span style='color:green'>New weapon special: slow</span><br/><br />
<span style='color:green'>Increases all magical damages by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 20%</span><br/><br />
<br/><br />
=== Ballista &ndash; xbow ===<br />
<span style='color:#808080'><i>Are you sure that thing is meant to be hand-held?</i></span><br/><br />
<span style='color:green'>Damage increased by 120% (in EASY difficulty), 100% (in MEDIUM difficulty), 80% (in HARD difficulty)</span><br/><br />
<br/><br />
=== Ballista &ndash; xbow ===<br />
<span style='color:#808080'><i>Are you sure that thing is meant to be hand-held?</i></span><br/><br />
<span style='color:green'>Damage increased by 120% (in EASY difficulty), 100% (in MEDIUM difficulty), 80% (in HARD difficulty)</span><br/><br />
<br/><br />
=== Balls of Steel &ndash; sling ===<br />
<span style='color:#808080'><i>You will need courage in this cruel world.</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 10%</span><br/><br />
<span style='color:#60A0FF'>16 more hitpoints per level</span><br/><br />
<br/><br />
=== Barbaric Glory &ndash; axe ===<br />
<span style='color:#808080'><i>Abandon the order, attack them randomly when unprepared.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:green'>Damage increased by 60% (in EASY difficulty), 45% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Sets alignment to chaotic</span><br/><br />
<br/><br />
=== Bean Shooter &ndash; thunderstick ===<br />
<span style='color:#808080'><i>Put there raw beans instead of a bullet, it will hit so many enemies.</i></span><br/><br />
<span style='color:green'>Damage increased by 3</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#cone_.E2.80.93_dummy|cone]]</span><br/><br />
<br/><br />
=== Beelzebub's Hammer &ndash; mace ===<br />
<span style='color:#808080'><i>Where is Bruce gone?</i></span><br/><br />
<span style='color:green'>Damage increased by 10% (in EASY difficulty), 25% (in MEDIUM difficulty), 40% (in HARD difficulty)</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#lord of the flies_.E2.80.93_damage|lord of the flies]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 15%</span><br/><br />
<br/><br />
=== Beyond Death &ndash; armour ===<br />
<span style='color:#808080'><i>Death can be temporary.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 25%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 40%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 40%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane decreased by 25%</span><br/><br />
<br/><br />
=== Beyond the Grasp of Men &ndash; cloak ===<br />
<span style='color:#808080'><i>Fast, evasive and seeing further than most. No man shall catch the unreachable.</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 15%</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== Black Pearl &ndash; gem ===<br />
<span style='color:#808080'><i>Black pearls are legendarily rare and powerful items, investigated because of its powers reaching beyond the borders of standard magic.</i></span><br/><br />
<br/><br />
=== Black Raptor &ndash; xbow ===<br />
<span style='color:#808080'><i>Birds look upwards to avoid eagles. They should look down to avoid hunters.</i></span><br/><br />
<span style='color:#60A0FF'>Decreases physical resistances by 20%</span><br/><br />
<span style='color:green'>Damage increased by 60%</span><br/><br />
<span style='color:green'>30% more attacks</span><br/><br />
<span style='color:green'>New weapon special: marksman</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== Black Widow &ndash; amulet ===<br />
<span style='color:#808080'><i>That horrid thing corrupts the very air around us!</i></span><br/><br />
<span style='color:green'>New weapon special: poison</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#dark aura_.E2.80.93_dummy|dark aura]]</span><br/><br />
<br/><br />
=== Blackened Cloak &ndash; cloak ===<br />
<span style='color:#808080'><i>Under black skies, people start losing faith that the sun will ever rise.</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (20)]]</span><br/><br />
<br/><br />
=== Blade Juggler &ndash; knife ===<br />
<span style='color:#808080'><i>He threw a dozen knives into the air, catching and throwing them one by one.</i></span><br/><br />
<span style='color:green'>Damage decreased by 25%</span><br/><br />
<span style='color:green'>100% (in EASY difficulty), 85% (in MEDIUM difficulty), 70% (in HARD difficulty) more attacks</span><br/><br />
<span style='color:green'>Sets damage type to cold</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 5%</span><br/><br />
<br/><br />
=== Blade of Turisas &ndash; sword ===<br />
<span style='color:#808080'><i>Every nation had its god of war. Or was it just one with many names?</i></span><br/><br />
<span style='color:green'>Damage increased by 50% (in EASY difficulty), 35% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 10%</span><br/><br />
<br/><br />
=== Blood Revenge &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>If you go spilling blood, make sure it is not your blood that would end up spilled.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:green'>Damage increased by 35% (in EASY difficulty), 30% (in MEDIUM difficulty), 25% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#retribution_.E2.80.93_dummy|retribution]]</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 3 Obsidians, 1 Topaz, 3 Opals, 4 Pearls and 1 Diamond</span><br/><br />
<br/><br />
=== Blooddrunk Beast &ndash; claws ===<br />
<span style='color:#808080'><i>Drink blood, it will keep you going in this hostile environment.</i></span><br/><br />
<span style='color:#60A0FF'>Sucks 2 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== Bloodsucker's Potion &ndash; potion ===<br />
<span style='color:#808080'><i>All this blood. It is yours. You will drink it. You will guzzle it. You will choke on it. You will drown in it.</i></span><br/><br />
<span style='color:green'>New weapon special (ranged attacks only): drain</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#blood drinking_.E2.80.93_dummy|blood drinking]]</span><br/><br />
<br/><br />
=== Blue orb of dragonflame &ndash; limited ===<br />
<span style='color:#808080'><i>'Have you ever seen something like this?'<br />
'No, I will never see anything like this.'</i></span><br/><br />
<span style='color:green'>2 more attacks</span><br/><br />
<span style='color:green'>Sets damage type to fire</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 30%</span><br/><br />
<br/><br />
=== Bones of Steel &ndash; boots ===<br />
<span style='color:#808080'><i>A magical device with no detected magical activity.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 20%</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<span style='color:purple'>2 to base damage (requires [[#Hydraulic Core_.E2.80.93_amulet|Hydraulic Core]])</span><br/><br />
<br/><br />
=== Book of Courage &ndash; limited ===<br />
<span style='color:#808080'><i>Daniel was looking for this book. But it was in a dark corner.</i></span><br/><br />
<span style='color:green'>Unit becomes fearless</span><br/><br />
<br/><br />
=== Book of Fireballs &ndash; limited ===<br />
<span style='color:#808080'><i>Burn, incinerate, scorch, see your foes turn to ash.</i></span><br/><br />
<span style='color:orange'>New advancements: Casting fireballs, from basic casting to explosive damages</span><br/><br />
<br/><br />
=== Book of Herbal Tinctures and Malignancies &ndash; limited ===<br />
<span style='color:#808080'><i>Like real cures are not needed to get payment for healing, real poison is not needed to harm.</i></span><br/><br />
<span style='color:orange'>New advancements: Poisons and cures</span><br/><br />
<br/><br />
=== Book of Magical Swordplay &ndash; limited ===<br />
<span style='color:#808080'><i>It is not strength or motivation that makes a great warrior. It is the skill.</i></span><br/><br />
<span style='color:orange'>New advancements: Fencing techniques, offensive and also defensive</span><br/><br />
<br/><br />
=== Boots of Evanescence &ndash; boots ===<br />
<span style='color:#808080'><i>Now you see me. Now you don't.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: teleport</span><br/><br />
<br/><br />
=== Boots of Fleeing &ndash; boots ===<br />
<span style='color:#808080'><i>I hit you and hide in the masses. You will never learn who hit you.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 7%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#penetrates_.E2.80.93_dummy|penetrates]]</span><br/><br />
<br/><br />
=== Boots of Foolish Fighters &ndash; boots ===<br />
<span style='color:#808080'><i>Run fast, hit hard.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 5%</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== Bow of Many Arrows &ndash; bow ===<br />
<span style='color:#808080'><i>There must be a thousand archers over there, but I see only one!</i></span><br/><br />
<span style='color:green'>40% (in EASY difficulty), 30% (in MEDIUM difficulty), 20% (in HARD difficulty) more attacks</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#cleave_.E2.80.93_damage|cleave]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 10%</span><br/><br />
<br/><br />
=== Bow of Plagiarism &ndash; bow ===<br />
<span style='color:#808080'><i>You have learned something? Well, it will be helpful to me.</i></span><br/><br />
<span style='color:green'>25% more attacks</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#mind raid_.E2.80.93_dummy|mind raid]]</span><br/><br />
<br/><br />
=== Bow of the Cantor &ndash; bow ===<br />
<span style='color:#808080'><i>Now I shall teach you how to hit the bull's eye. Stay close while I am talking.</i></span><br/><br />
<span style='color:green'>Damage increased by 30%</span><br/><br />
<span style='color:green'>New weapon special: marksman</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#cantor_.E2.80.93_dummy|cantor]]</span><br/><br />
<br/><br />
=== Brawler's Triumph &ndash; gauntlets ===<br />
<span style='color:#808080'><i>It protects well... but not as much from punches.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 10%</span><br/><br />
<br/><br />
=== Brightslash &ndash; sword ===<br />
<span style='color:#808080'><i>He came like a shining star,<br />
allied with the sun,<br />
he smote the villains,<br />
and saved the righteous.</i></span><br/><br />
<span style='color:green'>Damage increased by 50% (in EASY difficulty), 35% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#absorbs (2)_.E2.80.93_dummy|absorbs (2)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: cures</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#regenerates (VALUE)_.E2.80.93_regenerate|regenerates (16)]]</span><br/><br />
<br/><br />
=== Bringer of Fragility &ndash; axe ===<br />
<span style='color:#808080'><i>How can a weapon and armour this heavy be so ineffective?!</i></span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#conviction (INTENSITY)_.E2.80.93_resistance|conviction (15)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (10)]]</span><br/><br />
<br/><br />
=== Caeordwyccywyrin's Spear &ndash; spear ===<br />
<span style='color:#808080'><i>Whose spear is this?</i></span><br/><br />
<span style='color:green'>Damage increased by 4</span><br/><br />
<span style='color:green'>40% more attacks</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 5%</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== Chaos &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>What had the creator of this in mind when he was designing?</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 20%</span><br/><br />
<span style='color:green'>1 more attacks</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Movement costs on frozen lands set to 1</span><br/><br />
<span style='color:#60A0FF'>New ability: skirmisher</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 1 Obsidian, 2 Topazes, 1 Opal, 1 Diamond, 4 Emeralds, 2 Sapphires and 1 Black Pearl</span><br/><br />
<br/><br />
=== Chaosbringer &ndash; dagger ===<br />
<span style='color:#808080'><i>Do you like order? Shame that I do not.</i></span><br/><br />
<span style='color:green'>40% more attacks</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 (in EASY difficulty) health from targets with each hit</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#misanthropia_.E2.80.93_damage|misanthropia]]</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#misnania_.E2.80.93_damage|misnania]]</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#misdryadia_.E2.80.93_damage|misdryadia]]</span><br/><br />
<br/><br />
=== Chilling Touch &ndash; gauntlets ===<br />
<span style='color:#808080'><i>Unnatural clouds of dust can come and cover the sun. No heat will come and summer crops will be touched by chill.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:green'>Damage decreased by 3</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 15%</span><br/><br />
<span style='color:purple'>New ability: freezing aura (requires [[#Heart of Ice_.E2.80.93_armour|Heart of Ice]])</span><br/><br />
<span style='color:purple'>+1 base damage (requires [[#Iced Boots_.E2.80.93_boots|Iced Boots]])</span><br/><br />
<br/><br />
=== Chu-ko-nu &ndash; xbow ===<br />
<span style='color:#808080'><i>Do you even reload that thing?</i></span><br/><br />
<span style='color:green'>Damage increased by 15%</span><br/><br />
<span style='color:green'>55% more attacks</span><br/><br />
<span style='color:green'>New weapon special: marksman</span><br/><br />
<br/><br />
=== Claymore &ndash; sword ===<br />
<span style='color:#808080'><i>I am done with you, go away!</i></span><br/><br />
<span style='color:green'>Damage increased by 10%</span><br/><br />
<span style='color:green'>Damage increased by 2</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#knockback_.E2.80.93_damage|knockback]]</span><br/><br />
<br/><br />
=== Cloak of Burning Retribution &ndash; cloak ===<br />
<span style='color:#808080'><i>You spat on the ground at my feet? I will set your house on fire!</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 15%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#retribution_.E2.80.93_dummy|retribution]]</span><br/><br />
<br/><br />
=== Cloak of Koschei &ndash; cloak ===<br />
<span style='color:#808080'><i>Koschei made it so far on the path of immortality, yet one silly mistake happened to be fatal.</i></span><br/><br />
<span style='color:green'>New weapon special: plague (melee attacks only)</span><br/><br />
<span style='color:green'>Increases all magical damages by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane decreased by 10%</span><br/><br />
<span style='color:purple'>New ability: Absorbs (1) (requires [[#Koschei's Journal_.E2.80.93_limited|Koschei's Journal]])</span><br/><br />
<br/><br />
=== Cloak of the Assassin leader &ndash; cloak ===<br />
<span style='color:#808080'><i>I care not if you are assassins or not, when you are around me, you will attack my way.</i></span><br/><br />
<span style='color:#60A0FF'>Decreases physical resistances by 20%</span><br/><br />
<span style='color:green'>New weapon special: backstab</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#murderous presence_.E2.80.93_dummy|murderous presence]]</span><br/><br />
<br/><br />
=== Cloak of the Pale Rider &ndash; cloak ===<br />
<span style='color:#808080'><i>Do not fear death if it is not near you.</i></span><br/><br />
<span style='color:green'>Damage increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 20%</span><br/><br />
<span style='color:purple'>+12 to hitpoints (requires [[#Angel of Death's Ring_.E2.80.93_ring|Angel of Death's Ring]])</span><br/><br />
<span style='color:purple'>5% to all resistances (requires [[#Amulet of the Last Guide_.E2.80.93_amulet|Amulet of the Last Guide]])</span><br/><br />
<br/><br />
=== Colossally Colossal Arch-Devilish Blade of Universal Annihilation &ndash; sword ===<br />
<span style='color:#808080'><i>Forged by the Paladin of Golden Glory with the Hammer of Eternal Magic.</i></span><br/><br />
<span style='color:green'>Damage increased by 70% (in EASY difficulty), 50% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Enemy resistances to blade decreased by 10%</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: aura of power</span><br/><br />
<br/><br />
=== Corpsegrinder &ndash; spear ===<br />
<span style='color:#808080'><i>Mutilating dead enemies makes you forget your woes.</i></span><br/><br />
<span style='color:green'>Damage increased by 30%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#evisceration_.E2.80.93_dummy|evisceration]]</span><br/><br />
<br/><br />
=== Coward's Bow &ndash; bow ===<br />
<span style='color:#808080'><i>I am using a bow because I hate being hit. I even have a bow made specially for me.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 5%</span><br/><br />
<br/><br />
=== Crapsack World &ndash; amulet ===<br />
<span style='color:#808080'><i>'Oh, almighty god, why did you create this world?'<br />
'It was not me. I have a perfect alibi, by the way.'</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:green'>Damage increased by 15%</span><br/><br />
<span style='color:green'>Damage increased by 2</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== Creepy Potion &ndash; potion ===<br />
<span style='color:#808080'><i>If you hear me better fear me, if you see me better flee me.</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#conviction (INTENSITY)_.E2.80.93_resistance|conviction (20)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (20)]]</span><br/><br />
<br/><br />
=== Crown of the King &ndash; helm ===<br />
<span style='color:#808080'><i>The masses obeyed the one who had the crown. Whoever it was.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:green'>Increases all magical damages by 15%</span><br/><br />
<span style='color:purple'>New Ability: cantor (requires [[#Ring of the King_.E2.80.93_ring|Ring of the King]])</span><br/><br />
<span style='color:purple'>+1 to base attacks (requires [[#Armour of the King_.E2.80.93_armour|Armour of the King]])</span><br/><br />
<span style='color:purple'>1 more movement point (requires [[#Sceptre of the King_.E2.80.93_mace|Sceptre of the King]])</span><br/><br />
<br/><br />
=== Crushing Walk &ndash; boots ===<br />
<span style='color:#808080'><i>Sometimes I am not looking where I step and the casualties can be significant.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:green'>Sets damage type to impact</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<br/><br />
=== Cunctator's Armour &ndash; armour ===<br />
<span style='color:#808080'><i>Enemies were bored to death when Cunctator finally attacked.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 22%</span><br/><br />
<span style='color:#60A0FF'>2 fewer movement points</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#shield (INTENSITY)_.E2.80.93_resistance|shield (40)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#antisocial_.E2.80.93_leadership|antisocial]]</span><br/><br />
<span style='color:purple'>5% to all resistances (requires [[#Cunctator's sword_.E2.80.93_sword|Cunctator's Sword]])</span><br/><br />
<span style='color:purple'>5% to all resistances (requires [[#Cunctator's Helmet_.E2.80.93_helm|Cunctator's Helmet]])</span><br/><br />
<br/><br />
=== Cunctator's Helmet &ndash; helm ===<br />
<span style='color:#808080'><i>If you command Cunctator to attack immediately, he will not obey.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 25%</span><br/><br />
<span style='color:green'>Damage decreased by 10% (in EASY difficulty), 20% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (15)]]</span><br/><br />
<span style='color:purple'>New ability: careful (10) (requires [[#Cunctator's sword_.E2.80.93_sword|Cunctator's Sword]])</span><br/><br />
<span style='color:purple'>New ability: 10% to physical resistances (requires [[#Cunctator's Armour_.E2.80.93_armour|Cunctator's Armour]])</span><br/><br />
<br/><br />
=== Cunctator's sword &ndash; sword ===<br />
<span style='color:#808080'><i>Nobody wanted to face Cunctator. He never fought when you wanted to fight him.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:green'>Damage decreased by 30% (in EASY difficulty), 40% (in MEDIUM difficulty), 50% (in HARD difficulty)</span><br/><br />
<span style='color:green'>New weapon special: slow</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#explosive slow_.E2.80.93_damage|explosive slow]]</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#hit and run_.E2.80.93_dummy|hit and run]]</span><br/><br />
<span style='color:purple'>New melee weapon special: struggle (requires [[#Cunctator's Armour_.E2.80.93_armour|Cunctator's Armour]])</span><br/><br />
<span style='color:purple'>5% to all magical resistances (requires [[#Cunctator's Helmet_.E2.80.93_helm|Cunctator's Helmet]])</span><br/><br />
<br/><br />
=== Cursed Memories &ndash; staff ===<br />
<span style='color:#808080'><i>Every hero suffers from horrors of the past. Only a few can have their enemies suffer from them instead.</i></span><br/><br />
<span style='color:green'>Damage increased by 7 (in EASY difficulty), 6 (in MEDIUM difficulty), 5 (in HARD difficulty)</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#horrid_.E2.80.93_dummy|horrid]]</span><br/><br />
<span style='color:green'>Increases all magical damages by 40% (in EASY difficulty), 35% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<br/><br />
=== Dagger of Craving &ndash; dagger ===<br />
<span style='color:#808080'><i>Does this make you feel some sort of... bloodlust?</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#aura of hunger_.E2.80.93_dummy|aura of hunger]]</span><br/><br />
<br/><br />
=== Dagger of Shielding &ndash; dagger ===<br />
<span style='color:#808080'><i>He survived a thousand knife fights. Not because of his bravery.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:green'>New weapon special: poison</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 10%</span><br/><br />
<br/><br />
=== Dagger of Sicarii &ndash; dagger ===<br />
<span style='color:#808080'><i>An oppressed nation will find a way to have its revenge.</i></span><br/><br />
<span style='color:green'>Damage increased by 50% (in EASY difficulty), 20% (in MEDIUM difficulty), -10% (in HARD difficulty)</span><br/><br />
<span style='color:green'>25% more attacks</span><br/><br />
<span style='color:#60A0FF'>Spells suck 1 health from targets with each hit</span><br/><br />
<span style='color:green'>New weapon special: poison</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#uber backstab_.E2.80.93_damage|uber backstab]]</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#darkens_.E2.80.93_illuminates|darkens]]</span><br/><br />
<span style='color:#60A0FF'>New ability: nightstalk</span><br/><br />
<br/><br />
=== Dagger of Surprises &ndash; dagger ===<br />
<span style='color:#808080'><i>One stab to rule them all.</i></span><br/><br />
<span style='color:green'>25% more attacks</span><br/><br />
<span style='color:green'>Merges attacks</span><br/><br />
<span style='color:green'>New weapon special: backstab</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<br/><br />
=== Dark Gloves of Destruction &ndash; gauntlets ===<br />
<span style='color:#808080'><i>Surviving warriors have learned that healing while fighting is necessary for survival.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 15%</span><br/><br />
<span style='color:purple'>+1 base damage (requires [[#Dark Sword of Destruction_.E2.80.93_sword|Dark Sword of Destruction]])</span><br/><br />
<span style='color:purple'>+1 base damage (requires [[#Dark Helm of Destruction_.E2.80.93_helm|Dark Helm of Destruction]])</span><br/><br />
<br/><br />
=== Dark Helm of Destruction &ndash; helm ===<br />
<span style='color:#808080'><i>Deadly warriors wear even offensive armour.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:green'>1 more attacks</span><br/><br />
<span style='color:purple'>+1 base damage (requires [[#Dark Sword of Destruction_.E2.80.93_sword|Dark Sword of Destruction]])</span><br/><br />
<span style='color:purple'>+1 base damage (requires [[#Dark Gloves of Destruction_.E2.80.93_gauntlets|Dark Gloves of Destruction]])</span><br/><br />
<br/><br />
=== Dark Sarcasm &ndash; armour ===<br />
<span style='color:#808080'><i>You missed! You cannot even hit me! Hahahaha! I feel so good to see you fail, loser!</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#mockery_.E2.80.93_dummy|mockery]]</span><br/><br />
<br/><br />
=== Dark Sword of Destruction &ndash; sword ===<br />
<span style='color:#808080'><i>Real warriors know that their opponents will get heavy armours and prepare for it.</i></span><br/><br />
<span style='color:green'>Damage increased by 50%</span><br/><br />
<span style='color:green'>Sets damage type to cold</span><br/><br />
<span style='color:#60A0FF'>5% chance to strike a devastating blow</span><br/><br />
<span style='color:purple'>+1 to base attacks (requires [[#Dark Helm of Destruction_.E2.80.93_helm|Dark Helm of Destruction]])</span><br/><br />
<span style='color:purple'>+1 to base attacks (requires [[#Dark Gloves of Destruction_.E2.80.93_gauntlets|Dark Gloves of Destruction]])</span><br/><br />
<br/><br />
=== Dazzling Ring &ndash; ring ===<br />
<span style='color:#808080'><i>You were born to die blind.</i></span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#dazzle_.E2.80.93_dummy|dazzle]]</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 10%</span><br/><br />
<br/><br />
=== Dead End Road &ndash; staff ===<br />
<span style='color:#808080'><i>You will walk away from a necromancer fight. That does not imply that you will survive.</i></span><br/><br />
<span style='color:green'>Damage increased by 25%</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#greater infect_.E2.80.93_poison|greater infect]]</span><br/><br />
<span style='color:green'>Increases all magical damages by 25%</span><br/><br />
<br/><br />
=== Deathblade Inheritance &ndash; axe ===<br />
<span style='color:#808080'><i>It might not hit hard, but it will bring you reinforcements.</i></span><br/><br />
<span style='color:green'>40% (in EASY difficulty), 35% (in MEDIUM difficulty), 30% (in HARD difficulty) more attacks</span><br/><br />
<span style='color:green'>Sets damage type to blade</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#plague (LANGUAGE_TYPE)_.E2.80.93_plague|plague (Deathblade)]]</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 5%</span><br/><br />
<br/><br />
=== Deathwhirl &ndash; sword ===<br />
<span style='color:#808080'><i>Swarm him so that he would not get to me! Oh, dammit...</i></span><br/><br />
<span style='color:green'>Damage increased by 50% (in EASY difficulty), 40% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 5%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#penetrates_.E2.80.93_dummy|penetrates]]</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== Defender of the Faith &ndash; armour ===<br />
<span style='color:#808080'><i>We shall clear the world of this filth!</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 20%</span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 15%</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== Defensive Stance &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>A good defence is the best offence.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 20% (in EASY difficulty), 15% (in MEDIUM difficulty), 10% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: steadfast</span><br/><br />
<span style='color:#60A0FF'>2 fewer movement points</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 3 Obsidians and 2 Topazes</span><br/><br />
<br/><br />
=== Deflector of Light &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>Drive all light away and enjoy the darkness.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 20%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#darkens severely_.E2.80.93_illuminates|darkens severely]]</span><br/><br />
<span style='color:#60A0FF'>Sets alignment to chaotic</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 4 Obsidians, 2 Topazes, 1 Opal, 3 Diamonds, 1 Ruby and 1 Emerald</span><br/><br />
<br/><br />
=== Demon Core &ndash; amulet ===<br />
<span style='color:#808080'><i>If you awaken it, foul light will ravage flesh.</i></span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Spells suck 1 (in EASY difficulty) health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#radiation_.E2.80.93_dummy|radiation]]</span><br/><br />
<br/><br />
=== Despicable Heroism &ndash; mace ===<br />
<span style='color:#808080'><i>Your deeds are revered, but the way you do them is damned.</i></span><br/><br />
<span style='color:green'>Damage decreased by 40% (in EASY difficulty), 50% (in MEDIUM difficulty), 55% (in HARD difficulty)</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#plague (LANGUAGE_TYPE)_.E2.80.93_plague|plague (Revenant)]]</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane decreased by 5%</span><br/><br />
<br/><br />
=== Despicable Heroism &ndash; mace ===<br />
<span style='color:#808080'><i>Your deeds are revered, but the way you do them is damned.</i></span><br/><br />
<span style='color:green'>Damage decreased by 20% (in EASY difficulty), 30% (in MEDIUM difficulty), 40% (in HARD difficulty)</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#plague (LANGUAGE_TYPE)_.E2.80.93_plague|plague (Revenant)]]</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane decreased by 5%</span><br/><br />
<br/><br />
=== Diadem of the Dark Headmaster &ndash; helm ===<br />
<span style='color:#808080'><i>He presides. He protects. He teaches. He attacks.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>Spells suck 1 health from targets with each hit</span><br/><br />
<span style='color:green'>Enemy resistances to cold decreased by 10%</span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 10%</span><br/><br />
<br/><br />
=== Diamond &ndash; gem ===<br />
<span style='color:#808080'><i>This colourless precious stone is known to be the hardest mineral, but it is too fragile to be used in weapons or armour as a hard material. However, it very useful due to its magical properties.</i></span><br/><br />
<br/><br />
=== Dominion &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>Obey.</i></span><br/><br />
<span style='color:green'>Damage increased by 40% (in EASY difficulty), 20% (in MEDIUM difficulty), 0% (in HARD difficulty)</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#mind raid_.E2.80.93_dummy|mind raid]]</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 15%</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 1 Obsidian, 2 Opals, 1 Pearl, 2 Emeralds and 1 Amethyst</span><br/><br />
<br/><br />
=== Doombringer &ndash; sword ===<br />
<span style='color:#808080'><i>Hitting the enemy hard is not crucial. You have to make sure that you will not get killed when he hits you.</i></span><br/><br />
<span style='color:green'>Damage increased by 70% (in EASY difficulty), 50% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>20% more attacks</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:green'>New weapon special: slow</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#disintegrate_.E2.80.93_damage|disintegrate]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<br/><br />
=== Doombringer &ndash; sword ===<br />
<span style='color:#808080'><i>Hitting the enemy hard is not crucial. You have to make sure that you will not get killed when he hits you.</i></span><br/><br />
<span style='color:green'>Damage increased by 70% (in EASY difficulty), 50% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>20% more attacks</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:green'>New weapon special: slow</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#disintegrate_.E2.80.93_damage|disintegrate]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<br/><br />
=== Doomsday Machine &ndash; xbow ===<br />
<span style='color:#808080'><i>To spread doom, you need proper tools.</i></span><br/><br />
<span style='color:green'>Damage increased by 50% (in EASY difficulty), 40% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>25% more attacks</span><br/><br />
<span style='color:green'>Enemy resistances to pierce decreased by 10%</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#shockwave_.E2.80.93_slow|shockwave]]</span><br/><br />
<span style='color:green'>Increases all magical damages by 15%</span><br/><br />
<br/><br />
=== Dragon Claw &ndash; sword ===<br />
<span style='color:#808080'><i>Claws of dragons have no unusual magical properties, but they cut so well.</i></span><br/><br />
<span style='color:green'>Damage increased by 30%</span><br/><br />
<span style='color:green'>Damage increased by 2</span><br/><br />
<span style='color:green'>30% more attacks</span><br/><br />
<br/><br />
=== Dragonslayer &ndash; bow ===<br />
<span style='color:#808080'><i>He killed dragons with his legendary bow, but he was no match for saurians.</i></span><br/><br />
<span style='color:green'>Damage increased by 35%</span><br/><br />
<span style='color:green'>25% more attacks</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#misdraconia_.E2.80.93_damage|misdraconia]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 20%</span><br/><br />
<br/><br />
=== Draingloves &ndash; gauntlets ===<br />
<span style='color:#808080'><i>You hit, you heal. I hit, you heal. But can you heal enough?</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Spells suck 1 health from targets with each hit</span><br/><br />
<span style='color:green'>Increases all magical damages by 5%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#absorbs (1)_.E2.80.93_dummy|absorbs (1)]]</span><br/><br />
<br/><br />
=== Dugi's Ward &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>Metal is the best, especially if it's heavy enough.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 30%</span><br/><br />
<span style='color:green'>Damage increased by 15%</span><br/><br />
<span style='color:green'>1 more attacks</span><br/><br />
<span style='color:green'>Increases all magical damages by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#absorbs (3)_.E2.80.93_dummy|absorbs (3)]]</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 2 Obsidians, 2 Topazes, 2 Opals, 2 Pearls, 2 Diamonds, 2 Rubies, 4 Emeralds, 4 Amethysts, 4 Sapphires and 4 Black Pearls</span><br/><br />
<br/><br />
=== Dugi's Wrath &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>The probability that somebody will get this is quite low, maybe some of my assumptions were wrong.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:green'>Damage increased by 70% (in EASY difficulty), 50% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>30% more attacks</span><br/><br />
<span style='color:#60A0FF'>Spells suck 2 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>15% chance to strike a devastating blow</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#leeches_.E2.80.93_damage|leech]]</span><br/><br />
<span style='color:green'>New weapon special: berserk</span><br/><br />
<span style='color:green'>New weapon special: charge</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#radiating insanity_.E2.80.93_dummy|radiating insanity]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#warlord's rule_.E2.80.93_dummy|warlord's rule]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#wrath_.E2.80.93_dummy|wrath]]</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 3 Obsidians, 3 Topazes, 3 Opals, 3 Pearls, 3 Diamonds, 10 Rubies, 10 Emeralds, 10 Amethysts, 10 Sapphires and 10 Black Pearls</span><br/><br />
<br/><br />
=== Dying Dreams &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>Have you ever dreamed of defeating me? Feel your weakness and see me recovering from everything.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:green'>1 more attacks</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#leeches_.E2.80.93_dummy|leech]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (15)]]</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 3 Obsidians, 2 Topazes, 2 Diamonds, 3 Rubies and 1 Emerald</span><br/><br />
<br/><br />
=== Eidolon's Armour &ndash; armour ===<br />
<span style='color:#808080'><i>Clothes, masks and cosmetics helped him conceal his etherealness, his defeat of an undead army made him a nobleman.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: regenerates</span><br/><br />
<span style='color:purple'>4% to cold resistance (requires [[#Eidolon's Ring_.E2.80.93_ring|Eidolon's Ring]])</span><br/><br />
<span style='color:purple'>3% to pierce resistance (requires [[#Eidolon's Necklace_.E2.80.93_amulet|Eidolon's Necklace]])</span><br/><br />
<span style='color:purple'>4 to hitpoints (requires [[#Eidolon's Mask_.E2.80.93_helm|Eidolon's Mask]])</span><br/><br />
<span style='color:purple'>1 to damage (requires [[#Eidolon's Gauntlets_.E2.80.93_gauntlets|Eidolon's Gauntlets]])</span><br/><br />
<span style='color:purple'>1 to movement (requires [[#Eidolon's Boots_.E2.80.93_boots|Eidolon's Boots]])</span><br/><br />
<span style='color:purple'>2% to arcane resistance (requires [[#Eidolon's Coat_.E2.80.93_cloak|Eidolon's Coat]])</span><br/><br />
<span style='color:purple'>New ability: Wrath (requires [[#Eidolon's Sword_.E2.80.93_sword|Eidolon's Sword]])</span><br/><br />
<br/><br />
=== Eidolon's Boots &ndash; boots ===<br />
<span style='color:#808080'><i>His champion in shining armour faced evils for centuries, often together with his children. The land became prosperous.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: skirmisher</span><br/><br />
<span style='color:purple'>4% to cold resistance (requires [[#Eidolon's Ring_.E2.80.93_ring|Eidolon's Ring]])</span><br/><br />
<span style='color:purple'>3% to pierce resistance (requires [[#Eidolon's Necklace_.E2.80.93_amulet|Eidolon's Necklace]])</span><br/><br />
<span style='color:purple'>3% to blade resistance (requires [[#Eidolon's Armour_.E2.80.93_armour|Eidolon's Armour]])</span><br/><br />
<span style='color:purple'>4 to hitpoints (requires [[#Eidolon's Mask_.E2.80.93_helm|Eidolon's Mask]])</span><br/><br />
<span style='color:purple'>1 to damage (requires [[#Eidolon's Gauntlets_.E2.80.93_gauntlets|Eidolon's Gauntlets]])</span><br/><br />
<span style='color:purple'>2% to arcane resistance (requires [[#Eidolon's Coat_.E2.80.93_cloak|Eidolon's Coat]])</span><br/><br />
<span style='color:purple'>New ability: Wardrums (requires [[#Eidolon's Sword_.E2.80.93_sword|Eidolon's Sword]])</span><br/><br />
<br/><br />
=== Eidolon's Coat &ndash; cloak ===<br />
<span style='color:#808080'><i>He, a being of darkness, studied the art of white mages for generations. He learned the powers of light.</i></span><br/><br />
<span style='color:green'>Increases all magical damages by 15%</span><br/><br />
<span style='color:#60A0FF'>New ability: cures</span><br/><br />
<span style='color:purple'>4% to cold resistance (requires [[#Eidolon's Ring_.E2.80.93_ring|Eidolon's Ring]])</span><br/><br />
<span style='color:purple'>3% to pierce resistance (requires [[#Eidolon's Necklace_.E2.80.93_amulet|Eidolon's Necklace]])</span><br/><br />
<span style='color:purple'>3% to blade resistance (requires [[#Eidolon's Armour_.E2.80.93_armour|Eidolon's Armour]])</span><br/><br />
<span style='color:purple'>4 to hitpoints (requires [[#Eidolon's Mask_.E2.80.93_helm|Eidolon's Mask]])</span><br/><br />
<span style='color:purple'>1 to damage (requires [[#Eidolon's Gauntlets_.E2.80.93_gauntlets|Eidolon's Gauntlets]])</span><br/><br />
<span style='color:purple'>New ability: Absorbs (1) (requires [[#Eidolon's Sword_.E2.80.93_sword|Eidolon's Sword]])</span><br/><br />
<br/><br />
=== Eidolon's Gauntlets &ndash; gauntlets ===<br />
<span style='color:#808080'><i>He hired white mages to imbue a glorious warrior with their power. The warrior thought this power came from a god.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 20%</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<span style='color:purple'>4% to cold resistance (requires [[#Eidolon's Ring_.E2.80.93_ring|Eidolon's Ring]])</span><br/><br />
<span style='color:purple'>3% to pierce resistance (requires [[#Eidolon's Necklace_.E2.80.93_amulet|Eidolon's Necklace]])</span><br/><br />
<span style='color:purple'>3% to blade resistance (requires [[#Eidolon's Armour_.E2.80.93_armour|Eidolon's Armour]])</span><br/><br />
<span style='color:purple'>4 to hitpoints (requires [[#Eidolon's Mask_.E2.80.93_helm|Eidolon's Mask]])</span><br/><br />
<span style='color:purple'>1 to damage (requires [[#Eidolon's Boots_.E2.80.93_boots|Eidolon's Boots]])</span><br/><br />
<span style='color:purple'>2% to arcane resistance (requires [[#Eidolon's Coat_.E2.80.93_cloak|Eidolon's Coat]])</span><br/><br />
<span style='color:purple'>New ability: Steals (requires [[#Eidolon's Sword_.E2.80.93_sword|Eidolon's Sword]])</span><br/><br />
<br/><br />
=== Eidolon's Mask &ndash; helm ===<br />
<span style='color:#808080'><i>His experience showed him that if dead are all around, people need a champion. Otherwise they fall without resistance.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 10%</span><br/><br />
<span style='color:purple'>4% to cold resistance (requires [[#Eidolon's Ring_.E2.80.93_ring|Eidolon's Ring]])</span><br/><br />
<span style='color:purple'>3% to pierce resistance (requires [[#Eidolon's Necklace_.E2.80.93_amulet|Eidolon's Necklace]])</span><br/><br />
<span style='color:purple'>3% to blade resistance (requires [[#Eidolon's Armour_.E2.80.93_armour|Eidolon's Armour]])</span><br/><br />
<span style='color:purple'>1 to damage (requires [[#Eidolon's Gauntlets_.E2.80.93_gauntlets|Eidolon's Gauntlets]])</span><br/><br />
<span style='color:purple'>2% to arcane resistance (requires [[#Eidolon's Coat_.E2.80.93_cloak|Eidolon's Coat]])</span><br/><br />
<span style='color:purple'>New ability: Mockery (requires [[#Eidolon's Sword_.E2.80.93_sword|Eidolon's Sword]])</span><br/><br />
<br/><br />
=== Eidolon's Necklace &ndash; amulet ===<br />
<span style='color:#808080'><i>He was ingenious enough to become something new, not a pack of bones but a spirit. An opaque one.</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 20%</span><br/><br />
<span style='color:purple'>4% to cold resistance (requires [[#Eidolon's Ring_.E2.80.93_ring|Eidolon's Ring]])</span><br/><br />
<span style='color:purple'>3% to blade resistance (requires [[#Eidolon's Armour_.E2.80.93_armour|Eidolon's Armour]])</span><br/><br />
<span style='color:purple'>4 to hitpoints (requires [[#Eidolon's Mask_.E2.80.93_helm|Eidolon's Mask]])</span><br/><br />
<span style='color:purple'>1 to damage (requires [[#Eidolon's Gauntlets_.E2.80.93_gauntlets|Eidolon's Gauntlets]])</span><br/><br />
<span style='color:purple'>1 to movement (requires [[#Eidolon's Boots_.E2.80.93_boots|Eidolon's Boots]])</span><br/><br />
<span style='color:purple'>2% to arcane resistance (requires [[#Eidolon's Coat_.E2.80.93_cloak|Eidolon's Coat]])</span><br/><br />
<span style='color:purple'>New ability: Frail Tide (15) (requires [[#Eidolon's Sword_.E2.80.93_sword|Eidolon's Sword]])</span><br/><br />
<br/><br />
=== Eidolon's Ring &ndash; ring ===<br />
<span style='color:#808080'><i>When he was old and dying, he remembered what he could from the days he loved a necromanceress.</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane decreased by 10%</span><br/><br />
<span style='color:purple'>3% to pierce resistance (requires [[#Eidolon's Necklace_.E2.80.93_amulet|Eidolon's Necklace]])</span><br/><br />
<span style='color:purple'>3% to blade resistance (requires [[#Eidolon's Armour_.E2.80.93_armour|Eidolon's Armour]])</span><br/><br />
<span style='color:purple'>4 to hitpoints (requires [[#Eidolon's Mask_.E2.80.93_helm|Eidolon's Mask]])</span><br/><br />
<span style='color:purple'>1 to damage (requires [[#Eidolon's Gauntlets_.E2.80.93_gauntlets|Eidolon's Gauntlets]])</span><br/><br />
<span style='color:purple'>2% to arcane resistance (requires [[#Eidolon's Coat_.E2.80.93_cloak|Eidolon's Coat]])</span><br/><br />
<span style='color:purple'>New ability: Deathaura (8) (requires [[#Eidolon's Sword_.E2.80.93_sword|Eidolon's Sword]])</span><br/><br />
<br/><br />
=== Eidolon's Sword &ndash; sword ===<br />
<span style='color:#808080'><i>He could fuel his champion alone, as his powers of light and darkness amplified each other. He became an Eidolon.</i></span><br/><br />
<span style='color:green'>Sets damage type to arcane</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#unholybane_.E2.80.93_damage|unholybane]]</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#leeches_.E2.80.93_damage|leech]]</span><br/><br />
<span style='color:purple'>4% to cold resistance (requires [[#Eidolon's Ring_.E2.80.93_ring|Eidolon's Ring]])</span><br/><br />
<span style='color:purple'>3% to pierce resistance (requires [[#Eidolon's Necklace_.E2.80.93_amulet|Eidolon's Necklace]])</span><br/><br />
<span style='color:purple'>3% to blade resistance (requires [[#Eidolon's Armour_.E2.80.93_armour|Eidolon's Armour]])</span><br/><br />
<span style='color:purple'>4 to hitpoints (requires [[#Eidolon's Mask_.E2.80.93_helm|Eidolon's Mask]])</span><br/><br />
<span style='color:purple'>1 to damage (requires [[#Eidolon's Gauntlets_.E2.80.93_gauntlets|Eidolon's Gauntlets]])</span><br/><br />
<span style='color:purple'>1 to movement (requires [[#Eidolon's Boots_.E2.80.93_boots|Eidolon's Boots]])</span><br/><br />
<span style='color:purple'>2% to arcane resistance (requires [[#Eidolon's Coat_.E2.80.93_cloak|Eidolon's Coat]])</span><br/><br />
<br/><br />
=== Elusive Boots &ndash; boots ===<br />
<span style='color:#808080'><i>Enemies are blocking the way? Who cares?</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 2%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 5%</span><br/><br />
<span style='color:#60A0FF'>New ability: skirmisher</span><br/><br />
<br/><br />
=== Emerald &ndash; gem ===<br />
<span style='color:#808080'><i>Diamonds tainted with copper salts are coloured green and possess huge magical power. However, it is uneasy to extract it.</i></span><br/><br />
<br/><br />
=== Equality &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>Even the weak can kill with this one.</i></span><br/><br />
<span style='color:green'>Damage increased by 7 (in EASY difficulty), 6 (in MEDIUM difficulty), 5 (in HARD difficulty)</span><br/><br />
<span style='color:green'>20% more attacks</span><br/><br />
<span style='color:green'>Increases all magical damages by 15%</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 3 Topazes and 2 Opals</span><br/><br />
<br/><br />
=== Eternity's End &ndash; mace ===<br />
<span style='color:#808080'><i>Even lich lords cannot live forever.</i></span><br/><br />
<span style='color:green'>Damage increased by 40% (in EASY difficulty), 30% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Sets damage type to arcane</span><br/><br />
<span style='color:green'>Enemy resistances to blade decreased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 20%</span><br/><br />
<br/><br />
=== Executioner's Axe &ndash; axe ===<br />
<span style='color:#808080'><i>A good executioner kills with a single blow.</i></span><br/><br />
<span style='color:green'>Merges attacks</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Sets alignment to neutral</span><br/><br />
<br/><br />
=== Explosionlance &ndash; spear ===<br />
<span style='color:#808080'><i>Take that away, we need to stay silent.</i></span><br/><br />
<span style='color:green'>Damage increased by 30%</span><br/><br />
<span style='color:green'>Damage increased by 1</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#extra damage (+5; impact)_.E2.80.93_dummy|extra damage (+5; impact)]]</span><br/><br />
<br/><br />
=== Exterminator's Dagger &ndash; dagger ===<br />
<span style='color:#808080'><i>Slay the tyrant. Put an end to his wicked rule.</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:green'>Increases all magical damages by 15%</span><br/><br />
<span style='color:purple'>2% to all resistances (requires [[#Exterminator's Scythe_.E2.80.93_polearm|Exterminator's Scythe]])</span><br/><br />
<span style='color:purple'>2% to all resistances (requires [[#Exterminator's Knives_.E2.80.93_knife|Exterminator's Knives]])</span><br/><br />
<span style='color:purple'>2% to all resistances (requires [[#Exterminator's Ring_.E2.80.93_ring|Exterminator's Ring]])</span><br/><br />
<br/><br />
=== Exterminator's Dagger &ndash; dagger ===<br />
<span style='color:#808080'><i>Slay the tyrant. Put an end to his wicked rule.</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:green'>Increases all magical damages by 15%</span><br/><br />
<span style='color:purple'>2% to all resistances (requires [[#Exterminator's Scythe_.E2.80.93_polearm|Exterminator's Scythe]])</span><br/><br />
<span style='color:purple'>2% to all resistances (requires [[#Exterminator's Knives_.E2.80.93_knife|Exterminator's Knives]])</span><br/><br />
<span style='color:purple'>2% to all resistances (requires [[#Exterminator's Ring_.E2.80.93_ring|Exterminator's Ring]])</span><br/><br />
<br/><br />
=== Exterminator's Knives &ndash; knife ===<br />
<span style='color:#808080'><i>It may be hard to get close enough.</i></span><br/><br />
<span style='color:green'>Damage increased by 40%</span><br/><br />
<span style='color:green'>Sets damage type to cold</span><br/><br />
<span style='color:purple'>+1 to base ranged damage (requires [[#Exterminator's Scythe_.E2.80.93_polearm|Exterminator's Scythe]])</span><br/><br />
<span style='color:purple'>16 more hitpoints (requires [[#Exterminator's Dagger_.E2.80.93_dagger|Exterminator's Dagger]])</span><br/><br />
<span style='color:purple'>+1 to base attacks (requires [[#Exterminator's Ring_.E2.80.93_ring|Exterminator's Ring]])</span><br/><br />
<br/><br />
=== Exterminator's Knives &ndash; knife ===<br />
<span style='color:#808080'><i>It may be hard to get close enough.</i></span><br/><br />
<span style='color:green'>Damage increased by 40%</span><br/><br />
<span style='color:green'>Sets damage type to cold</span><br/><br />
<span style='color:purple'>+1 to base ranged damage (requires [[#Exterminator's Scythe_.E2.80.93_polearm|Exterminator's Scythe]])</span><br/><br />
<span style='color:purple'>16 more hitpoints (requires [[#Exterminator's Dagger_.E2.80.93_dagger|Exterminator's Dagger]])</span><br/><br />
<span style='color:purple'>+1 to base attacks (requires [[#Exterminator's Ring_.E2.80.93_ring|Exterminator's Ring]])</span><br/><br />
<br/><br />
=== Exterminator's Ring &ndash; ring ===<br />
<span style='color:#808080'><i>Hide from the revolution.</i></span><br/><br />
<span style='color:green'>Damage increased by 1</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 15%</span><br/><br />
<span style='color:purple'>+1 to base ranged damage (requires [[#Exterminator's Scythe_.E2.80.93_polearm|Exterminator's Scythe]])</span><br/><br />
<span style='color:purple'>+1 to base ranged damage (requires [[#Exterminator's Dagger_.E2.80.93_dagger|Exterminator's Dagger]])</span><br/><br />
<span style='color:purple'>2% to all resistances (requires [[#Exterminator's Knives_.E2.80.93_knife|Exterminator's Knives]])</span><br/><br />
<br/><br />
=== Exterminator's Ring &ndash; ring ===<br />
<span style='color:#808080'><i>Hide from the revolution.</i></span><br/><br />
<span style='color:green'>Damage increased by 1</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 15%</span><br/><br />
<span style='color:purple'>+1 to base ranged damage (requires [[#Exterminator's Scythe_.E2.80.93_polearm|Exterminator's Scythe]])</span><br/><br />
<span style='color:purple'>+1 to base ranged damage (requires [[#Exterminator's Dagger_.E2.80.93_dagger|Exterminator's Dagger]])</span><br/><br />
<span style='color:purple'>2% to all resistances (requires [[#Exterminator's Knives_.E2.80.93_knife|Exterminator's Knives]])</span><br/><br />
<br/><br />
=== Exterminator's Scythe &ndash; polearm ===<br />
<span style='color:#808080'><i>Victims' loyals look for revenge.</i></span><br/><br />
<span style='color:green'>Damage increased by 30% (in EASY difficulty), 20% (in MEDIUM difficulty), 10% (in HARD difficulty)</span><br/><br />
<span style='color:green'>35% more attacks</span><br/><br />
<span style='color:purple'>+1 to base damage (requires [[#Exterminator's Dagger_.E2.80.93_dagger|Exterminator's Dagger]])</span><br/><br />
<span style='color:purple'>+1 to base damage (requires [[#Exterminator's Knives_.E2.80.93_knife|Exterminator's Knives]])</span><br/><br />
<span style='color:purple'>+1 to base damage (requires [[#Exterminator's Ring_.E2.80.93_ring|Exterminator's Ring]])</span><br/><br />
<br/><br />
=== Exterminator's Scythe &ndash; polearm ===<br />
<span style='color:#808080'><i>Victims' loyals look for revenge.</i></span><br/><br />
<span style='color:green'>Damage increased by 30% (in EASY difficulty), 20% (in MEDIUM difficulty), 10% (in HARD difficulty)</span><br/><br />
<span style='color:green'>35% more attacks</span><br/><br />
<span style='color:purple'>+1 to base damage (requires [[#Exterminator's Dagger_.E2.80.93_dagger|Exterminator's Dagger]])</span><br/><br />
<span style='color:purple'>+1 to base damage (requires [[#Exterminator's Knives_.E2.80.93_knife|Exterminator's Knives]])</span><br/><br />
<span style='color:purple'>+1 to base damage (requires [[#Exterminator's Ring_.E2.80.93_ring|Exterminator's Ring]])</span><br/><br />
<br/><br />
=== False Paradise &ndash; helm ===<br />
<span style='color:#808080'><i>Their society was almost utopian. They grew lazy and weak and became an easy prey for invaders.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 20%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#regenerates (VALUE)_.E2.80.93_regenerate|regenerates (24)]]</span><br/><br />
<span style='color:#60A0FF'>3 (in EASY difficulty), 4 (in MEDIUM difficulty), 5 (in HARD difficulty) fewer movement points</span><br/><br />
<br/><br />
=== Fiery Blood &ndash; gauntlets ===<br />
<span style='color:#808080'><i>Red is the fire. Red is the blood. I am not sure which of them is pouring.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:green'>1 more attacks</span><br/><br />
<span style='color:green'>Sets damage type to fire</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<br/><br />
=== Fine bow &ndash; bow ===<br />
<span style='color:#808080'><i>Precision is more important than anything else.</i></span><br/><br />
<span style='color:green'>Damage increased by 50% (in EASY difficulty), 35% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:green'>30% more attacks</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#focused_.E2.80.93_chance_to_hit|focused]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<br/><br />
=== Fire-Forged Friend &ndash; potion ===<br />
<span style='color:#808080'><i>'I make my friends with hammer and anvil.' -Pygmaliophaestus</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 50%</span><br/><br />
<span style='color:#60A0FF'>4 fewer movement points</span><br/><br />
<br/><br />
=== Fist of Anarchy &ndash; mace ===<br />
<span style='color:#808080'><i>Rebirth through devastation, freedom through bloodshed.</i></span><br/><br />
<span style='color:green'>60% (in EASY difficulty), 50% (in MEDIUM difficulty), 40% (in HARD difficulty) more attacks</span><br/><br />
<span style='color:#60A0FF'>10% chance to strike a devastating blow</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#anarchy_.E2.80.93_damage|anarchy]]</span><br/><br />
<br/><br />
=== Fit for Speed &ndash; boots ===<br />
<span style='color:#808080'><i>The best runners are too thin to fight.</i></span><br/><br />
<span style='color:green'>Damage decreased by 70% (in EASY difficulty), 80% (in MEDIUM difficulty), 90% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>4 more movement points</span><br/><br />
<br/><br />
=== Flaming Sword &ndash; sword ===<br />
<span style='color:#808080'><i>If you need to fight ghosts, good steel is not enough.</i></span><br/><br />
<span style='color:green'>Damage increased by 7</span><br/><br />
<span style='color:green'>Sets damage type to fire</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<br/><br />
=== Fleshrending Scourge &ndash; mace ===<br />
<span style='color:#808080'><i>Do not run away from me. I will catch you anyway.</i></span><br/><br />
<span style='color:green'>Damage increased by 60% (in EASY difficulty), 40% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:green'>20% more attacks</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:green'>Enemy resistances to impact decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>2 more movement points</span><br/><br />
<br/><br />
=== Flying Boots &ndash; boots ===<br />
<span style='color:#808080'><i>He could run through caves and hills like on a plain road. He could even walk on water.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 7%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Movement costs through forests set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs on frozen lands set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs on flat terrains set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs through dark caves set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs through mushroom groves set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs through villages set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs through castles set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs in shallow waters set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs on coastal reefs set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs in deep waters set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs through swampy places set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs on hills set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs across sands set to 1</span><br/><br />
<br/><br />
=== Forestburner &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>Sarah always preferred money over pristine nature.</i></span><br/><br />
<span style='color:green'>Damage increased by 40% (in EASY difficulty), 30% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#misdryadia_.E2.80.93_damage|misdryadia]]</span><br/><br />
<span style='color:green'>Increases all magical damages by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 15%</span><br/><br />
<span style='color:green'>New attack: fireball (13 - 4, fire)</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 1 Obsidian, 1 Opal, 4 Rubies and 1 Amethyst</span><br/><br />
<br/><br />
=== Foul Potion &ndash; potion ===<br />
<span style='color:#808080'><i>It helps us greatly, but its user pays a great price.</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#unholy hunger_.E2.80.93_dummy|unholy hunger]]</span><br/><br />
<br/><br />
=== Fowleri's Chopper &ndash; axe ===<br />
<span style='color:#808080'><i>He broke her heart. No, wait, not heart, sanity. He broke her sanity.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:green'>Damage increased by 15% (in EASY difficulty), 5% (in MEDIUM difficulty), -5% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 5%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#wrath_.E2.80.93_dummy|wrath]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#retribution_.E2.80.93_dummy|retribution]]</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== Frozen Locket &ndash; amulet ===<br />
<span style='color:#808080'><i>Frozen memories shall thaw and redeem.</i></span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 15%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#freezing aura_.E2.80.93_dummy|freezing aura]]</span><br/><br />
<br/><br />
=== Glitch Item &ndash; limited ===<br />
<span style='color:#808080'><i>Everything can fail. Regardless of the amount of polishing done.</i></span><br/><br />
<span style='color:red'>New obligation: Report this bug on the forums</span><br/><br />
<br/><br />
=== Gloombringer &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>One side wins, the other side loses. Both sides' widows weep.</i></span><br/><br />
<span style='color:green'>Damage increased by 80% (in EASY difficulty), 50% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:green'>30% more attacks</span><br/><br />
<span style='color:green'>New weapon special: poison</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 10%</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 2 Obsidians, 1 Topaz, 1 Ruby, 4 Emeralds and 1 Amethyst</span><br/><br />
<br/><br />
=== Glowing Flight &ndash; knife ===<br />
<span style='color:#808080'><i>The pragmatic baron sent an assassin to kill a necromancer. It was not a bad idea.</i></span><br/><br />
<span style='color:green'>Damage increased by 40%</span><br/><br />
<span style='color:green'>40% more attacks</span><br/><br />
<span style='color:green'>Sets damage type to arcane</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<br/><br />
=== Glowing Flight &ndash; knife ===<br />
<span style='color:#808080'><i>The pragmatic baron sent an assassin to kill a necromancer. It was not a bad idea.</i></span><br/><br />
<span style='color:green'>Damage increased by 40%</span><br/><br />
<span style='color:green'>40% more attacks</span><br/><br />
<span style='color:green'>Sets damage type to arcane</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<br/><br />
=== Godsmasher &ndash; mace ===<br />
<span style='color:#808080'><i>'With this beast, I can kill even a god!'<br />
'Crunch, munch,... burp. Anybody else thinks that it can kill dragons too?'</i></span><br/><br />
<span style='color:green'>Damage increased by 70% (in EASY difficulty), 50% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>20% more attacks</span><br/><br />
<span style='color:#60A0FF'>10% chance to strike a devastating blow</span><br/><br />
<span style='color:green'>Enemy resistances to impact decreased by 20%</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#leeches_.E2.80.93_damage|leech]]</span><br/><br />
<br/><br />
=== Godsmasher &ndash; mace ===<br />
<span style='color:#808080'><i>'With this beast, I can kill even a god!'<br />
'Crunch, munch,... burp. Anybody else thinks that it can kill dragons too?'</i></span><br/><br />
<span style='color:green'>Damage increased by 70% (in EASY difficulty), 50% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>20% more attacks</span><br/><br />
<span style='color:#60A0FF'>10% chance to strike a devastating blow</span><br/><br />
<span style='color:green'>Enemy resistances to impact decreased by 20%</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#leeches_.E2.80.93_damage|leech]]</span><br/><br />
<br/><br />
=== Greater Guardsman's Leather Armour &ndash; armour ===<br />
<span style='color:#808080'><i>A good guardsman never yields.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#unyielding_.E2.80.93_resistance|unyielding]]</span><br/><br />
<br/><br />
=== Greater Healing Potion &ndash; potion ===<br />
<span style='color:#808080'><i>This can heal almost anyone, find the one who brewed it!</i></span><br/><br />
<span style='color:orange'>This unit is completely restored, including statuses, moves and attacks.</span><br/><br />
<br/><br />
=== Grim Trigger &ndash; gauntlets ===<br />
<span style='color:#808080'><i>If someone throws stones at you, make an example out of him and no one will ever dare again.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#triggerable_.E2.80.93_dummy|triggerable]]</span><br/><br />
<br/><br />
=== Guardsman's Leather Armour &ndash; armour ===<br />
<span style='color:#808080'><i>Loyalty will protect you like an expensive armour.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: steadfast</span><br/><br />
<br/><br />
=== Guerrilla &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>Fight when you choose to fight, hide when you are hunted.</i></span><br/><br />
<span style='color:green'>Damage increased by 2</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#hit and run_.E2.80.93_dummy|hit and run]]</span><br/><br />
<span style='color:#60A0FF'>New ability: concealment</span><br/><br />
<span style='color:#60A0FF'>2 more movement points</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 1 Obsidian, 1 Topaz, 1 Opal, 1 Pearl, 1 Diamond, 2 Emeralds and 1 Sapphire</span><br/><br />
<br/><br />
=== Guide to Lycanthropy &ndash; limited ===<br />
<span style='color:#808080'><i>Search your memories and find the monster you are.</i></span><br/><br />
<span style='color:orange'>New advancements: Abilities that allow a transformation into powerful animal forms</span><br/><br />
<br/><br />
=== Gvødgührvoḧzzorghkuz &ndash; mace ===<br />
<span style='color:#808080'><i>Ürhrabgzubruprÿÿrv øẗhnäæzdaz grohruth züürd myyvöthgavrhyd...</i></span><br/><br />
<span style='color:green'>30% (in EASY difficulty), 25% (in MEDIUM difficulty), 20% (in HARD difficulty) more attacks</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#anger_.E2.80.93_attacks|anger]]</span><br/><br />
<br/><br />
=== Hands of Sorrow &ndash; gauntlets ===<br />
<span style='color:#808080'><i>He grew up as a mercenary bound to obey any command. Remorse led him to distant corners where he died, miserable and alone.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>5% chance to strike a devastating blow</span><br/><br />
<span style='color:#60A0FF'>Movement costs on frozen lands set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs through dark caves set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs through mushroom groves set to 1</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (5)]]</span><br/><br />
<br/><br />
=== Hatred &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>Arm yourself with hatred, your lacking skill will not matter.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:green'>Damage increased by 8 (in EASY difficulty), 7 (in MEDIUM difficulty), 6 (in HARD difficulty)</span><br/><br />
<span style='color:green'>1 more attacks</span><br/><br />
<span style='color:#60A0FF'>5% chance to strike a devastating blow</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 1 Obsidian, 2 Topazes, 1 Opal, 1 Amethyst, 2 Sapphires and 1 Black Pearl</span><br/><br />
<br/><br />
=== Hatred for Men &ndash; xbow ===<br />
<span style='color:#808080'><i>Fuelled by the venom and hatred.</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:#60A0FF'>10% chance to strike a devastating blow</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#pierce_.E2.80.93_dummy|pierce]]</span><br/><br />
<span style='color:green'>New weapon special: poison</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#NAME (INTENSITY)_.E2.80.93_leadership|damage aura (10)]]</span><br/><br />
<br/><br />
=== Havoc Bliss &ndash; amulet ===<br />
<span style='color:#808080'><i>Destruction can save you from suffering if you do it right.</i></span><br/><br />
<span style='color:green'>Damage increased by 15%</span><br/><br />
<span style='color:green'>Damage increased by 1</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== Headsmasher &ndash; axe ===<br />
<span style='color:#808080'><i>'Let us give the orcs something they like, maybe they will let us be.'<br />
'What do they like?'<br />
'Smashing heads.'</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:green'>60% more attacks</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 (in EASY difficulty) health from targets with each hit</span><br/><br />
<br/><br />
=== Headstriker &ndash; xbow ===<br />
<span style='color:#808080'><i>If you have a good aim, you will hit a vulnerable spot and kill even with a lightweight bolt.</i></span><br/><br />
<span style='color:green'>Damage increased by 25%</span><br/><br />
<span style='color:green'>Damage increased by 2</span><br/><br />
<span style='color:green'>New weapon special: marksman</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 5%</span><br/><br />
<br/><br />
=== Healing Potion &ndash; potion ===<br />
<span style='color:#808080'><i>I am healed! More healthy than ever!</i></span><br/><br />
<span style='color:#60A0FF'>10 more hitpoints per level</span><br/><br />
<span style='color=#60A0FF'>Full heal</span><br/><br />
<br/><br />
=== Heart of Darkness &ndash; limited ===<br />
<span style='color:#808080'><i>Find your dark subconscience and embrace it.</i></span><br/><br />
<span style='color:orange'>New advancements: Various wicked spells</span><br/><br />
<br/><br />
=== Heart of Ice &ndash; armour ===<br />
<span style='color:#808080'><i>Even warm smokes can bring frost. The sun is what we need.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 20%</span><br/><br />
<span style='color:green'>New weapon special: slow (ranged attacks only)</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 30%</span><br/><br />
<span style='color:purple'>New weapon special: slows (melee attacks only) (requires [[#Iced Boots_.E2.80.93_boots|Iced Boots]])</span><br/><br />
<span style='color:purple'>+1 base damage (requires [[#Chilling Touch_.E2.80.93_gauntlets|Chilling Touch]])</span><br/><br />
<br/><br />
=== Heathenbasher &ndash; mace ===<br />
<span style='color:#808080'><i>Dark is the night that has set to your mind, sweet is the pride that reflects in your eyes.</i></span><br/><br />
<span style='color:green'>Damage increased by 30%</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#lawful_.E2.80.93_damage|lawful]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: illuminates</span><br/><br />
<br/><br />
=== Heavy Bow &ndash; bow ===<br />
<span style='color:#808080'><i>Fellows, what would you say if I made a bow that shoots spears?</i></span><br/><br />
<span style='color:green'>Damage increased by 120% (in EASY difficulty), 100% (in MEDIUM difficulty), 80% (in HARD difficulty)</span><br/><br />
<span style='color:green'>30% fewer attacks</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#pierce_.E2.80.93_dummy|pierce]]</span><br/><br />
<br/><br />
=== Heavy Gauntlets &ndash; gauntlets ===<br />
<span style='color:#808080'><i>How the hell do you fight with this?</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<br/><br />
=== Heavy Gauntlets of Virility &ndash; gauntlets ===<br />
<span style='color:#808080'><i>It protects you well, but are you sure that you can lift a weapon with that?</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>4 more hitpoints per level per level</span><br/><br />
<br/><br />
=== Hell Warlord's Armour &ndash; armour ===<br />
<span style='color:#808080'><i>Abaddon ruled Inferno with an iron hand, but it did not stop his loyals from following him.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 25%</span><br/><br />
<span style='color:green'>Increases all magical damages by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 40%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#warlord's rule_.E2.80.93_dummy|warlord's rule]]</span><br/><br />
<br/><br />
=== Hellforge Armour &ndash; armour ===<br />
<span style='color:#808080'><i>'Forge me an armour. I need to have forged armour to stop attacks armour stops.' - Abaddon</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 25%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 35%</span><br/><br />
<br/><br />
=== Hellforge Armour of Forging &ndash; armour ===<br />
<span style='color:#808080'><i>Forge weapons. Give the forgery to your enemies. They shall see that forged arsenal is not useful.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 25%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 35%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (20)]]</span><br/><br />
<br/><br />
=== Hellrake &ndash; spear ===<br />
<span style='color:#808080'><i>Flowers bloom in hell too. And every flower has its gardener.</i></span><br/><br />
<span style='color:green'>Damage increased by 60% (in EASY difficulty), 50% (in MEDIUM difficulty), 40% (in HARD difficulty)</span><br/><br />
<span style='color:green'>New weapon special: poison</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== Hellslash &ndash; gauntlets ===<br />
<span style='color:#808080'><i>Careful about him, you will get hurt even if he is not attacking you.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#cleave_.E2.80.93_damage|cleave]] (melee attacks only)</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 5%</span><br/><br />
<br/><br />
=== Helmet of Paladins &ndash; helm ===<br />
<span style='color:#808080'><i>Let the light show you the way into the darkness that you can enlighten.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: illuminates</span><br/><br />
<br/><br />
=== Herod's Mithral Armour &ndash; armour ===<br />
<span style='color:#808080'><i>He was a poweful ruler, but he was not very righteous. No wonder that his cousin dethroned him.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 5%</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#NAME (INTENSITY)_.E2.80.93_leadership|damage aura (10)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#steals_.E2.80.93_dummy|steals]]</span><br/><br />
<br/><br />
=== Holy potion &ndash; potion ===<br />
<span style='color:#808080'><i>Grrrh! Remove this filth from this world! Rrrargh!</i></span><br/><br />
<span style='color:green'>New weapon special (melee attacks only): [[LotI_Abilities#unholybane_.E2.80.93_damage|unholybane]]</span><br/><br />
<br/><br />
=== Holy Sword &ndash; sword ===<br />
<span style='color:#808080'><i>You, comrade with that Unholy Axe, position yourself as far from me as possible!</i></span><br/><br />
<span style='color:green'>Damage increased by 25%</span><br/><br />
<span style='color:green'>Sets damage type to arcane</span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: illuminates</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#unholybane (INTENSITY)_.E2.80.93_heals|unholybane (12)]]</span><br/><br />
<span style='color:#60A0FF'>Sets alignment to lawful</span><br/><br />
<br/><br />
=== Hope of the Fallen &ndash; armour ===<br />
<span style='color:#808080'><i>Dark immortality is encased in great sadness, but the encasement has its flaws.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce decreased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold decreased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 35%</span><br/><br />
<br/><br />
=== Horrid Ice Armour &ndash; armour ===<br />
<span style='color:#808080'><i>Frost not only causes you cold feet, it also kills a peasant's crops, veggies and culinary weed.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 20%</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#horrid_.E2.80.93_dummy|horrid]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 30%</span><br/><br />
<br/><br />
=== How to be an Overlord &ndash; limited ===<br />
<span style='color:#808080'><i>Attack! Attack! Attack!</i></span><br/><br />
<span style='color:orange'>New advancements: Leadership-like abilities</span><br/><br />
<br/><br />
=== Hunter of Kings &ndash; armour ===<br />
<span style='color:#808080'><i>Nobody knows who he was. Nobody knows where he came from. Nobody knows how to stop him.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 25%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 25%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#frail tide (INTENSITY)_.E2.80.93_resistance|frail tide (30)]]</span><br/><br />
<span style='color:purple'>New ability: conviction (20) (requires [[#Legion Slayer_.E2.80.93_cloak|Legion Slayer]])</span><br/><br />
<br/><br />
=== Hydraulic Core &ndash; amulet ===<br />
<span style='color:#808080'><i>Purpose... unknown. Origin... unknown. Material... unknown. Mode of operation... unknown.</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 5%</span><br/><br />
<br/><br />
=== Ice Armour &ndash; armour ===<br />
<span style='color:#808080'><i>Dwarvish runes can prevent ice from melting.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 30%</span><br/><br />
<br/><br />
=== Ice Armour of Health &ndash; armour ===<br />
<span style='color:#808080'><i>Hot weather is bad for health.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 30%</span><br/><br />
<span style='color:#60A0FF'>5 more hitpoints per level per level</span><br/><br />
<br/><br />
=== Iced Boots &ndash; boots ===<br />
<span style='color:#808080'><i>When flames fall from the skies or spring from the ground, hot days are not what you should fear.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<span style='color:purple'>Movement increased by 1 (requires [[#Heart of Ice_.E2.80.93_armour|Heart of Ice]])</span><br/><br />
<span style='color:purple'>+1 base damage (requires [[#Chilling Touch_.E2.80.93_gauntlets|Chilling Touch]])</span><br/><br />
<br/><br />
=== Inferno &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>Infernal flames will devour those who are struck with the ruby-clad weapon.</i></span><br/><br />
<span style='color:green'>Damage increased by 50% (in EASY difficulty), 40% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Sets damage type to fire</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#incinerate_.E2.80.93_dummy|incinerate]]</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 20%</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 1 Obsidian, 1 Opal, 3 Rubies and 2 Emeralds</span><br/><br />
<br/><br />
=== Intoxicator &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>Orcish legends talk about a poison so potent that it debilitates its victims instantly.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 25%</span><br/><br />
<span style='color:green'>Damage increased by 10%</span><br/><br />
<span style='color:green'>New weapon special: poison</span><br/><br />
<span style='color:green'>New weapon special: slow</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#immune to poison_.E2.80.93_dummy|immune to poison]]</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 2 Obsidians, 3 Opals, 1 Pearl, 2 Diamonds and 2 Emeralds</span><br/><br />
<br/><br />
=== Iridium &ndash; axe ===<br />
<span style='color:#808080'><i>Mages hypothetise that there is an extremely heavy metal that its ore's weight pulls it into depths.</i></span><br/><br />
<span style='color:green'>Damage increased by 60% (in EASY difficulty), 40% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Damage increased by 4</span><br/><br />
<span style='color:green'>Enemy resistances to blade decreased by 15%</span><br/><br />
<br/><br />
=== Iron Armour &ndash; armour ===<br />
<span style='color:#808080'><i>When choosing between a hundred warriors clad in iron and fifty warriors clad in mithril, choose iron.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 13%</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<br/><br />
=== Iron Armour of the Friendly General &ndash; armour ===<br />
<span style='color:#808080'><i>I will not let you die, my protégé.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 13%</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#shield (INTENSITY)_.E2.80.93_resistance|shield (20)]]</span><br/><br />
<br/><br />
=== Iron Armour of Thorns &ndash; armour ===<br />
<span style='color:#808080'><i>Do you think that you can attack me and leave uninjured?</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 13%</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#thorns_.E2.80.93_dummy|thorns]]</span><br/><br />
<br/><br />
=== Iron Sentinel &ndash; armour ===<br />
<span style='color:#808080'><i>If the defender cannot stop the attacks, he has to kill the enemies before they hurt him.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 13%</span><br/><br />
<span style='color:green'>1 more attacks</span><br/><br />
<span style='color:green'>Enemy resistances to pierce decreased by 20%</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<br/><br />
=== Irongut Helmet &ndash; helm ===<br />
<span style='color:#808080'><i>'Are those berries edible?'<br />
'Who cares?'</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 5%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#immune to poison_.E2.80.93_dummy|immune to poison]]</span><br/><br />
<br/><br />
=== Jawbreaker &ndash; mace ===<br />
<span style='color:#808080'><i>Why are you grinning like that? It could have killed you!</i></span><br/><br />
<span style='color:green'>Damage decreased by 10% (in EASY difficulty), 20% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#mayhem_.E2.80.93_dummy|mayhem]]</span><br/><br />
<br/><br />
=== King Salmon's Crown &ndash; helm ===<br />
<span style='color:#808080'><i>What? The king has a known name? Now I can no longer call him what I want...</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 30%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<br/><br />
=== Konrad's Might &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>No sword or shield can protect from my wrath.</i></span><br/><br />
<span style='color:green'>Damage increased by 40% (in EASY difficulty), 30% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Damage increased by 2</span><br/><br />
<span style='color:green'>New weapon special: marksman</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 3 Obsidians and 1 Topaz</span><br/><br />
<br/><br />
=== Koschei's Journal &ndash; limited ===<br />
<span style='color:#808080'><i>The princess asked him where his soul was hidden. The prince found it.</i></span><br/><br />
<span style='color:orange'>New advancements: Powerful improvements to spells</span><br/><br />
<br/><br />
=== Lake of Blood &ndash; axe ===<br />
<span style='color:#808080'><i>Liquids soak into the ground. To fill a lake, you have to gather liquids fast.</i></span><br/><br />
<span style='color:green'>Damage increased by 30%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#murderlust_.E2.80.93_dummy|murderlust]]</span><br/><br />
<span style='color:#60A0FF'>2 more movement points</span><br/><br />
<br/><br />
=== Leather Armour &ndash; armour ===<br />
<span style='color:#808080'><i>I know that it is cheap, but it does not slow me down.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<br/><br />
=== Leechward &ndash; amulet ===<br />
<span style='color:#808080'><i>Transform your blood to acid and nobody will drink it.</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 20%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#immune to drain_.E2.80.93_dummy|immune to drain]]</span><br/><br />
<br/><br />
=== Legion Slayer &ndash; cloak ===<br />
<span style='color:#808080'><i>Nobody knows how he works. Nobody knows when he strikes. Nobody lives to tell how he looks.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#penetrates_.E2.80.93_dummy|penetrates]]</span><br/><br />
<span style='color:purple'> 2 more movement points (requires [[#Hunter of Kings_.E2.80.93_armour|Hunter of Kings]])</span><br/><br />
<br/><br />
=== Lesser Potion of Invisibility &ndash; potion ===<br />
<span style='color:#808080'><i>When you are defeated, search for solace in the darkness.</i></span><br/><br />
<span style='color:#60A0FF'>New ability: nightstalk</span><br/><br />
<br/><br />
=== Lethal Axe &ndash; axe ===<br />
<span style='color:#808080'><i>Girls went chopping for revenge. One of them prepared herself quite well.</i></span><br/><br />
<span style='color:green'>Damage increased by 45%</span><br/><br />
<span style='color:green'>35% more attacks</span><br/><br />
<span style='color:green'>New weapon special: marksman</span><br/><br />
<span style='color:purple'>10% more overall damage (requires [[#Lethal staff_.E2.80.93_staff|Lethal Staff]])</span><br/><br />
<br/><br />
=== Lethal staff &ndash; staff ===<br />
<span style='color:#808080'><i>Most elvish shamans heal. Others kill.</i></span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 15%</span><br/><br />
<span style='color:green'>Increases all magical damages by 30%</span><br/><br />
<span style='color:purple'>10% more overall damage (requires [[#Lethal Axe_.E2.80.93_axe|Lethal Axe]])</span><br/><br />
<br/><br />
=== Lethalia's Armour &ndash; armour ===<br />
<span style='color:#808080'><i>Tinebrithiel's survives forever.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:green'>Damage increased by 1</span><br/><br />
<span style='color:green'>Increases all magical damages by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:purple'>5% to all base resistances (requires [[#Lethalia's Staff_.E2.80.93_staff|Lethalia's Staff]])</span><br/><br />
<br/><br />
=== Lethalia's Staff &ndash; staff ===<br />
<span style='color:#808080'><i>Tinebrithiel's will never be forgotten.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:green'>Damage increased by 3</span><br/><br />
<span style='color:green'>Increases all magical damages by 30%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:purple'>1 more movement point (requires [[#Lethalia's Armour_.E2.80.93_armour|Lethalia's Armour]])</span><br/><br />
<br/><br />
=== Lightbringer's Trident &ndash; spear ===<br />
<span style='color:#808080'><i>He brought light, but it was red and searing.</i></span><br/><br />
<span style='color:green'>Damage increased by 50% (in EASY difficulty), 35% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:green'>50% more attacks</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 30%</span><br/><br />
<br/><br />
=== Lightning Agility &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>That speed... Nothing can hit him.</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 1 Obsidian, 3 Topazes, 3 Opals and 1 Pearl</span><br/><br />
<br/><br />
=== Lilith's Old Precious &ndash; mace ===<br />
<span style='color:#808080'><i>In order to be able to fight with any weapon available, Lilith swaps weapon types once per century.</i></span><br/><br />
<span style='color:green'>Damage increased by 2</span><br/><br />
<span style='color:green'>50% (in EASY difficulty), 40% (in MEDIUM difficulty), 30% (in HARD difficulty) more attacks</span><br/><br />
<span style='color:#60A0FF'>20% chance to strike a devastating blow</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#dazzle_.E2.80.93_dummy|dazzle]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#dark aura_.E2.80.93_dummy|dark aura]]</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<span style='color:#60A0FF'>24 more hitpoints per level</span><br/><br />
<br/><br />
=== Lilith's Other Old Precious &ndash; sword ===<br />
<span style='color:#808080'><i>In order to be able to fight with any weapon available, Lilith swaps weapon types once per century.</i></span><br/><br />
<span style='color:green'>Damage increased by 50% (in EASY difficulty), 40% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#absorbs (1)_.E2.80.93_dummy|absorbs (1)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#regenerates (VALUE)_.E2.80.93_regenerate|regenerates (16)]]</span><br/><br />
<br/><br />
=== Lilith's Precious &ndash; axe ===<br />
<span style='color:#808080'><i>In order to be able to fight with any weapon available, Lilith swaps weapon types once per century.</i></span><br/><br />
<span style='color:green'>Damage increased by 15% (in EASY difficulty), 5% (in MEDIUM difficulty), -5% (in HARD difficulty)</span><br/><br />
<span style='color:green'>New weapon special: charge</span><br/><br />
<span style='color:green'>Increases all magical damages by 20%</span><br/><br />
<br/><br />
=== Lionheart &ndash; armour ===<br />
<span style='color:#808080'><i>Lions spend twenty hours per day slacking. Yet they are a symbol of bravery. Like our nobles.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:green'>Damage increased by 1</span><br/><br />
<span style='color:#60A0FF'>10% chance to strike a devastating blow</span><br/><br />
<span style='color:#60A0FF'>16 more hitpoints per level</span><br/><br />
<br/><br />
=== Liquid Hatred &ndash; amulet ===<br />
<span style='color:#808080'><i>The essence of liquid hatred, purified and distilled.</i></span><br/><br />
<span style='color:green'>Damage decreased by 3</span><br/><br />
<span style='color:green'>1 more attacks</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#wrath_.E2.80.93_dummy|wrath]]</span><br/><br />
<br/><br />
=== Lucky Farmer's Amulet &ndash; amulet ===<br />
<span style='color:#808080'><i>Look at this trinket I found in my haystack. It will protect me from the atrocities of war.</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>16 more hitpoints per level</span><br/><br />
<br/><br />
=== Malice &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>Dishonest combat is usually stronger.</i></span><br/><br />
<span style='color:green'>Damage increased by 25%</span><br/><br />
<span style='color:green'>Damage increased by 4</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:green'>New weapon special: backstab</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 5%</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 2 Topazes, 1 Pearl and 1 Diamond</span><br/><br />
<br/><br />
=== Man with a Vision &ndash; helm ===<br />
<span style='color:#808080'><i>His vision has the potential to bring sorrow and eternal tears to some</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:green'>Damage increased by 10%</span><br/><br />
<br/><br />
=== Marie Byrd &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>He set foot into the Land of Always Winter and named it after his wife.</i></span><br/><br />
<span style='color:green'>Damage increased by 60% (in EASY difficulty), 55% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Sets damage type to cold</span><br/><br />
<span style='color:green'>New weapon special: slow</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 40%</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<span style='color:#60A0FF'>Movement costs on frozen lands set to 1</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 1 Obsidian, 1 Pearl, 1 Diamond, 1 Emerald and 4 Sapphires</span><br/><br />
<br/><br />
=== Marilyn's Armour &ndash; armour ===<br />
<span style='color:#808080'><i>A manly man can have a woman's name without being funny.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 20%</span><br/><br />
<span style='color:#60A0FF'>10% chance to strike a devastating blow</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<span style='color:#60A0FF'>24 more hitpoints per level</span><br/><br />
<br/><br />
=== Marrowrend &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>Let your anger penetrate into the depths of your bones.</i></span><br/><br />
<span style='color:green'>Damage increased by 40% (in EASY difficulty), 25% (in MEDIUM difficulty), 10% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Damage increased by 2</span><br/><br />
<span style='color:green'>30% more attacks</span><br/><br />
<span style='color:green'>Sets damage type to impact</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:green'>Enemy resistances to impact decreased by 20%</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#anger_.E2.80.93_attacks|anger]]</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 1 Opal, 1 Pearl, 3 Rubies and 1 Black Pearl</span><br/><br />
<br/><br />
=== Mask of Famine &ndash; helm ===<br />
<span style='color:#808080'><i>His hunger... it feeds on everyone nearby!</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 2%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 5%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#leeches_.E2.80.93_dummy|leech]]</span><br/><br />
<br/><br />
=== Mask of Insanity &ndash; helm ===<br />
<span style='color:#808080'><i>Insanity allows doing things that could not be done otherwise, but at a great cost.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#lesser berserk (COUNT)_.E2.80.93_berserk|lesser berserk (2)]] (melee attacks only)</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<br/><br />
=== Mask of the Demiurge &ndash; helm ===<br />
<span style='color:#808080'><i>Souls and magic are crafted into a world that obeys strict laws.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#antimagic (INTENSITY)_.E2.80.93_resistance|antimagic (20)]]</span><br/><br />
<br/><br />
=== Mastodon &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>You will need a lot of hits to strike down a mastodon.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 20%</span><br/><br />
<span style='color:green'>Damage increased by 2</span><br/><br />
<span style='color:#60A0FF'>8 more hitpoints per level</span><br/><br />
<span style='color:#60A0FF'>6 more hitpoints per level per level</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 2 Obsidians, 1 Opal and 3 Pearls</span><br/><br />
<br/><br />
=== Mental Sheath &ndash; helm ===<br />
<span style='color:#808080'><i>You can never touch my spirit, you can never catch my soul.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 20%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#absorbs (1)_.E2.80.93_dummy|absorbs (1)]]</span><br/><br />
<br/><br />
=== Merciless Wake &ndash; boots ===<br />
<span style='color:#808080'><i>Why so much hurry? Go slowly, look around, contemplate, kill whatever you like...</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:green'>Damage increased by 5</span><br/><br />
<span style='color:#60A0FF'>2 fewer movement points</span><br/><br />
<br/><br />
=== Mighty Gauntlets &ndash; gauntlets ===<br />
<span style='color:#808080'><i>Like any other visitor, he put his sword on a rack outside. His mighty fists were deadly enough.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<br/><br />
=== Mind Assisting Element &ndash; helm ===<br />
<span style='color:#808080'><i>This soulless clockwork wonder seems to somehow have a mind of its own.</i></span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 15%</span><br/><br />
<br/><br />
=== Misanthropia &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>I have seen pillagers torturing children for fun. The worst of monsters are humans. They must be smitten.</i></span><br/><br />
<span style='color:green'>Damage increased by 30%</span><br/><br />
<span style='color:green'>25% more attacks</span><br/><br />
<span style='color:green'>Enemy resistances to cold decreased by 20%</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#misanthropia_.E2.80.93_damage|misanthropia]]</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#misnania_.E2.80.93_damage|misnania]]</span><br/><br />
<span style='color:green'>Increases all magical damages by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 15%</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 1 Topaz, 1 Pearl, 2 Diamonds and 1 Emerald</span><br/><br />
<br/><br />
=== Misery's Crown &ndash; helm ===<br />
<span style='color:#808080'><i>Do not bring your misery down on me.</i></span><br/><br />
<span style='color:#60A0FF'>Decreases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#conviction (INTENSITY)_.E2.80.93_resistance|conviction (15)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#leeches_.E2.80.93_dummy|leech]]</span><br/><br />
<br/><br />
=== Mithral Armour &ndash; armour ===<br />
<span style='color:#808080'><i>This highly valuable armour is told to be made by dwarvish apprentices. I wonder what their masters make.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 5%</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<br/><br />
=== Mithral Armour of Wrath &ndash; armour ===<br />
<span style='color:#808080'><i>Forged for the elite among Dwarvish Berserkers.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 5%</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#wrath_.E2.80.93_dummy|wrath]]</span><br/><br />
<br/><br />
=== Morgenstern &ndash; mace ===<br />
<span style='color:#808080'><i>The star of dawn will smash your face.</i></span><br/><br />
<span style='color:green'>Damage increased by 60%</span><br/><br />
<span style='color:green'>Sets damage type to arcane</span><br/><br />
<span style='color:green'>New weapon special: magical</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#twilightstalk_.E2.80.93_hides|twilightstalk]]</span><br/><br />
<br/><br />
=== Morok's Armour &ndash; armour ===<br />
<span style='color:#808080'><i>Fear the one who calls himself a god of war.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 17%</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#horrid_.E2.80.93_dummy|horrid]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 5%</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<br/><br />
=== Morrígan's Slasher &ndash; axe ===<br />
<span style='color:#808080'><i>Why do these heathens believe that there can be a <b>goddess</b> of war?</i></span><br/><br />
<span style='color:green'>Damage increased by 50%</span><br/><br />
<span style='color:green'>Damage increased by 3</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 5%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#murderlust_.E2.80.93_dummy|murderlust]]</span><br/><br />
<br/><br />
=== Mother de Rais &ndash; staff ===<br />
<span style='color:#808080'><i>The undead were too numerous to be burned by her fireballs. She had to jump into a river far below to save herself.</i></span><br/><br />
<span style='color:#60A0FF'>Spells suck 1 health from targets with each hit</span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 10%</span><br/><br />
<span style='color:green'>Increases all magical damages by 30% (in EASY difficulty), 25% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>Movement costs in shallow waters set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs on coastal reefs set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs through swampy places set to 1</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== Mountain Trek &ndash; boots ===<br />
<span style='color:#808080'><i>'It will take us months to pass through these mountains!'<br />
'I will wait for you on the other side.'</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 5%</span><br/><br />
<span style='color:#60A0FF'>2 more movement points</span><br/><br />
<span style='color:#60A0FF'>Movement costs on hills set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs on mountains set to 1</span><br/><br />
<br/><br />
=== Murderlust &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>Killing makes you stronger, why should you stop doing it?</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 5%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#murderlust_.E2.80.93_dummy|murderlust]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#penetrates_.E2.80.93_dummy|penetrates]]</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 2 Topazes, 3 Pearls, 1 Diamond, 1 Ruby and 2 Emeralds</span><br/><br />
<br/><br />
=== Mystic Armour &ndash; armour ===<br />
<span style='color:#808080'><i>Forged at unknown location who knows when.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 30%</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 20%</span><br/><br />
<br/><br />
=== Mystic Armour of the Untouchable &ndash; armour ===<br />
<span style='color:#808080'><i>Body count matters. I will better let that evasive and well armoured warrior for others.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 30%</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 20%</span><br/><br />
<br/><br />
=== Mystic Occult Armour of Carpathia &ndash; armour ===<br />
<span style='color:#808080'><i>Psychospiritual mysticism leads to nocturnal blackness.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 30%</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 20%</span><br/><br />
<br/><br />
=== Mystic Occult Armour of Carpathia &ndash; armour ===<br />
<span style='color:#808080'><i>Psychospiritual mysticism leads to nocturnal blackness.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 30%</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 20%</span><br/><br />
<br/><br />
=== Nightstalker &ndash; dagger ===<br />
<span style='color:#808080'><i>That looming darkness is a herald of his arrival. Somebody will die very soon.</i></span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#greater backstab_.E2.80.93_damage|greater backstab]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#darkens_.E2.80.93_illuminates|darkens]]</span><br/><br />
<span style='color:#60A0FF'>New ability: nightstalk</span><br/><br />
<br/><br />
=== Nighwalker &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>Black and transparent</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#lesser nightstalk_.E2.80.93_hides|lesser nightstalk]]</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 3 Obsidians and 1 Opal</span><br/><br />
<br/><br />
=== Nocturnal Cloak &ndash; cloak ===<br />
<span style='color:#808080'><i>You merely adopted darkness, I was molded by it.</i></span><br/><br />
<span style='color:green'>New weapon special: backstab (melee attacks only)</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#lesser nightstalk_.E2.80.93_hides|lesser nightstalk]]</span><br/><br />
<span style='color:#60A0FF'>Sets alignment to chaotic</span><br/><br />
<br/><br />
=== Obsidian &ndash; gem ===<br />
<span style='color:#808080'><i>Although this gem looks interesting in appearance, its magical power is limited. However, in combination with other gems, it can find some use.</i></span><br/><br />
<br/><br />
=== Odin's Spear &ndash; spear ===<br />
<span style='color:#808080'><i>Odin was a warrior, but every winter solstice, he came and brought gifts to kids.</i></span><br/><br />
<span style='color:green'>Damage increased by 50%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 20%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#immune to drain_.E2.80.93_dummy|immune to drain]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#absorbs (1)_.E2.80.93_dummy|absorbs (1)]]</span><br/><br />
<br/><br />
=== Opal &ndash; gem ===<br />
<span style='color:#808080'><i>This is the least rare of precious gems, but it can be still used to craft useful items.</i></span><br/><br />
<br/><br />
=== Orb of Demonic Wrath &ndash; limited ===<br />
<span style='color:#808080'><i>Live for the spite, serve the rage, love the hate, drink the anger, embrace the loathing,<br />
pet the resentment, enjoy the scorning, cuddle the abhorrence, kiss all the foul.</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#wrath_.E2.80.93_dummy|wrath]]</span><br/><br />
<br/><br />
=== Orcish Ingenuity &ndash; xbow ===<br />
<span style='color:#808080'><i>How the hell could an orc invent this?!</i></span><br/><br />
<span style='color:green'>Damage increased by 40% (in EASY difficulty), 30% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<br/><br />
=== Organ Grinder &ndash; mace ===<br />
<span style='color:#808080'><i>Keep that man away from me... Hey, keep him away! Do not flee! Aaarghh! Ehhmragehhhd...</i></span><br/><br />
<span style='color:green'>Damage increased by 8 (in EASY difficulty), 6 (in MEDIUM difficulty), 4 (in HARD difficulty)</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#mayhem_.E2.80.93_dummy|mayhem]]</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#lethargy_.E2.80.93_dummy|lethargy]]</span><br/><br />
<br/><br />
=== Otherworldy Cinders &ndash; potion ===<br />
<span style='color:#808080'><i>Arise, the bird of death, burn when you die and reappear from your flames.</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 40%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#from the ashes_.E2.80.93_dummy|from the ashes]]</span><br/><br />
<br/><br />
=== Paranoia &ndash; cloak ===<br />
<span style='color:#808080'><i>Every face is an enemy.</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 20%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#forsaken_.E2.80.93_resistance|forsaken]]</span><br/><br />
<br/><br />
=== Path of Perpetual Torment &ndash; boots ===<br />
<span style='color:#808080'><i>Cursed to fight the unholy without respite.</i></span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#unholybane_.E2.80.93_damage|unholybane]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane decreased by 15%</span><br/><br />
<span style='color:#60A0FF'>2 fewer movement points</span><br/><br />
<span style='color:#60A0FF'>Sets alignment to lawful</span><br/><br />
<span style='color:#60A0FF'>New ability: regenerates</span><br/><br />
<span style='color:#60A0FF'>Movement costs through dark caves set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs through mushroom groves set to 1</span><br/><br />
<br/><br />
=== Pearl &ndash; gem ===<br />
<span style='color:#808080'><i>This is one of the few kinds of precious gems that are grown, and not created by volcanic or tectonic processes. It has a wide use in decorating things or granting them magical properties.</i></span><br/><br />
<br/><br />
=== Perfection &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>I am from a perfect breed. Orcs are so low-born, they must be exterminated.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#misorcia_.E2.80.93_damage|misorcia]]</span><br/><br />
<span style='color:green'>Increases all magical damages by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 20%</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 2 Obsidians, 1 Topaz, 1 Opal, 1 Diamond and 2 Rubies</span><br/><br />
<br/><br />
=== Poison &ndash; potion ===<br />
<span style='color:#808080'><i>Why is this technique a taboo?</i></span><br/><br />
<span style='color:green'>New weapon special (melee attacks only): poison</span><br/><br />
<span style='color:green'>New weapon special (ranged pierce attacks only): poison</span><br/><br />
<br/><br />
=== Poisonous Bow &ndash; bow ===<br />
<span style='color:#808080'><i>Please stop focusing on one enemy.</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:green'>35% more attacks</span><br/><br />
<span style='color:green'>New weapon special: poison</span><br/><br />
<br/><br />
=== Potion of Authority &ndash; potion ===<br />
<span style='color:#808080'><i>One gulp to rule them all!</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#leadership (as level LEVEL unit)_.E2.80.93_leadership|leadership (as level 6 unit)]]</span><br/><br />
<br/><br />
=== Potion of Mundanity &ndash; potion ===<br />
<span style='color:#808080'><i>What if magic was just a nocebo?</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 60%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 60%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 60%</span><br/><br />
<br/><br />
=== Potion of Sacrifice &ndash; potion ===<br />
<span style='color:#808080'><i>'I will need you to understand the conception of divine sacrifice.' - Luke</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#martyrdom_.E2.80.93_dummy|martyrdom]]</span><br/><br />
<br/><br />
=== Potion of Speed &ndash; potion ===<br />
<span style='color:#808080'><i>The quickest, the fastest, born under the sonic sign.</i></span><br/><br />
<span style='color:green'>1 more attacks</span><br/><br />
<span style='color:#60A0FF'>2 more movement points</span><br/><br />
<br/><br />
=== Potion of Steel Skin &ndash; potion ===<br />
<span style='color:#808080'><i>Only magic can make steel bend easily when needed. Or not?</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 25%</span><br/><br />
<br/><br />
=== Potion of the Northern Winds &ndash; potion ===<br />
<span style='color:#808080'><i>I will rule my frostbitten kingdom with an iron hand.</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#northfrost aura_.E2.80.93_dummy|northfrost aura]]</span><br/><br />
<br/><br />
=== Potion of Titanic Strength &ndash; potion ===<br />
<span style='color:#808080'><i>Cronus was the mightiest of the Titans. Only a fraction of his strength is devastating.</i></span><br/><br />
<span style='color:orange'>Increases all melee damages by 10</span><br/><br />
<br/><br />
=== Potion of Vitality &ndash; potion ===<br />
<span style='color:#808080'><i>A new life flows in the veins of those who drink this brew.</i></span><br/><br />
<span style='color:#60A0FF'>New ability: regenerates</span><br/><br />
<br/><br />
=== Prayer &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>'I feel sick, can you help me?'<br />
'No, but I shall pray for you.'</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 15%</span><br/><br />
<span style='color:#60A0FF'>New ability: regenerates</span><br/><br />
<span style='color:#60A0FF'>New ability: cures</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 2 Topazes, 1 Opal, 3 Pearls, 3 Diamonds and 2 Rubies</span><br/><br />
<br/><br />
=== Preacher of Hatred &ndash; mace ===<br />
<span style='color:#808080'><i>Your descendants, ancestors and friends are demonic kin that is behind all our suffering.</i></span><br/><br />
<span style='color:green'>25% more attacks</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 10%</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#hate speech_.E2.80.93_dummy|hate speech]]</span><br/><br />
<span style='color:#60A0FF'>Sets alignment to chaotic</span><br/><br />
<br/><br />
=== Precious Eagle Cactus Fruit &ndash; ring ===<br />
<span style='color:#808080'><i>I need sacrifice. Be it involuntary or not.</i></span><br/><br />
<span style='color:#60A0FF'>Decreases physical resistances by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire decreased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold decreased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane decreased by 20%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#heals +VALUE_.E2.80.93_heals|heals (40)]]</span><br/><br />
<br/><br />
=== Prismatic Iron Armour &ndash; armour ===<br />
<span style='color:#808080'><i>This armour was made to kill wizards, so do not expect it to save you from deadly blades.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 13%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<br/><br />
=== Purity &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>Glory of the pure led the nocturnal creatures away.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 15%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#improved illumination_.E2.80.93_illuminates|improved illumination]]</span><br/><br />
<span style='color:#60A0FF'>Sets alignment to lawful</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 4 Topazes, 2 Diamonds and 1 Amethyst</span><br/><br />
<br/><br />
=== Pyromancer's Cloak &ndash; cloak ===<br />
<span style='color:#808080'><i>When his body was destroyed, he rose again from the ashes.</i></span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 10%</span><br/><br />
<span style='color:green'>Increases all magical damages by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:purple'>5% to magical resistances (requires [[#Pyromancer's Sword_.E2.80.93_sword|Pyromancer's Sword]])</span><br/><br />
<span style='color:purple'>New ability: from the ashes (requires [[#Pyromancer's Ring_.E2.80.93_ring|Pyromancer's Ring]])</span><br/><br />
<br/><br />
=== Pyromancer's Ring &ndash; ring ===<br />
<span style='color:#808080'><i>He could feed on fire and magic, spitting it back on those who tried to harm him with it.</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 5%</span><br/><br />
<span style='color:purple'>New attack: fireball (11-4 fire damage, magical) (requires [[#Pyromancer's Sword_.E2.80.93_sword|Pyromancer's Sword]])</span><br/><br />
<span style='color:purple'>Damage increased by 2 (requires [[#Pyromancer's Cloak_.E2.80.93_cloak|Pyromancer's Cloak]])</span><br/><br />
<br/><br />
=== Pyromancer's Sword &ndash; sword ===<br />
<span style='color:#808080'><i>Flames were his nature, they replaced his insides.</i></span><br/><br />
<span style='color:green'>Damage increased by 20% (in EASY difficulty), -10% (in MEDIUM difficulty), -40% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:purple'>New ability: firecast (requires [[#Pyromancer's Ring_.E2.80.93_ring|Pyromancer's Ring]])</span><br/><br />
<span style='color:purple'>5% to magical resistances (requires [[#Pyromancer's Cloak_.E2.80.93_cloak|Pyromancer's Cloak]])</span><br/><br />
<br/><br />
=== Quick Gauntlets &ndash; gauntlets ===<br />
<span style='color:#808080'><i>Quick hands are the best defence.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:green'>1 more attacks</span><br/><br />
<span style='color:green'>Increases all magical damages by 5%</span><br/><br />
<br/><br />
=== Quintessence &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>'All is made of four elements.'<br />
'Master, four is not a pretty number. Why not five?'<br />
'Very well, I was testing you. There is a fifth element.'</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:#60A0FF'>Spells suck 1 health from targets with each hit</span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 10%</span><br/><br />
<span style='color:green'>Enemy resistances to cold decreased by 10%</span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 10%</span><br/><br />
<span style='color:green'>Increases all magical damages by 20%</span><br/><br />
<span style='color:purple'>New ability: regenerates (requires [[#The Essence of Magic_.E2.80.93_craftable as any weapon|The Essence of Magic]])</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 1 Topaz, 3 Opals, 1 Ruby, 2 Emeralds and 1 Amethyst</span><br/><br />
<br/><br />
=== Raijer's Bloody Field &ndash; limited ===<br />
<span style='color:#808080'><i>Those who are the first of their kinds are often the mightiest of them.</i></span><br/><br />
<span style='color:orange'>New advancements: Techniques of extracting the victims's soul and using it for own profit</span><br/><br />
<br/><br />
=== Rationality &ndash; gauntlets ===<br />
<span style='color:#808080'><i>Magic is just very well made quackery.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:green'>Sets damage type to blade</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 15%</span><br/><br />
<br/><br />
=== Redshirt Armour &ndash; armour ===<br />
<span style='color:#808080'><i>Why do they all try to kill that man?</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#absorbs (1)_.E2.80.93_dummy|absorbs (1)]]</span><br/><br />
<br/><br />
=== Relentless Fury &ndash; xbow ===<br />
<span style='color:#808080'><i>You tell that my hits are weak? I will show you how many of them you can survive, nothing can stop me!</i></span><br/><br />
<span style='color:green'>Damage decreased by 30% (in EASY difficulty), 40% (in MEDIUM difficulty), 50% (in HARD difficulty)</span><br/><br />
<span style='color:green'>100% (in EASY difficulty), 80% (in MEDIUM difficulty), 60% (in HARD difficulty) more attacks</span><br/><br />
<span style='color:#60A0FF'>24 more hitpoints per level</span><br/><br />
<br/><br />
=== Return to the Tribe &ndash; spear ===<br />
<span style='color:#808080'><i>I may be no better, but at least I am different.</i></span><br/><br />
<span style='color:green'>Damage increased by 30%</span><br/><br />
<span style='color:green'>50% (in EASY difficulty), 40% (in MEDIUM difficulty), 30% (in HARD difficulty) more attacks</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Movement costs through forests set to 1</span><br/><br />
<br/><br />
=== Rherraent's Armour &ndash; armour ===<br />
<span style='color:#808080'><i>Shiny armour will only attract unwanted attention.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 25%</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<span style='color:purple'>1 more movement point (requires [[#Rherraent's Sword_.E2.80.93_sword|Rherraent's Sword]])</span><br/><br />
<span style='color:purple'>3% to all resistances (requires [[#Rherraent's Helm_.E2.80.93_helm|Rherraent's Helm]])</span><br/><br />
<span style='color:purple'>3% to all resistances (requires [[#Rherraent's Ring_.E2.80.93_ring|Rherraent's Ring]])</span><br/><br />
<br/><br />
=== Rherraent's Helm &ndash; helm ===<br />
<span style='color:#808080'><i>Look at your foes face to face,<br />
defeat your foes mace to face.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 5%</span><br/><br />
<span style='color:purple'>1 more movement point (requires [[#Rherraent's Sword_.E2.80.93_sword|Rherraent's Sword]])</span><br/><br />
<span style='color:purple'>12 more hitpoints (requires [[#Rherraent's Armour_.E2.80.93_armour|Rherraent's Armour]])</span><br/><br />
<span style='color:purple'>12 more hitpoints (requires [[#Rherraent's Ring_.E2.80.93_ring|Rherraent's Ring]])</span><br/><br />
<br/><br />
=== Rherraent's Ring &ndash; ring ===<br />
<span style='color:#808080'><i>His poor widow sold his property bit by bit, and they lost their power.</i></span><br/><br />
<span style='color:green'>Enemy resistances to blade decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<span style='color:purple'>New Ability: regenerates (requires [[#Rherraent's Sword_.E2.80.93_sword|Rherraent's Sword]])</span><br/><br />
<br/><br />
=== Rherraent's Sword &ndash; sword ===<br />
<span style='color:#808080'><i>In his hands, the sword was a formidable weapon. In the hands of its thief, it was useless.</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 (in EASY difficulty) health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<span style='color:purple'>+2 to base melee damage (requires [[#Rherraent's Armour_.E2.80.93_armour|Rherraent's Armour]])</span><br/><br />
<span style='color:purple'>+2 to base melee damage (requires [[#Rherraent's Helm_.E2.80.93_helm|Rherraent's Helm]])</span><br/><br />
<span style='color:purple'>+2 to base melee damage (requires [[#Rherraent's Ring_.E2.80.93_ring|Rherraent's Ring]])</span><br/><br />
<br/><br />
=== Righteous Cause &ndash; mace ===<br />
<span style='color:#808080'><i>Once he starts attacking, you cannot stop him. You can only run.</i></span><br/><br />
<span style='color:green'>Damage increased by 8 (in EASY difficulty), 6 (in MEDIUM difficulty), 5 (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#zeal_.E2.80.93_resistance|zeal]]</span><br/><br />
<br/><br />
=== Rigor Mortis &ndash; knife ===<br />
<span style='color:#808080'><i>Freeze! I need to aim!</i></span><br/><br />
<span style='color:green'>Damage increased by 4 (in EASY difficulty), 3 (in MEDIUM difficulty), 2 (in HARD difficulty)</span><br/><br />
<span style='color:green'>15% more attacks</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#focused_.E2.80.93_chance_to_hit|focused]]</span><br/><br />
<br/><br />
=== Ring of Deathaura &ndash; ring ===<br />
<span style='color:#808080'><i>A harbinger of death from the world of witchcraft.</i></span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 10%</span><br/><br />
<span style='color:green'>Increases all magical damages by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 20%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#Deathaura_.E2.80.93_heals|deathaura (13)]]</span><br/><br />
<br/><br />
=== Ring of Devil's Doom &ndash; ring ===<br />
<span style='color:#808080'><i>The demonic magic is deadly, but you can prepare yourself to live through it.</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#absorbs (1)_.E2.80.93_dummy|absorbs (1)]]</span><br/><br />
<br/><br />
=== Ring of Dragon's Bane &ndash; ring ===<br />
<span style='color:#808080'><i>Dragons are no challenge, let us hunt scorpions instead.</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 30%</span><br/><br />
<br/><br />
=== Ring of Health &ndash; ring ===<br />
<span style='color:#808080'><i>Health is more important than body count.</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>8 more hitpoints per level per level</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#regenerates slightly_.E2.80.93_regenerate|regenerates slightly]]</span><br/><br />
<br/><br />
=== Ring of Iced Veins &ndash; ring ===<br />
<span style='color:#808080'><i>'Your hand is colder than ice! Are you sure do not need warm tea?'<br />
'No, I am fine, mom.'</i></span><br/><br />
<span style='color:green'>Sets damage type to cold</span><br/><br />
<span style='color:green'>New weapon special: slow</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 15%</span><br/><br />
<br/><br />
=== Ring of the King &ndash; ring ===<br />
<span style='color:#808080'><i>The king was greatly fond of his magical ring. He should have been more fond of his throne.</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 5%</span><br/><br />
<span style='color:purple'>New Ability: leadership (level 3) (requires [[#Armour of the King_.E2.80.93_armour|Armour of the King]])</span><br/><br />
<span style='color:purple'>+1 base damage (requires [[#Crown of the King_.E2.80.93_helm|Crown of the King]])</span><br/><br />
<span style='color:purple'>5% to all resistances (requires [[#Sceptre of the King_.E2.80.93_mace|Sceptre of the King]])</span><br/><br />
<br/><br />
=== Ring of Unearthly Existence &ndash; ring ===<br />
<span style='color:#808080'><i>Warriors were no match for him. He was no match for wizards.</i></span><br/><br />
<span style='color:green'>Damage increased by 40%</span><br/><br />
<span style='color:green'>1 more attacks</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire decreased by 30%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold decreased by 30%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane decreased by 30%</span><br/><br />
<br/><br />
=== Ring of Unearthly Existence &ndash; ring ===<br />
<span style='color:#808080'><i>Warriors were no match for him. He was no match for wizards.</i></span><br/><br />
<span style='color:green'>Damage increased by 40%</span><br/><br />
<span style='color:green'>1 more attacks</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire decreased by 30%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold decreased by 30%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane decreased by 30%</span><br/><br />
<br/><br />
=== Ring of Wisdom &ndash; ring ===<br />
<span style='color:#808080'><i>This magical artifact is one of a kind. Use it well.</i></span><br/><br />
<span style='color:green'>Increases all magical damages by 40%</span><br/><br />
<br/><br />
=== Ring of Wizard's Bane &ndash; ring ===<br />
<span style='color:#808080'><i>Nice fireworks, loser.</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 15%</span><br/><br />
<br/><br />
=== Robes of Filth &ndash; cloak ===<br />
<span style='color:#808080'><i>You call my new shirt filth?! For the thirty dirty pins in the sleeves?</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#infect_.E2.80.93_poison|infect]] (melee attacks only)</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Sets alignment to chaotic</span><br/><br />
<br/><br />
=== Rock Solid &ndash; ring ===<br />
<span style='color:#808080'><i>In halls of stone... walls are impassable.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<br/><br />
=== Royal Diadem &ndash; helm ===<br />
<span style='color:#808080'><i>Even a fake king can lead soldiers into victory.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: royalty</span><br/><br />
<br/><br />
=== Ruby &ndash; gem ===<br />
<span style='color:#808080'><i>This is a diamond containing other minerals, that make its colour bright red. Its magical power is strong, and it can be used to create powerful magical things.</i></span><br/><br />
<br/><br />
=== Runner's Leather Armour &ndash; armour ===<br />
<span style='color:#808080'><i>Running is always better without heavy armour.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>2 more movement points</span><br/><br />
<br/><br />
=== Sapphire &ndash; gem ===<br />
<span style='color:#808080'><i>This incredibly rare colour variation is highly sought after for its incredible magical power.</i></span><br/><br />
<br/><br />
=== Scaryface &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>Behold my countenance and tremble!</i></span><br/><br />
<span style='color:green'>Damage increased by 70% (in EASY difficulty), 50% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Damage increased by 3</span><br/><br />
<span style='color:green'>20% more attacks</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#horrid_.E2.80.93_dummy|horrid]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 40%</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 1 Obsidian, 1 Opal, 1 Amethyst and 1 Sapphire</span><br/><br />
<br/><br />
=== Sceptre of Antipater &ndash; mace ===<br />
<span style='color:#808080'><i>You can be evil even if you heal people.</i></span><br/><br />
<span style='color:#60A0FF'>20% chance to strike a devastating blow</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#chaotic_.E2.80.93_damage|chaotic]]</span><br/><br />
<span style='color:green'>Increases all magical damages by 20%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#heals +VALUE_.E2.80.93_heals|heals (16)]]</span><br/><br />
<br/><br />
=== Sceptre of the King &ndash; mace ===<br />
<span style='color:#808080'><i>The sceptre was the symbol of king's power. Using it as a weapon did not stop the assassin.</i></span><br/><br />
<span style='color:green'>Damage increased by 40% (in EASY difficulty), 30% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>20% more attacks</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:purple'>New Ability: radiation (requires [[#Crown of the King_.E2.80.93_helm|Crown of the King]])</span><br/><br />
<span style='color:purple'>+1 to base attacks (requires [[#Armour of the King_.E2.80.93_armour|Armour of the King]])</span><br/><br />
<span style='color:purple'>+2 to base damage (requires [[#Ring of the King_.E2.80.93_ring|Ring of the King]])</span><br/><br />
<br/><br />
=== Scourge of All Living &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>Stories talk about a disease that comes out of nowhere and no one can survive.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 30%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#cancer_.E2.80.93_dummy|cancer]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (20)]]</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 3 Obsidians, 1 Opal, 1 Pearl, 1 Diamond and 1 Emerald</span><br/><br />
<br/><br />
=== Search for Wisdom &ndash; boots ===<br />
<span style='color:#808080'><i>They look for wisdom. But that is a fool's errand, it never existed.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>Spells suck 1 health from targets with each hit</span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 10%</span><br/><br />
<span style='color:green'>Increases all magical damages by 15%</span><br/><br />
<span style='color:purple'>1 more movement point (requires [[#Wisdom of the Ages_.E2.80.93_helm|Wisdom of the Ages]])</span><br/><br />
<span style='color:purple'>1 more movement point (requires [[#Tracking the Lost Knowledge_.E2.80.93_cloak|Tracking the Lost Knowledge]])</span><br/><br />
<br/><br />
=== Serendipity &ndash; limited ===<br />
<span style='color:#808080'><i>'Some inventions come out of nowhere.' - Kevla the Saviour</i></span><br/><br />
<span style='color:orange'>New advancements: You never know what will be learned from here</span><br/><br />
<br/><br />
=== Shadows of Deception &ndash; armour ===<br />
<span style='color:#808080'><i>So much energy spent on nothing. A good spend.</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#antimagic (INTENSITY)_.E2.80.93_resistance|antimagic (35)]]</span><br/><br />
<br/><br />
=== Shako &ndash; helm ===<br />
<span style='color:#808080'><i>Nobody would wear this helmet if it was not for its magic.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 10%</span><br/><br />
<span style='color:green'>Increases all magical damages by 20%</span><br/><br />
<br/><br />
=== Showshaunshog's Staff &ndash; staff ===<br />
<span style='color:#808080'><i>Anaximandros said that all comes from water.<br />
Showshaunshog proved him wrong by collecting condensed water from smoke.</i></span><br/><br />
<span style='color:green'>Sets damage type to fire</span><br/><br />
<span style='color:#60A0FF'>Spells suck 1 health from targets with each hit</span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 25%</span><br/><br />
<span style='color:green'>Increases all magical damages by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 15% (in EASY difficulty)</span><br/><br />
<br/><br />
=== Shredder &ndash; knife ===<br />
<span style='color:#808080'><i>Doing gruesome things to your enemies will enhance their fear and make them weak.</i></span><br/><br />
<span style='color:green'>Damage increased by 50% (in EASY difficulty), 40% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>20% more attacks</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#horrid_.E2.80.93_dummy|horrid]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 5%</span><br/><br />
<br/><br />
=== Shroud of Iron &ndash; armour ===<br />
<span style='color:#808080'><i>Those armours are not very good, but if you wear more of them at the same time...</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 26%</span><br/><br />
<span style='color:green'>Damage decreased by 1</span><br/><br />
<span style='color:green'>1 fewer attacks</span><br/><br />
<span style='color:#60A0FF'>2 fewer movement points</span><br/><br />
<br/><br />
=== Silver Axe &ndash; axe ===<br />
<span style='color:#808080'><i>Good metal is better than flashy magic.</i></span><br/><br />
<span style='color:green'>Damage increased by 35%</span><br/><br />
<span style='color:green'>25% more attacks</span><br/><br />
<br/><br />
=== Sinister Lunacy &ndash; ring ===<br />
<span style='color:#808080'><i>If there was no lunatic causing the war, there would be no war.</i></span><br/><br />
<span style='color:green'>New weapon special: charge (melee attacks only)</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 10%</span><br/><br />
<br/><br />
=== Slow Boots &ndash; boots ===<br />
<span style='color:#808080'><i>If you cannot outrun the knights, why do you even try?</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 10%</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<br/><br />
=== Slow Boots of Certainty &ndash; boots ===<br />
<span style='color:#808080'><i>I could have been here yesterday, but it was not worth the danger.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 10%</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<br/><br />
=== Something &ndash; spear ===<br />
<span style='color:#808080'><i>Uhm... I wanted to say... ehm, that... it was... uh... basically... so now, I am saying that... uhm...</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:green'>Damage increased by 2</span><br/><br />
<span style='color:green'>30% (in EASY difficulty), 20% (in MEDIUM difficulty), 10% (in HARD difficulty) more attacks</span><br/><br />
<span style='color:green'>Enemy resistances to pierce decreased by 10%</span><br/><br />
<br/><br />
=== Sorcery &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>'You shall never question my power!'<br />
'Only because of that cheap decorated armour of yours?'</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:green'>Increases all magical damages by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 1 Obsidian, 1 Opal and 2 Pearls</span><br/><br />
<br/><br />
=== Soul Drinker &ndash; knife ===<br />
<span style='color:#808080'><i>The wounded assassin hid in the shadows. Only thrown knives could be seen. Then, he returned healthy.</i></span><br/><br />
<span style='color:green'>Damage decreased by 20%</span><br/><br />
<span style='color:green'>80% (in EASY difficulty), 65% (in MEDIUM difficulty), 50% (in HARD difficulty) more attacks</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 15%</span><br/><br />
<br/><br />
=== Soul Eclipse &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>Hide your soul and gifts of undeath await you.</i></span><br/><br />
<span style='color:green'>Damage increased by 4 (in EASY difficulty), 0 (in MEDIUM difficulty), -4 (in HARD difficulty)</span><br/><br />
<span style='color:green'>New weapon special: drain</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Unlife (immunity to poison, plague and drain)</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 3 Obsidians, 2 Topazes, 3 Diamonds, 1 Emerald and 2 Amethysts</span><br/><br />
<br/><br />
=== Soul Hunter &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>Noble cannibals do not eat corpses, they eat souls.</i></span><br/><br />
<span style='color:green'>Damage increased by 40%</span><br/><br />
<span style='color:green'>Damage increased by 1</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#murderlust_.E2.80.93_dummy|murderlust]]</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 2 Obsidians, 1 Topaz, 3 Opals and 2 Pearls</span><br/><br />
<br/><br />
=== Soul Render &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>Sticks and stones will break his bones, but this will destroy even his soul.</i></span><br/><br />
<span style='color:green'>Damage increased by 70% (in EASY difficulty), 55% (in MEDIUM difficulty), 40% (in HARD difficulty)</span><br/><br />
<span style='color:green'>30% more attacks</span><br/><br />
<span style='color:#60A0FF'>10% chance to strike a devastating blow</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#leeches_.E2.80.93_damage|leech]]</span><br/><br />
<span style='color:green'>Increases all magical damages by 30%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 20%</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 2 Obsidians, 1 Topaz, 1 Pearl, 2 Rubies, 3 Emeralds, 1 Amethyst, 2 Sapphires and 1 Black Pearl</span><br/><br />
<br/><br />
=== Soul Thrash &ndash; gauntlets ===<br />
<span style='color:#808080'><i>'My life is in ruins, if I die, I cannot lose anything.'<br />
Then he saw this item.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:green'>Damage decreased by 30% (in EASY difficulty), 40% (in MEDIUM difficulty), 50% (in HARD difficulty)</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#soul thrash_.E2.80.93_damage|soul thrash]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#wrath_.E2.80.93_dummy|wrath]]</span><br/><br />
<br/><br />
=== Souldrainer &ndash; dagger ===<br />
<span style='color:#808080'><i>To kill or to preserve oneself? One has to consider the situation.</i></span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 20%</span><br/><br />
<br/><br />
=== Sparkling Ring &ndash; ring ===<br />
<span style='color:#808080'><i>Nobody knows why the yellow-green gemstone in this ring is sparkling.</i></span><br/><br />
<span style='color:green'>New weapon special: poison</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 20%</span><br/><br />
<br/><br />
=== Spectral Jet &ndash; knife ===<br />
<span style='color:#808080'><i>When you die, you should not expect your soul to go where you think it belongs.</i></span><br/><br />
<span style='color:green'>Damage decreased by 20% (in EASY difficulty), 25% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#plague (LANGUAGE_TYPE)_.E2.80.93_plague|plague (Ghost)]]</span><br/><br />
<br/><br />
=== Spell Devourer &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>When the mighty wizard saw soldiers wearing armour protecting from his magic, he summoned undead to fight them.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 15%</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 2 Obsidians, 3 Pearls, 3 Diamonds and 2 Rubies</span><br/><br />
<br/><br />
=== Spineripper &ndash; knife ===<br />
<span style='color:#808080'><i>Look at that exposed back.</i></span><br/><br />
<span style='color:green'>25% more attacks</span><br/><br />
<span style='color:green'>New weapon special: poison</span><br/><br />
<span style='color:green'>New weapon special: backstab</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#mayhem_.E2.80.93_dummy|mayhem]]</span><br/><br />
<br/><br />
=== Spirits of a Madman's Alacrity &ndash; potion ===<br />
<span style='color:#808080'><i>Are you sane? You cannot fight so much, we will run out of enemies too soon!</i></span><br/><br />
<span style='color:orange'>1 extra attack per turn</span><br/><br />
<br/><br />
=== Spiritual Presence &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>Run through hills, swamps and sand as if you had no body limiting you.</i></span><br/><br />
<span style='color:green'>Increases all magical damages by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 40%</span><br/><br />
<span style='color:#60A0FF'>Movement costs through forests set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs on frozen lands set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs on flat terrains set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs through dark caves set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs through mushroom groves set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs through villages set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs through castles set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs on coastal reefs set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs through swampy places set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs on hills set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs across sands set to 1</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 2 Topazes, 1 Opal, 1 Diamond, 3 Emeralds, 2 Amethysts and 1 Sapphire</span><br/><br />
<br/><br />
=== Staff of Aimucasur &ndash; staff ===<br />
<span style='color:#808080'><i>A skeletal horde rose from the mud to take lives away. Konrad's warriors were too strong for them.</i></span><br/><br />
<span style='color:green'>Enemy resistances to cold decreased by 10%</span><br/><br />
<span style='color:green'>New weapon special: drain</span><br/><br />
<span style='color:green'>Increases all magical damages by 30%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 5%</span><br/><br />
<br/><br />
=== Staff of Circe &ndash; staff ===<br />
<span style='color:#808080'><i>Eurylochus knew he could not trust her. It saved his life.</i></span><br/><br />
<span style='color:green'>Increases all magical damages by 40% (in EASY difficulty), 35% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<br/><br />
=== Staff of Crelanu &ndash; staff ===<br />
<span style='color:#808080'><i>Crelanu's staff fell into the wrong hands before it was even made.</i></span><br/><br />
<span style='color:green'>Increases all magical damages by 40%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<br/><br />
=== Staff of Crelanu &ndash; staff ===<br />
<span style='color:#808080'><i>Crelanu's staff fell into the wrong hands before it was even made.</i></span><br/><br />
<span style='color:green'>Increases all magical damages by 40%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<br/><br />
=== Staff of Kerathur &ndash; staff ===<br />
<span style='color:#808080'><i>'I know that you have no idea who I am...' - Kerathur the Unheard Of</i></span><br/><br />
<span style='color:green'>Damage increased by 2</span><br/><br />
<span style='color:green'>70% (in EASY difficulty), 55% (in MEDIUM difficulty), 40% (in HARD difficulty) more attacks</span><br/><br />
<span style='color:green'>Increases all magical damages by 20%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 5%</span><br/><br />
<br/><br />
=== Staff of Koschei &ndash; staff ===<br />
<span style='color:#808080'><i>Koschei kidnapped a young princess. His mundane motivations caused his fall.</i></span><br/><br />
<span style='color:#60A0FF'>Spells suck 2 health from targets with each hit</span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 10%</span><br/><br />
<span style='color:green'>Enemy resistances to cold decreased by 10%</span><br/><br />
<span style='color:green'>Increases all magical damages by 20%</span><br/><br />
<span style='color:purple'>16 to Maximum Health (requires [[#Koschei's Journal_.E2.80.93_limited|Koschei's Journal]])</span><br/><br />
<br/><br />
=== Starbreaker &ndash; xbow ===<br />
<span style='color:#808080'><i>So you are good at blocking? We shall see about that!</i></span><br/><br />
<span style='color:green'>Damage increased by 8 (in EASY difficulty), 5 (in MEDIUM difficulty), 2 (in HARD difficulty)</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#trickery_.E2.80.93_dummy|trickery]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#conviction (INTENSITY)_.E2.80.93_resistance|conviction (15)]]</span><br/><br />
<br/><br />
=== Stardust &ndash; staff ===<br />
<span style='color:#808080'><i>Born from absolute destruction, craving for absolute destruction.</i></span><br/><br />
<span style='color:#60A0FF'>Sucks 1 (in EASY difficulty) health from targets with each hit</span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 10%</span><br/><br />
<span style='color:green'>Increases all magical damages by 20%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#murderlust_.E2.80.93_dummy|murderlust]]</span><br/><br />
<br/><br />
=== Static Cast &ndash; staff ===<br />
<span style='color:#808080'><i>Whenever you destroy something, do not touch it again or you will be dead on the spot.</i></span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 10%</span><br/><br />
<span style='color:green'>Enemy resistances to cold decreased by 10%</span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 10%</span><br/><br />
<span style='color:green'>Increases all magical damages by 30% (in EASY difficulty), 25% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:green'>New attack: lightning (18 - 2, lightning)</span><br/><br />
<br/><br />
=== Static Float &ndash; helm ===<br />
<span style='color:#808080'><i>This one will be destroyed only at the end of times.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>New ability: submerge</span><br/><br />
<br/><br />
=== Steel Helmet &ndash; helm ===<br />
<span style='color:#808080'><i>'What is this thing good for?'<br />
'Nothing special.'</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 5%</span><br/><br />
<br/><br />
=== Steps to Perdition &ndash; boots ===<br />
<span style='color:#808080'><i>I agree that you are effective, but it still leads to disaster - one accident and you are dead.</i></span><br/><br />
<span style='color:#60A0FF'>Decreases physical resistances by 20% (in EASY difficulty), 25% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Damage increased by 20% (in EASY difficulty), 15% (in MEDIUM difficulty), 10% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>10% chance to strike a devastating blow</span><br/><br />
<span style='color:green'>Enemy resistances to blade decreased by 10%</span><br/><br />
<span style='color:green'>Enemy resistances to impact decreased by 10%</span><br/><br />
<span style='color:green'>Enemy resistances to pierce decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>2 more movement points</span><br/><br />
<br/><br />
=== Stolen Potion &ndash; potion ===<br />
<span style='color:#808080'><i>I have stolen this. Now all the word is here for me to steal.</i></span><br/><br />
<span style='color:#60A0FF'>New ability: skirmisher</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#steals_.E2.80.93_dummy|steals]]</span><br/><br />
<br/><br />
=== Stormforce &ndash; bow ===<br />
<span style='color:#808080'><i>Is that the fabled Stormforce? I thought it was just a legend!</i></span><br/><br />
<span style='color:green'>Damage increased by 70% (in EASY difficulty), 50% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>30% more attacks</span><br/><br />
<span style='color:green'>New weapon special: slow</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 5%</span><br/><br />
<br/><br />
=== Stormforce &ndash; bow ===<br />
<span style='color:#808080'><i>Is that the fabled Stormforce? I thought it was just a legend!</i></span><br/><br />
<span style='color:green'>Damage increased by 70% (in EASY difficulty), 50% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>30% more attacks</span><br/><br />
<span style='color:green'>New weapon special: slow</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 5%</span><br/><br />
<br/><br />
=== Stormgrip &ndash; gauntlets ===<br />
<span style='color:#808080'><i>You are an evil overlord, armoured and shielded against everything? I will slay you anyway.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:green'>Sets damage type to lightning</span><br/><br />
<span style='color:#60A0FF'>5% chance to strike a devastating blow</span><br/><br />
<br/><br />
=== Stormrend &ndash; sword ===<br />
<span style='color:#808080'><i>They are protected well. Have them try to survive lightning.</i></span><br/><br />
<span style='color:green'>Damage increased by 10% (in EASY difficulty), -5% (in MEDIUM difficulty), -20% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Sets damage type to lightning</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#trickery_.E2.80.93_dummy|trickery]]</span><br/><br />
<br/><br />
=== Straight out of Nowhere &ndash; dagger ===<br />
<span style='color:#808080'><i>Expect the unexpected. Diabolus ex machina.</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:green'>Merges attacks</span><br/><br />
<span style='color:green'>New weapon special: poison</span><br/><br />
<br/><br />
=== Strength &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>Why does nobody want to play handwrestling with me?</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 10%</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 1 Obsidian, 3 Topazes and 2 Opals</span><br/><br />
<br/><br />
=== Survival of the Cowardliest &ndash; dagger ===<br />
<span style='color:#808080'><i>Revered men once went to war. Revered men now lay in red mud.</i></span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#greater backstab_.E2.80.93_damage|greater backstab]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#cowardice_.E2.80.93_dummy|cowardice]]</span><br/><br />
<br/><br />
=== Sword of Barys &ndash; sword ===<br />
<span style='color:#808080'><i>A rare metal burns with green flame. Its ashes are poisonous, so be careful with it.</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:green'>Sets damage type to fire</span><br/><br />
<span style='color:green'>New weapon special: poison</span><br/><br />
<span style='color:green'>Increases all magical damages by 20%</span><br/><br />
<br/><br />
=== Sword of Krux &ndash; sword ===<br />
<span style='color:#808080'><i>Krux has never been a great warrior, deceptive diplomacy was his favourite weapon.</i></span><br/><br />
<span style='color:green'>Damage increased by 3</span><br/><br />
<span style='color:green'>Increases all magical damages by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 15%</span><br/><br />
<br/><br />
=== Taxes &ndash; boots ===<br />
<span style='color:#808080'><i>Legends speak of a man who took from the poor and gave to the rich.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:#60A0FF'>3 more movement points</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#tax collector_.E2.80.93_dummy|tax collector]]</span><br/><br />
<br/><br />
=== Taxes &ndash; boots ===<br />
<span style='color:#808080'><i>Legends speak of a man who took from the poor and gave to the rich.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:#60A0FF'>3 more movement points</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#tax collector_.E2.80.93_dummy|tax collector]]</span><br/><br />
<br/><br />
=== Tears of the Dead &ndash; amulet ===<br />
<span style='color:#808080'><i>Pity the walking dead for they know no pleasure.</i></span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 10%</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#immune to drain_.E2.80.93_dummy|immune to drain]]</span><br/><br />
<br/><br />
=== Tears of Void &ndash; staff ===<br />
<span style='color:#808080'><i>Who made up this name? What was he thinking?</i></span><br/><br />
<span style='color:#60A0FF'>Spells suck 1 health from targets with each hit</span><br/><br />
<span style='color:green'>Increases all magical damages by 40% (in EASY difficulty), 30% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 15%</span><br/><br />
<br/><br />
=== The Alliance &ndash; ring ===<br />
<span style='color:#808080'><i>We are The Alliance! We are one!</i></span><br/><br />
<span style='color:green'>Damage increased by 1</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#alliance_.E2.80.93_leadership|alliance]]</span><br/><br />
<br/><br />
=== The Art of War &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>If you know the enemy and you know yourself, you need not fear the outcome of a thousand battles.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 25%</span><br/><br />
<span style='color:green'>Damage increased by 3</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#NAME (INTENSITY)_.E2.80.93_leadership|damage aura (25)]]</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 2 Obsidians, 2 Topazes, 1 Opal, 1 Pearl, 3 Emeralds and 3 Sapphires</span><br/><br />
<br/><br />
=== The Black Ring &ndash; ring ===<br />
<span style='color:#808080'><i>There were two hundreds of us before the battle. Three hundreds of us left the battlefield.</i></span><br/><br />
<span style='color:#60A0FF'>Spells suck 1 health from targets with each hit</span><br/><br />
<span style='color:green'>New weapon special: plague (melee attacks only)</span><br/><br />
<span style='color:green'>Increases all magical damages by 5%</span><br/><br />
<br/><br />
=== The Cannon &ndash; xbow ===<br />
<span style='color:#808080'><i>If I will ever get to you, you will be wrecked!</i></span><br/><br />
<span style='color:green'>Damage increased by 70% (in EASY difficulty), 60% (in MEDIUM difficulty), 50% (in HARD difficulty)</span><br/><br />
<span style='color:green'>25% more attacks</span><br/><br />
<span style='color:#60A0FF'>3 fewer movement points</span><br/><br />
<br/><br />
=== The Crusher &ndash; knife ===<br />
<span style='color:#808080'><i>I will send my assassins to slay the lich. You will gear them properly.</i></span><br/><br />
<span style='color:green'>Damage increased by 60% (in EASY difficulty), 45% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Sets damage type to impact</span><br/><br />
<br/><br />
=== The Deadborn &ndash; cloak ===<br />
<span style='color:#808080'><i>Darkest legends tell of necromancers creating undead so pure that they were never tainted by life, dead from birth.</i></span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>5% chance to strike a devastating blow</span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 10%</span><br/><br />
<br/><br />
=== The Decimator &ndash; sword ===<br />
<span style='color:#808080'><i>Do not get too crazy with that sword.</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:green'>New weapon special: charge</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#anger_.E2.80.93_attacks|anger]]</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade decreased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact decreased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce decreased by 15%</span><br/><br />
<br/><br />
=== The Decimator &ndash; sword ===<br />
<span style='color:#808080'><i>Do not get too crazy with that sword.</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:green'>New weapon special: charge</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#anger_.E2.80.93_attacks|anger]]</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade decreased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact decreased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce decreased by 15%</span><br/><br />
<br/><br />
=== The Disease and the Cure &ndash; mace ===<br />
<span style='color:#808080'><i>You are the disease. We are the cure.</i></span><br/><br />
<span style='color:green'>Damage increased by 6 (in EASY difficulty), 5 (in MEDIUM difficulty), 4 (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#NAME (INTENSITY)_.E2.80.93_leadership|damage aura (25)]]</span><br/><br />
<br/><br />
=== The Doctrine of Vindictiveness &ndash; limited ===<br />
<span style='color:#808080'><i>If they attack you, make sure they will not dare or will not exist to attack again.</i></span><br/><br />
<span style='color:orange'>New advancements: A distinctively vindictive view on combat</span><br/><br />
<br/><br />
=== The End of All that Is &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>From the victim's point of view, there was no death at all.</i></span><br/><br />
<span style='color:green'>Damage increased by 40% (in EASY difficulty), 30% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:green'>20% more attacks</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#soul annihilation_.E2.80.93_damage|soul annihilation]]</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 2 Topazes, 1 Opal, 1 Pearl, 3 Diamonds, 1 Ruby, 2 Emeralds and 1 Amethyst</span><br/><br />
<br/><br />
=== The Essence of Magic &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>Fire, earth, air and water. And then there is magic.</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:green'>Sets damage type to arcane</span><br/><br />
<span style='color:green'>Increases all magical damages by 35%</span><br/><br />
<span style='color:purple'>5% to all resistances to magic (requires [[#Quintessence_.E2.80.93_craftable as any armour|Quintessence]])</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 1 Topaz, 1 Pearl, 1 Diamond and 1 Ruby</span><br/><br />
<br/><br />
=== The Fencer's Study &ndash; limited ===<br />
<span style='color:#808080'><i>Do you think fencing takes a lot of time to learn? Just buy this for 20 gold and see how easy it is!</i></span><br/><br />
<span style='color:orange'>New advancements: Quick mastery of fencing</span><br/><br />
<br/><br />
=== The Fighting Bull &ndash; mace ===<br />
<span style='color:#808080'><i>Takes a blink of an eye to anger, takes a day to calm down.</i></span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#anger_.E2.80.93_attacks|anger]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#wrath_.E2.80.93_dummy|wrath]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#triggerable_.E2.80.93_dummy|triggerable]]</span><br/><br />
<br/><br />
=== The Generous Armour &ndash; armour ===<br />
<span style='color:#808080'><i>Hey there, you are a bad fighter, wear this.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#producer_.E2.80.93_dummy|producer]]</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<br/><br />
=== The gloomy Amulet &ndash; amulet ===<br />
<span style='color:#808080'><i>Bring sadness to your enemies by showing them how weak they are.</i></span><br/><br />
<span style='color:green'>Damage increased by 30% (in EASY difficulty), 20% (in MEDIUM difficulty), 10% (in HARD difficulty)</span><br/><br />
<span style='color:green'>1 more attacks</span><br/><br />
<span style='color:purple'>+1 base damage (requires [[#The gloomy Cloak_.E2.80.93_cloak|The gloomy Cloak]])</span><br/><br />
<span style='color:purple'>+1 base damage (requires [[#The gloomy Ring_.E2.80.93_ring|The gloomy Ring]])</span><br/><br />
<br/><br />
=== The gloomy Cloak &ndash; cloak ===<br />
<span style='color:#808080'><i>Bring sadness to your enemies by showing them how slow they are.</i></span><br/><br />
<span style='color:green'>Damage increased by 40%</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 (in EASY difficulty) health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 20%</span><br/><br />
<span style='color:purple'>1 more movement point (requires [[#The gloomy Ring_.E2.80.93_ring|The gloomy Ring]])</span><br/><br />
<span style='color:purple'>1 more movement point (requires [[#The gloomy Amulet_.E2.80.93_amulet|The gloomy Amulet]])</span><br/><br />
<br/><br />
=== The gloomy Ring &ndash; ring ===<br />
<span style='color:#808080'><i>Bring sadness to your enemies by showing them how futile their effort is.</i></span><br/><br />
<span style='color:green'>Damage increased by 10%</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 20%</span><br/><br />
<span style='color:purple'>New Ability: deathaura (requires [[#The gloomy Cloak_.E2.80.93_cloak|The gloomy Cloak]])</span><br/><br />
<span style='color:purple'>New Ability: despair (requires [[#The gloomy Amulet_.E2.80.93_amulet|The gloomy Amulet]])</span><br/><br />
<br/><br />
=== The Godless &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>Do not justify your actions with the name of a man made deity.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 35%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 25%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 30%</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 1 Obsidian, 1 Topaz, 1 Opal, 1 Pearl, 1 Diamond, 1 Ruby and 1 Emerald</span><br/><br />
<br/><br />
=== The Great Truth &ndash; mace ===<br />
<span style='color:#808080'><i>The Great Truth is that there is no Great Truth.</i></span><br/><br />
<span style='color:green'>Damage increased by 14 (in EASY difficulty), 12 (in MEDIUM difficulty), 10 (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 20%</span><br/><br />
<br/><br />
=== The Grey Cloak &ndash; cloak ===<br />
<span style='color:#808080'><i>It somewhat reminds me of Gundolf the Great.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:green'>Damage increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 (in EASY difficulty) health from targets with each hit</span><br/><br />
<span style='color:green'>Enemy resistances to blade decreased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== The Grim Butcher &ndash; axe ===<br />
<span style='color:#808080'><i>Pigs, goats, men... is there a difference? They all taste the same.</i></span><br/><br />
<span style='color:green'>Damage increased by 50% (in EASY difficulty), 35% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#evisceration_.E2.80.93_dummy|evisceration]]</span><br/><br />
<span style='color:#60A0FF'>New ability: regenerates</span><br/><br />
<br/><br />
=== The Humongously Enormous Megaspear &ndash; spear ===<br />
<span style='color:#808080'><i>Small weapons are for wimps.</i></span><br/><br />
<span style='color:green'>40% (in EASY difficulty), 50% (in MEDIUM difficulty), 60% (in HARD difficulty) fewer attacks</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#hose_.E2.80.93_dummy|hose]]</span><br/><br />
<br/><br />
=== The Impaler &ndash; spear ===<br />
<span style='color:#808080'><i>Do not hide behind your comrades, just run away.</i></span><br/><br />
<span style='color:green'>Damage increased by 30%</span><br/><br />
<span style='color:green'>Enemy resistances to pierce decreased by 10%</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#pierce_.E2.80.93_dummy|pierce]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 5%</span><br/><br />
<br/><br />
=== The Infidel &ndash; limited ===<br />
<span style='color:#808080'><i>Fidel is dead. Hail the Infidel.</i></span><br/><br />
<span style='color:#60A0FF'>Sets alignment to neutral</span><br/><br />
<br/><br />
=== The Jester &ndash; helm ===<br />
<span style='color:#808080'><i>We needed better entertainment. They're in flames now.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 2%</span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 10%</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#incinerate_.E2.80.93_dummy|incinerate]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<br/><br />
=== The Killer of Great Magi &ndash; staff ===<br />
<span style='color:#808080'><i>I care not how much better you are. Your crippling overspecialisation will be your downfall.</i></span><br/><br />
<span style='color:#60A0FF'>Spells suck 1 health from targets with each hit</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 40%</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== The Lesser Lich &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>Let this skeleton be my lieutenant. They will not notice any difference.</i></span><br/><br />
<span style='color:green'>30% (in EASY difficulty), 25% (in MEDIUM difficulty), 20% (in HARD difficulty) more attacks</span><br/><br />
<span style='color:green'>Sets damage type to arcane</span><br/><br />
<span style='color:#60A0FF'>Sucks 2 health from targets with each hit</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#plague (LANGUAGE_TYPE)_.E2.80.93_plague|plague (Soulless)]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 3 Obsidians, 1 Topaz, 1 Pearl, 1 Emerald, 1 Amethyst, 2 Sapphires and 1 Black Pearl</span><br/><br />
<br/><br />
=== The Nightreaver &ndash; sword ===<br />
<span style='color:#808080'><i>Aggressive and violent, they strike when least expected and take away all serenity.</i></span><br/><br />
<span style='color:green'>Damage increased by 40% (in EASY difficulty), 30% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Enemy resistances to blade decreased by 10%</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#chaotic_.E2.80.93_damage|chaotic]]</span><br/><br />
<br/><br />
=== The Noble Survivor &ndash; armour ===<br />
<span style='color:#808080'><i>He wishes that all the nobility could be hung with the guts of priests. That will not work on me.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 25%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 35%</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#leeches_.E2.80.93_dummy|leech]]</span><br/><br />
<span style='color:#60A0FF'>New ability: submerge</span><br/><br />
<br/><br />
=== The Original Trident of Storms &ndash; spear ===<br />
<span style='color:#808080'><i>This is no obvious fake. Is it the true one or just a better fake?</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:green'>Sets damage type to fire</span><br/><br />
<span style='color:green'>New weapon special: slow</span><br/><br />
<span style='color:green'>New attack: storm trident (14 - 4, fire)</span><br/><br />
<br/><br />
=== The Outcast &ndash; bow ===<br />
<span style='color:#808080'><i>Loneliness will teach you to stop relying on others. It makes you free if you pay its price.</i></span><br/><br />
<span style='color:green'>Damage increased by 10%</span><br/><br />
<span style='color:green'>20% more attacks</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: regenerates</span><br/><br />
<span style='color:#60A0FF'>2 more movement points</span><br/><br />
<br/><br />
=== The Outsider Sword &ndash; sword ===<br />
<span style='color:#808080'><i>Mages say it does not come from any world.</i></span><br/><br />
<span style='color:green'>Damage increased by 65% (in EASY difficulty), 50% (in MEDIUM difficulty), 35% (in HARD difficulty)</span><br/><br />
<span style='color:green'>25% (in EASY difficulty), 15% (in MEDIUM difficulty), 5% (in HARD difficulty) more attacks</span><br/><br />
<span style='color:purple'>2 to base melee damage (requires [[#Transformed Flesh_.E2.80.93_cloak|Transformed Flesh]])</span><br/><br />
<span style='color:purple'>2 to base melee damage (requires [[#Bones of Steel_.E2.80.93_boots|Bones of Steel]])</span><br/><br />
<span style='color:purple'>2 to base melee damage (requires [[#Hydraulic Core_.E2.80.93_amulet|Hydraulic Core]])</span><br/><br />
<span style='color:purple'>1 to base melee attacks (requires [[#Mind Assisting Element_.E2.80.93_helm|Mind Assisting Element]])</span><br/><br />
<br/><br />
=== The Overdrawer &ndash; xbow ===<br />
<span style='color:#808080'><i>Draw the arrow, draw it more, more, more, and now you can shoot through enemies!</i></span><br/><br />
<span style='color:green'>Damage increased by 45% (in EASY difficulty), 40% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<br/><br />
=== The Parasite &ndash; armour ===<br />
<span style='color:#808080'><i>They make promises of the impossible.<br />
They say they guide you to reach the impossible.<br />
They pretend you had reached the impossible.<br />
If you do not believe them, you did it wrong.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 20%</span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 10%</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>2 fewer movement points</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#parasite_.E2.80.93_dummy|parasite]]</span><br/><br />
<br/><br />
=== The Pit Dweller &ndash; boots ===<br />
<span style='color:#808080'><i>Darkness is where he stays.</i></span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<span style='color:#60A0FF'>Sets alignment to chaotic</span><br/><br />
<span style='color:#60A0FF'>Movement costs through dark caves set to 1</span><br/><br />
<span style='color:#60A0FF'>Movement costs through mushroom groves set to 1</span><br/><br />
<br/><br />
=== The Practical Boots &ndash; boots ===<br />
<span style='color:#808080'><i>Your footwear dictates your mobility and protects you from environment. Avoid any sacrifices for style or comfort.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>8 more hitpoints per level</span><br/><br />
<br/><br />
=== The Predator &ndash; bow ===<br />
<span style='color:#808080'><i>Try not to split from the group.</i></span><br/><br />
<span style='color:green'>Damage increased by 30% (in EASY difficulty), 20% (in MEDIUM difficulty), 10% (in HARD difficulty)</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#lurk_.E2.80.93_damage|lurk]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 15%</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== The Psychotic's Dagger &ndash; dagger ===<br />
<span style='color:#808080'><i>I will kill you! Kill! Kill! Hahahahahahaha, aaahahahahahahaaa! Hahahaaa!</i></span><br/><br />
<span style='color:green'>30% (in EASY difficulty), 25% (in MEDIUM difficulty), 20% (in HARD difficulty) more attacks</span><br/><br />
<span style='color:green'>New weapon special: poison</span><br/><br />
<br/><br />
=== The Ragtag Misfit &ndash; cloak ===<br />
<span style='color:#808080'><i>All I want is your love... Yes, I know I will get no love, but I will get your gold at least.</i></span><br/><br />
<span style='color:green'>Damage increased by 2</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 5%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#steals_.E2.80.93_dummy|steals]]</span><br/><br />
<br/><br />
=== The Searing Ice &ndash; sword ===<br />
<span style='color:#808080'><i>Be careful not to get some cold burns.</i></span><br/><br />
<span style='color:#60A0FF'>Sucks 2 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 15%</span><br/><br />
<br/><br />
=== The Shiverbringer &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>His presence brought shivers of fear to everyone who defied him. He was defeated by the insane.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 20%</span><br/><br />
<span style='color:green'>Enemy resistances to cold decreased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: regenerates</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (20)]]</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 2 Obsidians, 1 Opal, 2 Diamonds, 2 Rubies, 1 Emerald and 1 Amethyst</span><br/><br />
<br/><br />
=== The Shrapnel Knife &ndash; knife ===<br />
<span style='color:#808080'><i>I can hit all four of you with a single knife, hehe.</i></span><br/><br />
<span style='color:green'>Damage increased by 45% (in EASY difficulty), 35% (in MEDIUM difficulty), 25% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 15%</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== The Sick Face &ndash; helm ===<br />
<span style='color:#808080'><i>He looks sick. Killing him will be easy, just try not to catch whatever he has.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:green'>New weapon special: poison (melee attacks only)</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#radiation_.E2.80.93_dummy|radiation]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#dark aura_.E2.80.93_dummy|dark aura]]</span><br/><br />
<span style='color:#60A0FF'>16 fewer hitpoints per level</span><br/><br />
<br/><br />
=== The Southern Boots &ndash; boots ===<br />
<span style='color:#808080'><i>Boots are impractical in hot weather? We shall see about that!</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 30%</span><br/><br />
<span style='color:#60A0FF'>Movement costs across sands set to 1</span><br/><br />
<br/><br />
=== The Touch of Death &ndash; gauntlets ===<br />
<span style='color:#808080'><i>There is no touch of death. But you can take your time to aim at the windpipe from the correct angle...</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:green'>Damage increased by 20 (in EASY difficulty), 18 (in MEDIUM difficulty), 16 (in HARD difficulty)</span><br/><br />
<span style='color:green'>4 fewer attacks</span><br/><br />
<br/><br />
=== The Touch of God &ndash; cloak ===<br />
<span style='color:#808080'><i>'I... I have been touched by god.'<br />
'Touched by our almightly lord and saviour?'<br />
'No, by lord Cthulhu.'</i></span><br/><br />
<span style='color:#60A0FF'>Decreases physical resistances by 20%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (40)]]</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<br/><br />
=== The Touch of God &ndash; cloak ===<br />
<span style='color:#808080'><i>'I... I have been touched by god.'<br />
'Touched by our almightly lord and saviour?'<br />
'No, by lord Cthulhu.'</i></span><br/><br />
<span style='color:#60A0FF'>Decreases physical resistances by 20%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (40)]]</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<br/><br />
=== The Underdrawer &ndash; xbow ===<br />
<span style='color:#808080'><i>Shoot as much as you can, enemies will think they are facing a large army!</i></span><br/><br />
<span style='color:green'>45% (in EASY difficulty), 40% (in MEDIUM difficulty), 30% (in HARD difficulty) more attacks</span><br/><br />
<br/><br />
=== The Unprecious Ring &ndash; ring ===<br />
<span style='color:#808080'><i>Sometimes a fiery or rimy blade is not what you need.</i></span><br/><br />
<span style='color:green'>Sets damage type to blade</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#struggle_.E2.80.93_chance_to_hit|struggle]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 5%</span><br/><br />
<br/><br />
=== The Unraveller &ndash; armour ===<br />
<span style='color:#808080'><i>A mummy cannot be stopped. If it is tangled, it will just unravel the tangled parts.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>3 fewer movement points</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#resistant to slow_.E2.80.93_dummy|resistant to slow]]</span><br/><br />
<br/><br />
=== The Unrepenting &ndash; bow ===<br />
<span style='color:#808080'><i>I have broken the sacred vow, forgotten the pledge of allegiance, lost my faith.<br />
I did what I did. I cannot change it, so why should I torment myself with it?</i></span><br/><br />
<span style='color:green'>Damage increased by 5 (in EASY difficulty), 4 (in MEDIUM difficulty), 3 (in HARD difficulty)</span><br/><br />
<span style='color:green'>40% (in EASY difficulty), 30% (in MEDIUM difficulty), 20% (in HARD difficulty) more attacks</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#distant attack_.E2.80.93_attacks|distant attack]]</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#hit and run_.E2.80.93_dummy|hit and run]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#anathema_.E2.80.93_leadership|anathema]]</span><br/><br />
<br/><br />
=== The Unstoppable &ndash; mace ===<br />
<span style='color:#808080'><i>No one can bargain with him. There is no way to reason with him. He feels no fear. There is nothing at all that would stop him... until the evil is banished.</i></span><br/><br />
<span style='color:green'>New weapon special: marksman</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#resistant to slow_.E2.80.93_dummy|resistant to slow]]</span><br/><br />
<br/><br />
=== The Vile Knife &ndash; knife ===<br />
<span style='color:#808080'><i>Wounds heal, poison remains.</i></span><br/><br />
<span style='color:green'>Damage increased by 25% (in EASY difficulty), 15% (in MEDIUM difficulty), 5% (in HARD difficulty)</span><br/><br />
<span style='color:green'>40% more attacks</span><br/><br />
<span style='color:green'>Sets damage type to cold</span><br/><br />
<span style='color:green'>New weapon special: poison</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#greater backstab_.E2.80.93_damage|greater backstab]]</span><br/><br />
<br/><br />
=== The Warmth &ndash; ring ===<br />
<span style='color:#808080'><i>Solace from depressive gloom of northern winters when dusk follows dawn with nothing in between.</i></span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 30%</span><br/><br />
<span style='color:#60A0FF'>New ability: regenerates</span><br/><br />
<br/><br />
=== Theophrastus Redivivus &ndash; limited ===<br />
<span style='color:#808080'><i>Difficile est negave Deos, si inconcione quaratur, sed in familliarium, sermone, en consessur facilitimum...</i></span><br/><br />
<span style='color:purple'>10% to arcane resistance (requires [[#Treatise of the Three Impostors_.E2.80.93_limited|Treatise of the Three Impostors]])</span><br/><br />
<span style='color:purple'>New ability: regenerates slightly (requires [[#Al-Fuṣūl wa al-ghāyāt_.E2.80.93_limited|Al-Fuṣūl wa al-ghāyāt]])</span><br/><br />
<br/><br />
=== Thornsword &ndash; sword ===<br />
<span style='color:#808080'><i>'How can you cut something with that?'<br />
'It is not for cutting.'</i></span><br/><br />
<span style='color:green'>Damage increased by 40% (in EASY difficulty), 30% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Sets damage type to pierce</span><br/><br />
<span style='color:green'>Enemy resistances to pierce decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Chance to get hit decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#thorns_.E2.80.93_dummy|thorns]]</span><br/><br />
<br/><br />
=== Thundering Revenge &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>I call this new weapon of mine.. bazooka!</i></span><br/><br />
<span style='color:green'>Damage decreased by 30% (in EASY difficulty), 40% (in MEDIUM difficulty), 50% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Sets damage type to lightning</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#explosive_.E2.80.93_damage|explosive]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#retribution_.E2.80.93_dummy|retribution]]</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 1 Topaz, 1 Pearl, 2 Rubies, 3 Emeralds and 1 Sapphire</span><br/><br />
<br/><br />
=== Titan's Bane &ndash; dagger ===<br />
<span style='color:#808080'><i>My blows may cause mere scratches on your skin, but it can be enough for you to die.</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:green'>Sets damage type to arcane</span><br/><br />
<span style='color:#60A0FF'>20% chance to strike a devastating blow</span><br/><br />
<br/><br />
=== Tome of Bards &ndash; limited ===<br />
<span style='color:#808080'><i>Stand up and fight<br />
Stand up and see the sky turn bright</i></span><br/><br />
<span style='color:orange'>New advancements: Techniques of inspiring allies to deal more damage</span><br/><br />
<br/><br />
=== Tome of Bards, Volume II &ndash; limited ===<br />
<span style='color:#808080'><i>Shining and so glorious<br />
The bloodline of true warriors</i></span><br/><br />
<span style='color:orange'>New advancements: Techniques of inspiring allies to fight better and annoying enemies</span><br/><br />
<br/><br />
=== Tome of Liches &ndash; limited ===<br />
<span style='color:#808080'><i>Are you fed up of mortality?</i></span><br/><br />
<span style='color:orange'>New advancements: Teachings of the dark arts of necromancy</span><br/><br />
<br/><br />
=== Tome of Liches &ndash; limited ===<br />
<span style='color:#808080'><i>Are you fed up of mortality?</i></span><br/><br />
<span style='color:orange'>New advancements: Teachings of the dark arts of necromancy</span><br/><br />
<br/><br />
=== Topaz &ndash; gem ===<br />
<span style='color:#808080'><i>Although this gem looks interesting in appearance, its magical power is not really remarkable, but its importance for magical gem combination is not to be neglected.</i></span><br/><br />
<br/><br />
=== Tormentor of Light &ndash; mace ===<br />
<span style='color:#808080'><i>In the absence of light, darkness and disorder rules.</i></span><br/><br />
<span style='color:green'>Damage increased by 30%</span><br/><br />
<span style='color:green'>25% more attacks</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#chaotic_.E2.80.93_damage|chaotic]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#darkens_.E2.80.93_illuminates|darkens]]</span><br/><br />
<br/><br />
=== Townsend Dark Discharge &ndash; staff ===<br />
<span style='color:#808080'><i>The right tool for a self-sustaining wizard.</i></span><br/><br />
<span style='color:green'>Damage increased by 3</span><br/><br />
<span style='color:green'>Sets damage type to lightning</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:green'>New weapon special: charge</span><br/><br />
<span style='color:green'>Increases all magical damages by 15%</span><br/><br />
<br/><br />
=== Traces of Blood &ndash; dagger ===<br />
<span style='color:#808080'><i>That assassin is hard to find, but his bloody trace can be followed. Shame that it costs so many lives.</i></span><br/><br />
<span style='color:green'>Damage increased by 60% (in EASY difficulty), 50% (in MEDIUM difficulty), 40% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 (in EASY difficulty) health from targets with each hit</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#mayhem_.E2.80.93_dummy|mayhem]]</span><br/><br />
<br/><br />
=== Tracking the Lost Knowledge &ndash; cloak ===<br />
<span style='color:#808080'><i>If it has been lost, then it must had been created before. Maybe it was never created.</i></span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Spells suck 1 (in EASY difficulty) health from targets with each hit</span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:purple'>New ability: absorb (1) (requires [[#Wisdom of the Ages_.E2.80.93_helm|Wisdom of the Ages]])</span><br/><br />
<span style='color:purple'>New base ranged weapon special: horrid (requires [[#Search for Wisdom_.E2.80.93_boots|Search for Wisdom]])</span><br/><br />
<br/><br />
=== Transformed Flesh &ndash; cloak ===<br />
<span style='color:#808080'><i>Some barbarian civilisations could achieve great inventions without magic.</i></span><br/><br />
<span style='color:purple'>5% better defence on all terrains (requires [[#Hydraulic Core_.E2.80.93_amulet|Hydraulic Core]])</span><br/><br />
<span style='color:purple'>5% better defence on all terrains (requires [[#Mind Assisting Element_.E2.80.93_helm|Mind Assisting Element]])</span><br/><br />
<br/><br />
=== Treatise of the Three Impostors &ndash; limited ===<br />
<span style='color:#808080'><i>However important it may be for all men to know the Truth, very few, nevertheless, are acquainted with it...</i></span><br/><br />
<span style='color:purple'>10% to arcane resistance (requires [[#Theophrastus Redivivus_.E2.80.93_limited|Theophrastus Redivivus]])</span><br/><br />
<span style='color:purple'>New ability: exile (requires [[#Al-Fuṣūl wa al-ghāyāt_.E2.80.93_limited|Al-Fuṣūl wa al-ghāyāt]])</span><br/><br />
<br/><br />
=== Twinkling Sword &ndash; sword ===<br />
<span style='color:#808080'><i>Run towards your enemy and attack sooner than he expects.</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:green'>Sets damage type to cold</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 15%</span><br/><br />
<span style='color:#60A0FF'>2 more movement points</span><br/><br />
<br/><br />
=== Unholy Axe &ndash; axe ===<br />
<span style='color:#808080'><i>Use the lightbeam spell. It kills anything unholy enough.</i></span><br/><br />
<span style='color:green'>Damage increased by 30%</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#darkens_.E2.80.93_illuminates|darkens]]</span><br/><br />
<span style='color:#60A0FF'>Sets alignment to chaotic</span><br/><br />
<br/><br />
=== Unimpalability &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>The executioner tried to impale him on a stick. It was his last mistake.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 40%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#frail tide (INTENSITY)_.E2.80.93_resistance|frail tide (15)]]</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 3 Opals and 1 Pearl</span><br/><br />
<br/><br />
=== Unrighteous Cause &ndash; mace ===<br />
<span style='color:#808080'><i>Avoid hitting too hard, it will defeat the enemy too fast and take away the fun.</i></span><br/><br />
<span style='color:green'>Damage decreased by 4</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 30%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 30%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 20%</span><br/><br />
<br/><br />
=== Unseen Writings &ndash; cloak ===<br />
<span style='color:#808080'><i>No matter how well you write, after a millenium there will be nothing of it. Though copies may survive.</i></span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 5%</span><br/><br />
<span style='color:green'>Enemy resistances to cold decreased by 5%</span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 5%</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:purple'>4% to magical resistances (requires [[#Unspoken Words_.E2.80.93_gauntlets|Unspoken Words]])</span><br/><br />
<span style='color:purple'>New base ranged weapon special: struggle (requires [[#Unthought Memories_.E2.80.93_amulet|Unthought Memories]])</span><br/><br />
<span style='color:purple'>4% to all physical resistances (requires [[#Unsung Odes_.E2.80.93_armour|Unsung Odes]])</span><br/><br />
<br/><br />
=== Unspoken Words &ndash; gauntlets ===<br />
<span style='color:#808080'><i>No matter how wise you are, your words once shall be forgotten. But meaning may remain.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 5%</span><br/><br />
<span style='color:green'>Enemy resistances to cold decreased by 5%</span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 5%</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:purple'>4% to all physical resistances (requires [[#Unseen Writings_.E2.80.93_cloak|Unseen Writings]])</span><br/><br />
<span style='color:purple'>4% to magical resistances (requires [[#Unthought Memories_.E2.80.93_amulet|Unthought Memories]])</span><br/><br />
<span style='color:purple'>2% to all resistances (requires [[#Unsung Odes_.E2.80.93_armour|Unsung Odes]])</span><br/><br />
<br/><br />
=== Unsung Odes &ndash; armour ===<br />
<span style='color:#808080'><i>Your deeds of valour will not be revered forever. But their consequences will not vanish.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 10%</span><br/><br />
<span style='color:green'>Enemy resistances to cold decreased by 10%</span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 10%</span><br/><br />
<span style='color:green'>Increases all magical damages by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<span style='color:purple'>2% to all resistances (requires [[#Unseen Writings_.E2.80.93_cloak|Unseen Writings]])</span><br/><br />
<span style='color:purple'>4% to all physical resistances (requires [[#Unspoken Words_.E2.80.93_gauntlets|Unspoken Words]])</span><br/><br />
<span style='color:purple'>4% to magical resistances (requires [[#Unthought Memories_.E2.80.93_amulet|Unthought Memories]])</span><br/><br />
<br/><br />
=== Unthought Memories &ndash; amulet ===<br />
<span style='color:#808080'><i>Your life's experience may disappear when you perish, but once somebody will come to the same experience.</i></span><br/><br />
<span style='color:green'>Enemy resistances to fire decreased by 5%</span><br/><br />
<span style='color:green'>Enemy resistances to cold decreased by 5%</span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 5%</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:purple'>4% to all physical resistances (requires [[#Unseen Writings_.E2.80.93_cloak|Unseen Writings]])</span><br/><br />
<span style='color:purple'>2% to all resistances (requires [[#Unspoken Words_.E2.80.93_gauntlets|Unspoken Words]])</span><br/><br />
<span style='color:purple'>4% to magical resistances (requires [[#Unsung Odes_.E2.80.93_armour|Unsung Odes]])</span><br/><br />
<br/><br />
=== Vanquisher's Mithral Armour &ndash; armour ===<br />
<span style='color:#808080'><i>Like a tempest, he landed on his enemies, gore flying everywhere. Even his armour helped him spill blood.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 15%</span><br/><br />
<span style='color:green'>Damage increased by 30% (in EASY difficulty), 25% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 5%</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<br/><br />
=== Vinegar Bath &ndash; armour ===<br />
<span style='color:#808080'><i>Bathe bones in vinegar, they will soften and will bend rather than break.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 35%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 10%</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<br/><br />
=== Violent Mage's Armour &ndash; armour ===<br />
<span style='color:#808080'><i>As a heavyweight chessboxing champion, he adjusted his techniques to fit both of his talents.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 13%</span><br/><br />
<span style='color:green'>1 more attacks</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 5%</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<span style='color:purple'>20% increased damage with violent beatdown (requires [[#Violent Mage's Cloak_.E2.80.93_cloak|Violent Mage's Cloak]])</span><br/><br />
<br/><br />
=== Violent Mage's Cloak &ndash; cloak ===<br />
<span style='color:#808080'><i>After many brawls, he decided to use his magic to improve his brawling abilities.</i></span><br/><br />
<span style='color:green'>Increases all magical damages by 15%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 5%</span><br/><br />
<span style='color:purple'>20% increased damage with violent beatdown (requires [[#Violent Mage's Armour_.E2.80.93_armour|Violent Mage's Armour]])</span><br/><br />
<br/><br />
=== Violent Mage's Staff &ndash; staff ===<br />
<span style='color:#808080'><i>He was not a bad mage, but he enjoyed hitting enemies with hard objects a bit too much.</i></span><br/><br />
<span style='color:green'>20% more attacks</span><br/><br />
<span style='color:#60A0FF'>Spells suck 1 health from targets with each hit</span><br/><br />
<span style='color:purple'>New ability: firecast (requires the two other Violent Mage's items)</span><br/><br />
<br/><br />
=== Virtual Void &ndash; helm ===<br />
<span style='color:#808080'><i>The pure shall be overridden.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:green'>Damage increased by 4</span><br/><br />
<span style='color:green'>Sets damage type to cold</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<br/><br />
=== Virtue of Hope &ndash; staff ===<br />
<span style='color:#808080'><i>See the ones who know.</i></span><br/><br />
<span style='color:green'>Increases all magical damages by 25%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>4 more hitpoints per level per level</span><br/><br />
<br/><br />
=== Virulent Poison &ndash; potion ===<br />
<span style='color:#808080'><i>He is not only farting poison, he also sweats and burps it.</i></span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#dark aura_.E2.80.93_dummy|dark aura]]</span><br/><br />
<br/><br />
=== Visions of Cruelty &ndash; helm ===<br />
<span style='color:#808080'><i>There is cruelty. As far as I can see, cruelty is everywhere.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 10%</span><br/><br />
<span style='color:green'>Damage increased by 20% (in EASY difficulty), 15% (in MEDIUM difficulty), 10% (in HARD difficulty)</span><br/><br />
<br/><br />
=== Void &ndash; armour ===<br />
<span style='color:#808080'><i>Try to cut through this. There is nothing inside, my guts are in another dimension!</i></span><br/><br />
<span style='color:#60A0FF'>Sucks 1 health from targets with each hit</span><br/><br />
<span style='color:green'>Enemy resistances to arcane decreased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 25%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 25%</span><br/><br />
<span style='color:#60A0FF'>Resistance to pierce increased by 25%</span><br/><br />
<br/><br />
=== Wanderlust &ndash; boots ===<br />
<span style='color:#808080'><i>See far. Go far. Know the beauty of the world.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:green'>Increases all magical damages by 5%</span><br/><br />
<span style='color:#60A0FF'>2 more movement points</span><br/><br />
<br/><br />
=== Warheart &ndash; craftable as any armour ===<br />
<span style='color:#808080'><i>This will please my war loving heart.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 25%</span><br/><br />
<span style='color:green'>1 more attacks</span><br/><br />
<span style='color:#60A0FF'>5% chance to strike a devastating blow</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#NAME (INTENSITY)_.E2.80.93_leadership|damage aura (10)]]</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 2 Obsidians, 1 Opal, 1 Diamond, 2 Rubies and 1 Amethyst</span><br/><br />
<br/><br />
=== What no man should know &ndash; helm ===<br />
<span style='color:#808080'><i>I saw a man, frozen solid in a midsummer day. He had this pretty helmet, let me try it on...</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>Resistance to impact increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 20%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#frostbite_.E2.80.93_dummy|frostbite]]</span><br/><br />
<span style='color:#60A0FF'>New ability: regenerates</span><br/><br />
<br/><br />
=== Wicked Spear of Cruelty &ndash; spear ===<br />
<span style='color:#808080'><i>With horror, he realised that the horse under him had joined the walking dead.</i></span><br/><br />
<span style='color:green'>Damage increased by 50% (in EASY difficulty), 40% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Sets damage type to cold</span><br/><br />
<span style='color:green'>New weapon special: plague</span><br/><br />
<br/><br />
=== Widowmaker, Widowermaker &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>The number of widows will rise after this battle.</i></span><br/><br />
<span style='color:green'>Damage decreased by 10%</span><br/><br />
<span style='color:green'>New weapon special: charge</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to fire increased by 5%</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 1 Topaz, 1 Opal, 2 Pearls and 1 Diamond</span><br/><br />
<br/><br />
=== Winged Axe &ndash; axe ===<br />
<span style='color:#808080'><i>Each day, he fought bravely in distant lands. Every night, he enjoyed his time with his wife.</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 5%</span><br/><br />
<span style='color:#60A0FF'>Sets alignment to neutral</span><br/><br />
<span style='color:#60A0FF'>1 fewer movement points</span><br/><br />
<span style='color:#60A0FF'>New ability: teleport</span><br/><br />
<br/><br />
=== Winterclaw &ndash; sword ===<br />
<span style='color:#808080'><i>They come at night. They leave frozen bodies behind. Bodies that awaken.</i></span><br/><br />
<span style='color:green'>Damage increased by 20%</span><br/><br />
<span style='color:green'>Enemy resistances to cold decreased by 20%</span><br/><br />
<span style='color:green'>New weapon special: plague</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 10%</span><br/><br />
<br/><br />
=== Wisdom of the Ages &ndash; helm ===<br />
<span style='color:#808080'><i>There is no ancient wisdom. Knowledge must be created in present.</i></span><br/><br />
<span style='color:#60A0FF'>Increases physical resistances by 5%</span><br/><br />
<span style='color:#60A0FF'>Sucks 1 (in EASY difficulty) health from targets with each hit</span><br/><br />
<span style='color:#60A0FF'>Spells suck 1 health from targets with each hit</span><br/><br />
<span style='color:green'>Enemy resistances to cold decreased by 10%</span><br/><br />
<span style='color:purple'>+1 to base attacks (requires [[#Search for Wisdom_.E2.80.93_boots|Search for Wisdom]])</span><br/><br />
<span style='color:purple'>+2 base damage (requires [[#Tracking the Lost Knowledge_.E2.80.93_cloak|Tracking the Lost Knowledge]])</span><br/><br />
<br/><br />
=== Woodland Cloak &ndash; cloak ===<br />
<span style='color:#808080'><i>Where is the elf wearing that green cloak? Has anybody seen him?</i></span><br/><br />
<span style='color:#60A0FF'>New ability: ambush</span><br/><br />
<span style='color:#60A0FF'>Movement costs through forests set to 1</span><br/><br />
<br/><br />
=== Worshipper of Darkness &ndash; cloak ===<br />
<span style='color:#808080'><i>Worshipping the heralds of Light is a heavy burden people think to be pleasant to carry.</i></span><br/><br />
<span style='color:green'>Damage decreased by 2</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#Deathaura_.E2.80.93_heals|deathaura (8)]]</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#despair (INTENSITY)_.E2.80.93_leadership|despair (10)]]</span><br/><br />
<br/><br />
=== Wrath of the Pagan &ndash; mace ===<br />
<span style='color:#808080'><i>Law or chaos? That is just a point of view not everyone shares.</i></span><br/><br />
<span style='color:green'>Damage increased by 50% (in EASY difficulty), 40% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>30% more attacks</span><br/><br />
<span style='color:green'>New weapon special: marksman</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#chaotic and lawful_.E2.80.93_damage|chaotic and lawful]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<br/><br />
=== Wrath of the Pagan &ndash; mace ===<br />
<span style='color:#808080'><i>Law or chaos? That is just a point of view not everyone shares.</i></span><br/><br />
<span style='color:green'>Damage increased by 50% (in EASY difficulty), 40% (in MEDIUM difficulty), 30% (in HARD difficulty)</span><br/><br />
<span style='color:green'>30% more attacks</span><br/><br />
<span style='color:green'>New weapon special: marksman</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#chaotic and lawful_.E2.80.93_damage|chaotic and lawful]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<br/><br />
=== Wrathful Combat Techniques &ndash; limited ===<br />
<span style='color:#808080'><i>Let the anger flow through your veins.</i></span><br/><br />
<span style='color:orange'>New advancements: Techniques of using anger in battle</span><br/><br />
<br/><br />
=== Wretched Defiler &ndash; craftable as any weapon ===<br />
<span style='color:#808080'><i>Minimise your casualties, even at the cost of defiling corpses.</i></span><br/><br />
<span style='color:green'>Damage increased by 25%</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#plague (LANGUAGE_TYPE)_.E2.80.93_plague|plague (Soulless)]]</span><br/><br />
<span style='color:green'>Increases all magical damages by 10%</span><br/><br />
<span style='color:#60A0FF'>Resistance to arcane increased by 25%</span><br/><br />
<span style='color:#000080'>Gems needed for crafting: 2 Topazes, 2 Opals and 1 Pearl</span><br/><br />
<br/><br />
=== Xuanquang's Soul Harvest &ndash; polearm ===<br />
<span style='color:#808080'><i>Don't be afraid when seeing a bloody road. Keep calm and turn back to face the one who made it so bloody.</i></span><br/><br />
<span style='color:green'>Damage increased by 40% (in EASY difficulty), 30% (in MEDIUM difficulty), 20% (in HARD difficulty)</span><br/><br />
<span style='color:green'>Merges attacks</span><br/><br />
<span style='color:green'>New weapon special: [[LotI_Abilities#kamikaze sprint_.E2.80.93_damage|kamikaze sprint]]</span><br/><br />
<span style='color:#60A0FF'>Resistance to cold increased by 20%</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/><br />
=== Zealous Axe &ndash; axe ===<br />
<span style='color:#808080'><i>Let them try to attack us for we shall be those who strike first.</i></span><br/><br />
<span style='color:green'>Damage increased by 45%</span><br/><br />
<span style='color:#60A0FF'>Resistance to blade increased by 10%</span><br/><br />
<span style='color:#60A0FF'>New ability: [[LotI_Abilities#zeal aura_.E2.80.93_dummy|zeal aura]]</span><br/><br />
<span style='color:#60A0FF'>1 more movement points</span><br/><br />
<br/></div>Inkyhttps://wiki.wesnoth.org/index.php?title=IftU_Walkthrough&diff=58922IftU Walkthrough2017-10-02T17:03:39Z<p>Inky: /* S21 (Innuendo) */ corrected an inaccuracy about the dungeon area</p>
<hr />
<div>This is a strategy guide for the add-on campaign '''Invasion from the Unknown''' (IftU) version 2.0 by shadowm. Note that there have been many major gameplay changes from the original version (for example, elvish enchantresses can no longer advance to sylphs, the elvish warrior spirit and Aragwaithi recruits have been removed, and many scenarios were changed), so much of the advice here won’t apply to earlier campaign versions.<br />
<br />
This walkthrough was written by Inky and is based on the hard difficulty. (I also did a commented playthrough of the campaign with screenshots and replays on the [https://forums.wesnoth.org/viewtopic.php?f=3&t=43960 forums].) Feel free to make corrections or add your own advice.<br />
<br />
Campaign discussion and developer support on the forums available for [https://forums.wesnoth.org/viewtopic.php?t=43309 IftU version 2.0.0 and Wesnoth v.1.12].<br />
<br />
==General campaign advice==<br />
It’s advised to play ''Under the Burning Suns'' first, to familiarize yourself with the story and the two suns schedule.<br />
<br />
===Units===<br />
You begin with the typical elvish recruits plus the campaign specific elvish hunter unit, then gain the ability to recruit undead in Scenario 4, dark adepts in Scenario 5, and sprites in Scenario 14.<br />
<br />
*A large part of this campaign takes place underground, making undead units especially ideal. Spectres are perhaps the most useful unit throughout the campaign due to their draining, excellent mobility and arcane damage. Nightgaunts (raw damage) and necromancers (arcane resist and plague) are also very useful. Skeletal undead are generally not recommended due to their low mobility.<br />
*On almost every scenario it’s helpful to recruit some vampire bats for scouting, village grabbing, and to act as distractions since they do not cost upkeep.<br />
*For elves, leveling at least a couple shydes for healing is essential. Prowlers are one of the most useful elvish units, being good in melee and able to slow in ranged. Enchantresses are also valuable for their arcane magical damage and slowing, though they do not advance to sylphs in this campaign. Fighters, archers and scout types are generally not so useful.<br />
*The lawful sprites which you can recruit starting from S14 are helpful in S15 (Shadows of Time) against undead, but are useless from S17 onward where it is perpetually night, so do not invest too heavily in them.<br />
<br />
====The Recall List====<br />
*You have the option of either continuing to Part II keeping all your veterans from Part I (recommended), or starting Part II fresh. To compensate for the difference, there are several recall list wipes in the campaign:<br />
**S12 (The Escape): You can only bring up to 6 undead units (dark adepts/sorcerers/necromancers and bats do not count) with you and the rest are permanently lost.<br />
**S16 (Dawn of War): You can only bring up to 6 elves with you and the rest are permanently lost. In addition, any unit not recalled in this scenario is permanently lost.<br />
**S21 (Innuendo): You can only recall 8 veterans, which will be the only veterans you have for the rest of the campaign.<br />
*In Part II gold becomes very scarce so you will only be able to use a limited amount of veterans in each scenario; therefore quality (units with good traits such as resilient, and several AMLAs) is better than quantity.<br />
<br />
===Item List===<br />
This is a list of the permanent items which can be picked up throughout the campaign, and which units can use them.<br />
*S3: '''Ring of Swiftness''' (+1 movement) - ''living units''<br />
*S5 (This is a branching path so you'll only be able to obtain one of the following:)<br />
**S5a: '''Ring of Regeneration''' (if you chose to spare the bandit leader) (+5 HP, regenerates +4 ability, +1 melee damage) - ''not usable by: shamans and their advancements and Anlindë ''<br />
**S5b: '''Shardia's Meteor''' (adds 15-2 ranged fire firststrike slow attack, +20% fire resistance, intimidates ability which causes level 0 and 1 enemies to fight worse) - ''elvish hunters, fighters, and their advancements''<br />
*S7: '''Void Armor''' (secret item) (sets physical resistances to 50% blade/50% pierce/40% impact, +10% fire resistance) - ''elvish fighters, rangers, skeletons, skeleton riders and their advancements''<br />
*S8: '''Poisonous Bow''' (adds a new 11-3 poisonous ranged bow attack) - ''skeleton archers, revenants, elvish archers, elvish heroes and their advancements.''<br />
*S10:<br />
**'''Berserker Potion''' (adds berserk special to melee attacks, +1 melee damage, +10% HP, and +10% blade / +20% fire / +30% impact resistance) - ''not usable by: ghosts, bats, corpses, elvish shamans and their advancements, or hero units.''<br />
**'''Potion of Drain''' (adds drain special to melee attacks, -5% HP, +10% arcane resistance) - ''living units''<br />
*S14: '''Explosive arrows''' (6 uses, does 80% base damage to the unit in the hex behind the target) ''- elvish archers, skeleton archers and their advancements''<br />
*S21:<br />
**'''Potion of Deftness''' (+1 movement, +1 ranged damage) - ''living non bat units.''<br />
**'''Accuracy Bow''' (adds marksman special to ranged attacks) - ''bone shooters and elvish rangers and their advancements, and Erathan.''<br />
**'''Potion of Strength''' (+1 melee damage, +8 HP) - ''living non bat units.''<br />
**'''Glacial Gladius''' (+1 melee damage, cold damage and slow for a unit’s melee attack, -5% HP) - ''elvish fighters, archers, hunters, scouts and their advancements, and Erathan.''<br />
**'''Amulet of the Divine Breeze''' (+10% arcane resist, sets ranged damage type to arcane) - ''living units besides sprites and bats.''<br />
<br />
==Part I: Seeking the Light==<br />
===S1 (Border Patrol)===<br />
*Objectives: The starting objectives are to hold out as long as possible, but on Turn 4 the objectives will change to defeating all enemy leaders.<br />
<br />
This is a deceptively easy scenario, as the next scenario is very difficult and requires a substantial gold carryover. On Hard something like 140 carryover is ideal and anything less than 100 carryover is probably too little to win with. Do not overrecruit, keep an eye on your income (make sure it’s positive) and be aggressive – don’t be afraid to lose some units, as it will help your income.<br />
<br />
Recruits: I’d recommend getting 2 shamans so that you can divide your forces and have a healer for each one, but not more than that as you need damage dealers. The rest of your units should be a mix of mostly archers and hunters. (Fighters are generally inferior to hunters, and scouts are expensive and do little damage).<br />
<br />
General strategies:<br />
*'''Defending the starting keep:''' One strategy is to hang back at your initial castle during the first day, recruiting very lightly during these turns to preserve income. Form a line on good terrain: one possibility is to use the forts just south of your keep; another option is to form a slightly more forward line stretching from the forest tiles (19,20) to (26,17) through the village southeast of your keep. <br /> Let the enemies come to you; they’ll arrive around Turn 6 (The Short Dark). Attack aggressively during Second Dawn/Day and you should be able to eliminate almost all the enemy units before The Long Dark hits.<br />
<br />
*'''Moving to the center keep (by Theron):''' An alternate faster and much more aggressive strategy, meant to finish as early as possible for maximum carryover, is to recruit a full keep on turn 1 and move Galas to the central keep immediately. Much of the fighting will take place around First Dusk / The Short Dark so expect heavy losses. <br /> Theron's advice: Recruit 3 Archers and 3 Hunters in turn 1. (Fighters are too slow; shamans are too slow and their damage output is too low.) Move Galas to the tiny keep in the middle of the map. Recruit 1 more Archer and 1 more Hunter in turn 3. Recruit 2 Fighters and 2 Shamans in turn 3 + 4. Decide where to amass your army (green front or blue front). Do not retreat. Ignore TOD. Use terrain advantage.<br />
<br />
For defeating the enemy leaders you can either split your forces in two and kill them simultaneously, or a safer (but slower) strategy is to send everyone to kill the southern green leader and them move them all to the blue eastern leader. The eastern leader is tough to kill – it can help to level an archer to marksman and shoot him down during daytime.<br />
<br />
Try to get Galas to level 2 (captain is strongly recommended for leadership) and level at least one of the shamans to druid.<br />
<br />
===S2 (A Real Confrontation)===<br />
*Objectives:<br />
**Hold out until the end of turns.<br />
**Alternate objective: Defeat all enemy leaders (early finish bonus).<br />
<br />
This is an extremely difficult scenario on Hard, so you’ll want to start this with over 200 gold (minimum gold is 100; replay scenario 1 for more carryover if necessary). The first thing to do is grab the villages of your useless ally, as you can put the gold to much better use. Note that you (or your ally) must retain control of a certain number of villages (9 on Hard, depends on difficulty) or you will lose. This should not be a problem though, as there are 9 villages (3 in the northwest, 3 near your keep, 3 near Ledinor’s keep) which are quite far back and easy to defend.<br />
<br />
This battle has two fronts divided by the central lake: the western front south of your keep, and the eastern front. The eastern front is relatively safe as there are less enemies there and Ledinor sends the bulk of his army that way, while the western front will be a high casualty bloodbath. Therefore one approach is to send a small elite group of veterans including Anlindë east, while using a massive spam approach (civilians and fresh recruits, mixed with some veterans) in the west. An alternate strategy is to recruit only civilians initially and send them out to delay the enemy forces enough so that they reach your main force during the day.<br />
<br />
Keep your elves in a line in the forest and try to slow the level 2 enemies; use ctrl + v and watch out for the skirmishers. With constant reinforcements from your high income and the time of day changing in your favor the chaos army should eventually run out of steam.<br />
<br />
It’s perfectly fine to start the next scenario with minimum gold, so do not worry if you can't defeat the enemy leaders for the finish bonus. Try to level a shaman to sorceress, as the arcane magical damage will be very useful for the next scenario. This is best done on the later turns, when most of the chaos army is gone and it’s relatively safe.<br />
<br />
===S3 (Memories from the Depths)===<br />
*Objectives: Explore the cave, then defeat the undead leader in the far northeast corner.<br />
<br />
Recruit lightly initially, as there aren’t so many enemies in the tunnel and there is another keep right at the end of the tunnel. You’ll be fighting undead so hunters and their advancements are especially good, as are sorceresses if you have any; try to get Anlindë to level 3 and / or a sorceress or enchantress during this scenario as it will help defeat the enemy at the very end. When you reach the end of the tunnel, you can use the nearby keep to recruit/recall some more units. Try to keep your income positive though – you don’t need too many units and there will be more opportunities to recruit along the way.<br />
<br />
Proceed northwest past the second keep, and you’ll come across some branching paths. On the right, moving to the flashing yellow hex will open up a passage leading to a Ring of Swiftness granting +1 movement. A good choice for this ring is Galas, since it can potentially allow him to reach keeps and recruit a turn earlier. The two western paths which will join together in a large central chamber, where you’ll encounter the main undead army; take them out with the help of slowing and arcane attacks.<br />
<br />
Triggering a touchplate in the southwest leads to two holy waters which grant arcane melee damage for this scenario only. Continue northwest, being careful not to expose wounded units since bats will often come out of nowhere and attack, and you’ll come to a river crossing. Across the river is another keep – I would highly recommend using this keep to recruit a couple expendable hunters or shamans for their slowing ability in preparation for the scenario’s final enemy.<br />
<br />
Head east across the river and the path will split north and east. Both paths will join up in the northeast corner but the eastern path has much stronger enemies so send most of your units that way - you can use expendable units to lure the high level undead guards into the open where they are easily killed. In the northeast you’ll come across the scenario’s final enemy, an ancient lich! You’ll need to slow him first, so hopefully you have some expendable hunters or shamans which can suicide into him until he’s slowed. After he’s slowed use your sorceress/enchantress and Anlindë to hopefully finish him off.<br />
<br />
===S4 (Over the Sands)===<br />
<br />
Recruits: Living units are generally not recommended in this scenario due to the dehydration mechanic, but you’ll certainly want another (preferably +8) healer besides Anlindë, and you might as well recall the loyal scout too since he doesn’t cost upkeep. I’d recommend recruiting mostly ghosts – they are fast and have extremely good advancements – with some vampire bats mixed in to scout and act as a distraction force.<br />
You start with 2 villages and there are 6 more around the orc’s keep, but this is all you’re going to get for most of the scenario so take that into account when recruiting (try to keep your income positive).<br />
<br />
'''Part 1'''<br />
*Objectives: Defeat the orc leader to the northwest.<br />
<br />
Use Galas’ leadership on the level 1 ghosts; try to level a couple by feeding them the level 2 orc kills. Focus on killing crossbowmen and archers as their ranged fire attack is dangerous to ghosts. Mal Keshar is great at screening your units – you can put him in very exposed positions and the orcs will generally ignore him.<br />
<br />
When you kill the orcish leader you’ll get about 50 gold. You can use his keep to recruit some reinforcements (watch your income; there aren’t any more villages for a long time). Start heading west, where you’ll encounter some very weak undead. There will also be some scorpions north and south of the path which are free experience for wraiths and ghosts.<br />
After a while the path will turn south and you’ll spot some bandits.<br />
<br />
'''Part 2'''<br />
*Objectives: Defeat the bandit leader in the southwest.<br />
<br />
Try to fight the elusive outlaw units (footpads, thieves) on sand terrain where they only have 40% defense instead of their usual 60 or 70%. Bats make great bait for luring out powerful guard units, or the enemy leader.<br />
<br />
Once you defeat the leader some humans will show up from the north, and you will have to decide whether to fight them. If you do decide to fight them you'll have to defeat their leader and will go to S5a (Crossfire). If you choose the second option instead, the scenario will end immediately and you will go to S5b (Cursed Plateau). <br />
S5a is the easier scenario, but since both scenarios give a different item (see the [[#Item_List | Item List]]) you may want to decide based on that.<br />
<br />
'''Part 3 (only if you chose to fight the humans)'''<br />
*Objectives: Defeat the leader of the humans in the northwest.<br />
<br />
Note that drain attacks will not work on the human units so you’ll have to be a bit more careful with putting wraiths on the front line.<br />
Use the bandit’s keep to recruit more reinforcements if needed and start heading north. You’ll encounter two revenants; you can easily lure them out and kill them with spectres / wraiths. The humans have a lot of units, but if you form a line where your units can only be reached from 2 hexes then their level 1 units won’t be able to damage you too much.<br />
Continue northwest towards the final leader; again a vampire bat can be used to lure her out.<br />
<br />
===Diverging campaign path===<br />
====S5a (Crossfire)====<br />
*Objectives: Defeat all enemy leaders, and make sure no chaos empire units survive.<br />
<br />
All three enemy sides will fight each other, so a couple keeps of units should be enough. Villages are very scarce so using mainly low level units supported by leadership will save on upkeep. Start by sending your entire army south against the chaos empire; the undead and bandits will mostly be occupied fighting each other. The undead will send quite a few troops east but they should arrive around daytime so it should be easy to wipe them out.<br />
<br />
After the chaos empire is defeated, head west; you can send everybody against the lich and then north or split into two groups, one to defeat the lich and one to deal with the bandits. The bandits are the stronger enemy – try to attack them during the day.<br />
<br />
After defeating the bandit leader you’ll be given the choice to spare him; do so and you’ll be given a very useful Ring of Regeneration (+5 HP, regenerates +4 ability, +1 melee damage), a good item for Galas. (Deciding to kill him will only give you some gold and is not worth it.)<br />
<br />
====S5b (Cursed Plateau)====<br />
*Objectives: Move to the northwest corner of the map with Galas, Anlindë or Mal Keshar.<br />
**In order to get the item you must find the piece of parchment in the southwest cave, and defeat both enemy leaders.<br />
<br />
You won't be getting any more villages for a while, so recruit very lightly initially. There's another tiny 1-hex keep to the west where you can recall some more reinforcements, and you'll only face some scorpions and bats at first, so a couple wraiths should be enough. Once you reach the tiny keep in the west, send some flying undead into the southwest cave, where there's a touchplate opening into a chasm full of bats. To the southeast of the chasm is a passage leading to a piece of parchment, which opens a passage through the mountains in the northwest.<br />
<br />
To the north is another small 2-hex keep, though you might have to clear out some chaos empire units before you can use it. There are a lot of invokers so you'll probably want either some cannon fodder or some durable non undead units. It's preferable to form a solid line and defend until most of the enemies are gone, because there are many high level enemies and also some nasty shadow minions (nightstalking, skirmishing and backstabbing pests) around.<br />
<br />
Northeast of the small keep there's a dead end cave with the blue enemy leader; if you want the scenario's item you'll have to defeat him (Mal Keshar is very effective against him), otherwise you can just ignore the cave, though there is a small amount of gold there.<br />
<br />
Following the northwest path through the mountains leads to a gate, which you won't be able to open until you defeat both enemy leaders, though you could start sending whichever unit you want to pick up the item that way (it can be used by elvish hunters, fighters and advancements; I'd strongly recommend Galas.) Just send them on their own because there aren't any enemies behind the gate. Once you kill both leaders, you'll be able to pass through the gate to a chest in the south containing Shardia's Meteor (adds 15-2 ranged fire firststrike slow attack, +20% fire resistance, intimidates ability which causes level 0 and 1 enemies to fight worse).<br />
<br />
Continuing north and then east, there's another cave with the second leader. There's also a couple small piles of gold (in the southeast and northeast) in the cave. In the northwest is the shadow courier leader; try to kill him as quickly as possible in melee (preferably luring him out of the castle first so he doesn't have such high defense) because he will completely demolish your undead units. Once you kill the shadow courier, the western path which leads outside to the exit only has a few vampire bats.<br />
<br />
===S6 (Moon Valley)===<br />
*Objectives: Defeat all enemy leaders.<br />
<br />
This scenario is much easier than it looks, because the orcish units will generally stay clumped together near their leader instead of all coming towards you at once, allowing you to focus on each army separately. You’ll receive a small amount of gold each time you defeat an enemy leader.<br />
<br />
It's possible to rush the northeastern (blue) orc leader and kill him before he spends most of his gold: recruit a full keep on turn 1 and send Galas northwest immediately; send a bat southwest to village grab and move everyone else northwest. With the help of Anlindë and Mal Keshar you should be able to whittle down the leader on turn 3 and finish him on turn 4. Galas can then use the keep to recruit reinforcements while the rest of the army clears out the remaining blue orcs.<br />
<br />
At this point the green and black orcs will be hanging around the central forest while purple remains in the west. Advance aggressively during the second day and you should be able to wipe out most of the green and black units. After that only purple will be left; it will be night now but with the help of slow and Mal Keshar who is practically invincible they shouldn’t pose a problem.<br />
<br />
As the dialogue hints, when you approach the northwest area close to the final keep, several high level orcs will appear and the northwest leader will also get some gold to recruit. Wait until daytime (preferably morning) to approach, and you can also use the nearby keep to recruit some spam if you want to be extra safe.<br />
<br />
===S7 (Goliath)===<br />
*Objectives: Defeat Goliath.<br />
*Note: The units you recruit/recall on the first turn are all you will have for the entire scenario, so choose carefully.<br />
<br />
This scenario has a lot of weak level 1 units scattered around, so it’s a good opportunity to get some experience. Most of the enemies in this scenario are automatons which are extremely resistant to blade and arcane (50%) but only have 10% impact resistance making trappers/prowlers especially effective against them.<br />
<br />
After heading west through the tunnel that you start in, you’ll come across the keep of the chaos empire. This is actually the toughest opposition you will face all scenario so be defensive (form a line and let the enemies come to you) and take your time. The enemy leader is extremely dangerous in ranged so try to take him down in 1 turn using mostly melee attacks.<br />
<br />
After defeating the enemy leader, head south across the river and you’ll encounter some demons and bats scattered about; keep heading south and you’ll come to a chamber with some automatons which are basically free experience. There’s a passage in the south leading to an orb switch; send a fast unit like a flying undead to trigger it, which will open the eastern wall into a large central area.<br />
<br />
In the central area, triggering the touchplate in the southwest corner opens a small room in the center with two golems guarding a potion of strength (+2 melee attack, +8 HP for this scenario only) and the final touchplate which opens the way south. The northeast path is just a dead end with some weak enemies (though you could go kill them for the experience if you have the time) so send everyone down the southern passage. <br />
<br />
The passage leads into a huge chamber in the south filled with automatons. Moving further south in this chamber reveals the scenario’s boss, Goliath, who appears along with a few level 1 automatons. Goliath has a lot of HP and good resistances but is extremely weak in offense, so just slow him and attack with powerful units like Mal Keshar and he will be destroyed in no time.<br />
<br />
In the far southeast, down the watery passage, there is a secret touchplate at 40,26 which opens a passage to the Void Armor, which is located in the lit hex at 31,24. The armor sets physical resistances to 50% blade/50% pierce/40% impact and is a great item for Galas (it can be used by elvish fighters, rangers, skeletons, skeleton riders and their advancements) - start sending whichever unit you want to take it southeast ASAP if you want to make it in time.<br />
<br />
===S8 (An Errand of Hope)===<br />
*Objective: Defeat all enemy leaders (3 in total).<br />
<br />
You will get another opportunity to recruit later, when you are much closer to the main battle, so you may want to save some gold until then and try not to go negative on income. The first enemy you’ll be facing is some trolls directly to the northwest. Wraiths, spectres and Mal Keshar are especially effective against them. Near the troll’s keep you’ll find a Poisonous Bow (can be used by elvish archers, skeleton archers, elvish heroes, revenants and their advancements) which adds an 11-3 ranged poison attack.<br />
<br />
Head northwest across the river (don’t bother exploring southwest of the river; there’s nothing there) and you’ll come across a large central area – entering it will clear the fog in the area and reveal an ongoing battle between the chaos empire and some allied dwarves. There’s also a second dwarf leader far in the northwest (he has a few villages, so you can send a bat up that way to steal them), and another chaos empire leader all the way in the northeast corner.<br />
<br />
Use the large keep here to recruit/recall some reinforcements, and split up your forces between the western front and the northeastern front. You’ll need more firepower in the northeast, since there are quite a few high level enemies there and the dwarves will concentrate their forces in the west. It helps to have Galas use Althurin’s keep to constantly reinforce (you should have a pretty high income) and just defend the northeast passage until the high level enemies are gone. (Don’t worry about keeping Althurin alive; he’ll just flee if he gets to 0 HP).<br />
<br />
The final enemy leader is all the way in the northeast corner; he’s a chaos lorekeeper so send your strongest melee units against him.<br />
By the way, there’s no point in sending a unit to the crypt south of the western leader (you’ll just get a message saying it’s empty).<br />
<br />
===S9 (The Library)===<br />
*Objective: Reach the exit in the south with Galas, Anlindë or Mal Keshar.<br />
**Optional objective: Defeat all enemy leaders (early finish bonus).<br />
*Note: The exit is marked by a turquoise glyph somewhere in the south (its exact location is random). You'll need the exit key to pass through, which is dropped by a random enemy leader.<br />
<br />
Don’t recruit too heavily at the beginning, since you’ll get another opportunity to recruit about halfway through the scenario. You’ll probably have to do quite a bit of fighting before then though, so some durable units will be helpful. Ghosts/wraiths/spectres are especially good in this scenario due to the lack of chaos invokers and fire demons. Head west (the passage south of your starting keep just leads to an empty dead end) and after fighting through a couple level 2 undead you’ll come to an intersection.<br />
<br />
The northwest path leads to a dead end with a ruined house; when you send a living nonbat unit there to investigate you’ll discover Igor, a loyal wolf rider. He is automatically recalled in all later scenarios and even has his own dialogue, so it's highly recommended to keep him alive. Meanwhile in the south, the combined forces of the 3 enemy leaders will begin to arrive. The easiest way to fight them is to just defend in the bottleneck until the massive army is mostly gone; it will take quite a while but the rest of the scenario will go much quicker after the main enemy army is gone.<br />
<br />
When you get past the bottleneck you’ll come to a large keep where you can recruit some reinforcements, and the path splits into a western and eastern one. There are two enemy leaders in the west and one in the south, so one possibility is to split into two groups and have one group take out the two western leaders one after another (there’s a banebow leader in the northwest and a draug leader in the southwest), while another group circles east and then south to take care of the southern lich leader (bring some arcane damage).<br />
<br />
The purple glyphs scattered around reveal various pieces of backstory. There is also a turquoise glyph somewhere in the south which marks the exit. You’ll need the exit key (dropped by a random enemy leader) to use the glyph. You might as well just defeat all enemy leaders for the experience and early finish bonus, as they don’t have much income and are pretty much on their own.<br />
<br />
===S10 (The Source of Light)===<br />
*Objectives: Defeat the enemy leader, and then activate the six runes to open the central chamber.<br />
<br />
Note that this scenario takes place deep underground, where chaotic units get +30% damage instead of the usual +25%. In the beginning, make sure to send a vampire bat to grab the village in the far northeast corner of the map, across the chasm. The first objective is to defeat the enemy leader to the southwest. There are a lot of high level enemy units including skirmishers, so a safe way to play it is to form a solid vertical line along the 4-hex bottleneck (from 42,11 to 42,15) and defend there until the most threatening enemies are gone.<br />
<br />
Once the leader is defeated, you’ll have to activate the 6 glyphs scattered throughout the lower half of the map. Here are their approximate locations (going counterclockwise):<br />
*'''Northwest (across the river):''' A long twisty passage leads past some giant spiders to a glyph at the very end.<br />
*'''West:''' There’s a glyph behind a cuttlefish leader in the west of the watery area.<br />
*'''Southwest corner:''' There are a bunch of animated rocks and various undead here, and a glyph next to an enemy leader. Watch out, because several wraiths are lurking near the keep.<br />
*'''Center south:''' There’s a sealed chamber containing a glyph, which you have to open by finding a touchplate in the far south. There’s also a red Berserker Potion (not usable by: ghosts/bats/corpses, elvish shamans and their advancements, or hero units), which gives the berserk special to a unit’s melee attacks, +1 melee damage, +10% HP, and some extra resistance (+10% blade, +20% fire, +30% impact).<br />
*'''Southeast:''' There’s a lava filled cave full of fire spirits – dark adepts and their advancements are especially effective against them. In the far southeast there’s a fire guardian leader and a glyph next to the keep.<br />
*'''Northeast:''' You’ll encounter some undead and a chocobone leader (be sure to keep fragile units out of range of its charge attack). There’s a glyph guarded by vampire bats north of the undead keep, and a northeast passage leading to a green Potion of Drain (adds drain special, -5% HP, +10% arcane resistance, usable by non undead units).<br />
<br />
In order to explore efficiently it’s best to divide into several small groups (e.g. 4 groups, one for each corner). A very useful tip by skeptical_troll if you’d like to avoid a lot of fighting completely is to send a shadow/nightgaunt to activate the glyphs (though it’s not advised to do this in the southwest or northeast corner, since these glyphs are surrounded by enemies).<br />
<br />
Since there is no early finish bonus and you likely have very high income, you may want to take your time and make some extra gold for next scenario.<br />
<br />
===S11 (Strike on Herthgar)===<br />
*Objectives: Hold out until the end of turns, or defeat all enemy leaders.<br />
*Note: All enemy sides will get a small amount of gold on turns 6 and 14.<br />
<br />
This scenario is actually the final battle for Part I – the next two scenarios are more of an epilogue. This is one of the more difficult scenarios, so don’t worry too much about losing some veterans (another thing to note is that you will not be able to take more than six undead veterans with you after this scenario.)<br />
<br />
Gold carryover is completely irrelevant (you won’t be able to use more than the minimum gold next scenario) so one approach is to just recall every single veteran you can afford. It can be helpful to create walking corpses with your necromancers to act as a distraction. Also, be sure not to let your spectres/nightgaunts etc. get within range of multiple chaos invokers and demons, or they will die fast.<br />
<br />
Here is one strategy for defeating all enemy leaders:<br />
#Send a large force northwest to wipe out the two northwestern enemies while a smaller force heads south to defend the dwarven castle. (The eastern front and southern front do not require immediate attention because the dwarves will delay the enemies for several turns.) Form a line and let them come to you; prowlers with their slowing ability and necromancers with their high HP and arcane resistance (there are lots of chaos invokers around) are especially good at holding the line.<br />
#Once the two northwest enemies are defeated, split the large northern force, with one part going to deal with the eastern enemies, and the rest going south to reinforce the castle.<br />
#Defend in the castle using the bridge chokepoints (just watch out for demon zephyrs which can fly over the deep water moat) until most of the southern enemies are gone. The southern force can then split into two groups and take out the two remaining southern leaders.<br />
<br />
===S12 (The Escape)===<br />
*Objectives: Reach the northern exit with Galas, Elynia or Mal Keshar.<br />
*Note: You may only recruit/recall during the first turn (6 units total), and any undead veterans you do not recall this scenario will be permanently lost (dark adepts/sorcerers/necromancers and bats do not count).<br />
<br />
This is a relatively easy scenario, but there are some triggered events including a large ambush near the end so don’t send your units too far ahead by themselves.<br />
<br />
There are four minor enemies you’ll be facing this scenario:<br />
<br />
#After crossing the river at the beginning you’ll come across a chamber with the chaos empire fighting some trolls; both are very weak and shouldn’t be a problem.<br />
#After crossing another bridge and heading north you’ll encounter a mechanical Goliath along with some automatons; he is also extremely weak.<br />
#You’ll then come across a tunnel leading into a large empty chamber. Do not send a unit all the way into the chamber because there’s an ambush; instead move a scouting unit slowly toward the chamber until you trigger the ambush, then pull it back using its remaining movement. After that the ambush shouldn’t be hard to deal with – the most threatening enemy is the hellhound with 10-4 melee berserk, but a single spectre can easily take care of it.<br />
#Finally, after heading north you’ll come across some imps. One thing to watch out for is that when you kill the leader imp, he will dissolve into a bunch of mudcrawlers. After that the exit is straight to the north.<br />
<br />
===S13 (Face Your Fate)===<br />
*Objectives: Hold out to the end of turns; then accept the inevitable.<br />
<br />
This is mostly a cutscene scenario.<br />
Holding out until the end of turns should be trivial with your extremely high starting gold. If you didn’t manage to recall some of your undead veterans last scenario, you can recall them now. A few turns after the initial turn limit, the Chaos Warlord will appear in the southwest and the objectives will change to defeating her. However, it is impossible (if you reduce her HP to 0 she’ll just heal back to full and instantly kill all your undead units), and the only way to end the scenario is to let your leader die.<br />
<br />
==Part II: Armageddon==<br />
<br />
===S14 (Bye and Behold)===<br />
*Objectives: Defeat both enemy leaders.<br />
This should be a very easy scenario, especially if you’re continuing from a Part I save, so it’s a good opportunity to get some easy XP for fresh recruits. The barrel contains 6 explosive arrows (does 80% of the base damage to the unit immediately behind the target).<br />
<br />
The two enemies you’ll be facing are saurians and water serpents from the northwest and orcs from the northeast. The northeast orc keep is surrounded by deep water to the south, forcing the orcs to go all the way around to the west and then south, giving you several turns to focus on the saurian army before they arrive. Most of your forces should head northwest since the main battle will take place there (for the east you can just send a bat to village grab). If you keep your elves in the forests you should have no problem dealing with the saurians and then the orcs.<br />
<br />
===S15 (Shadows of Time)===<br />
*Objectives: Defeat all enemy leaders. (You actually do not need to kill the ancient lich leader – once you attack him he will flee.)<br />
You’ll be fighting a lot of undead so arcane (sorceresses, dark adepts, etc.) and fire damage (sprites) will be very useful. Your orcish allies will mostly go up the northeastern side of the map and delay the undead coming from that direction, so the main battle will likely take place on two fronts: fighting the undead from the west, and the orcs in the center.<br />
<br />
The first threat you’ll face is the group of four Forefathers coming at you from the west; stay back and let them get close, and then finish them off with heavy arcane hitters like Elynia and Mal Keshar. After that you can split your army in two, with one group holding off the undead in the western forest, and another (probably larger) group dealing with the incoming flood of orcs (and later undead from the north) in the center.<br />
<br />
===S16 (Dawn of War)===<br />
*Objectives: Reach the southern edge of the map with Galas, Elynia or Mal Keshar.<br />
**Optional objective (early finish bonus): Defeat all enemy leaders.<br />
*Note: You can only recruit / recall elves on the first turn, and all veterans not recalled in this scenario are permanently lost.<br />
<br />
Recalling advice:<br />
*If you continued from Part I you’ll likely have much more veterans than you can recall; however there’s no need to get obsessed about bringing every single veteran with you because there is very little gold in later scenarios, so you won’t be able to use them all anyway.<br />
*Elves: It’s highly recommended to get at least two healers because you will not be able to get any more healers later! After that, probably the most useful elven units are enchantresses and prowlers since they can slow.<br />
*Spectres are great in later levels (arcane damage + mobility); I’d recommend recalling every one you have. Necromancers and nightgaunts will also be very useful.<br />
*I would not recommend recalling any sprites, since they are lawful and the next scenarios all feature perpetual night.<br />
<br />
Your two allies will do a pretty good job distracting the two outer enemies, so the main battle will take place in the center. If you began the battle portion of the scenario on turn 4, you should have a turn of daylight (First Afternoon) to strike hard and fast at the central enemies with all your veterans. If you continue to make as many kills as possible during dusk there shouldn’t be many enemies left at all to threaten you during the night. Once you deal with the units from the two central enemies the rest of the battle should be easy, as the two outer enemies should be weakened from fighting your allies. It's recommended to kill all the enemy leaders for the extra gold and experience.<br />
<br />
===S17 (Voice of the Armageddon)===<br />
*Objective: Defeat all enemy leaders.<br />
You will face two enemy leaders: a relatively weak enemy in the center, and a very powerful enemy far to the south. You’ll probably want to recruit a few expendable units such as skeletons or vampire bats to distract the powerful enemy units from your veterans. The central enemy shouldn’t be too much of a problem: blast them with your veterans and then put a couple expendable units in front to screen them.<br />
<br />
Once you scout far enough south, you’ll trigger the southern leader to start recruiting and a boss Armageddon Imp will appear and start heading for you. It’s probably best to wait near the central keep and let the imps come to you so you don’t get in range of the enemies stationed in the southern fort. Once they arrive, illuminate and slow the boss and then zap him with your magical ranged units. Next you’ll have to deal with the army of soulless and necrophages coming from the south; once again an effective tactic is to blast away with your veterans from the back and then insert some expendable units in the front.<br />
<br />
Be careful when approaching the fort because the powerful units stationed there will come out and attack; use ctrl + v to make sure no one is too exposed, and try to lure them out one by one. The ancient lich leader can be lured out onto 40% defense terrain by placing a walking corpse in his range. Don’t bother about setting up the kill on the leader because he will just run away, denying you the killing XP.<br />
<br />
===S18 (Ashes of Wesmere)===<br />
*Objectives: Defeat the enemy leader, and then move Galas, Elynia or Mal Keshar to the cave in the southeast.<br />
<br />
The more spectres you have the easier this scenario will be; I recommend recalling all your spectres and wraiths. Since there aren’t any villages you’ll surely start next scenario with minimum gold anyway, so there’s no point in worrying about upkeep or saving gold. The main enemies you’ll be facing are drones, which do impact damage and are weak to arcane. Advance very cautiously at first because there will be several level 2 drones lurking around. They’re extremely nasty in ranged, so spectres are ideal for taking them out.<br />
<br />
Once you start heading south, you’ll face a horde of level 1 drones from all directions. Just keep killing them every turn with spectres and wraiths, focusing on one group at a time, and eventually they’ll run out. Be careful of putting Mal Keshar in range of a lot of drones because they’ll chain attack him and he’s weak to impact.<br />
<br />
After that it should be easy to kill the enemy leader, who has a pretty pathetic army. When you head southeast to the cave, keep a tight formation and don’t expose heavily wounded units because there are several invisible skirmishing and backstabbing shadow minions around.<br />
Since there’s no early finish bonus, you can use any leftover turns to go around killing the other enemies scattered around the map for the XP.<br />
<br />
===S19 (Under the Sands)===<br />
*Objective: Reach the exit in the south with Elynia or Mal Keshar<br />
<br />
This scenario has a lot of rough terrain and chasms, so ghostly undead (spectres, nightgaunts) will be extremely useful. Also, the blue matrix flow systems have 0% defense and can be drained, so they can be used as free full heals for your spectres.<br />
<br />
When heading out of the initial chamber, be very cautious and keep a completely tight formation because there are several shadow minions (which are invisible and can skirmish and backstab) lurking nearby. This scenario is full of these shadow minions, so be very cautious when advancing.<br />
<br />
Make your way southeast to kill the drone leader, then west where the chaos empire army should be arriving. They shouldn’t be much trouble (just make sure to kill the invokers before they can get at your ghosts). You’ll arrive in a large central chamber full of various enemies. Send some units towards the hive in the southwest of the chamber and you’ll spot a matrix core in the far west; each core you destroy will reduce the gold of certain enemy sides in the next scenario by a bit (there are 5 cores total). Next scenario is difficult, so it's worthwhile to destroy as many cores as possible.<br />
<br />
Head south across the lava chasm (it will probably take a while, due to being assaulted by enemy spawns from all directions) and you’ll come across the chaos empire leader to the left and a dead end with a second matrix core on the right. Once you defeat the leader head south towards a swampy area.<br />
<br />
Past the swamp is a fork: the southern fork doesn’t have enemies and leads straight to the exit. The eastern fork leads into a large hive, where the remaining 3 matrix cores are. One of the cores is near the entrance. The remaining 2 cores are extremely deep into the hive so getting at them may be more trouble than it’s worth, though you can get some good XP out of fighting your way through to them. Note that you won’t be able to leave until Elynia and Mal Keshar are both outside the hive, so make sure you have enough turns left before exploring (but if you kill the innermost core, a shortcut will open up, so you don’t have to backtrack all the way).<br />
<br />
===S20 (The Heart)===<br />
*Objectives: Move Galas, Elynia or Mal Keshar inside the fortress, or defeat all enemy leaders.<br />
*Notes:<br />
**Another enemy leader will appear in the north on Turn 2. Also, every so often starting from Turn 3, a large group of enemies (mostly demon zephyrs) will appear in the chasm surrounding the fortress.<br />
**After the initial turns of daylight the scenario becomes perpetually night.<br />
**You have control over the allied dwarves this time. They leave after this so they’re completely expendable.<br />
<br />
This is somewhat of a finale for Part II of IftU. <br />
Since you don’t have so much time, trying to defeat every leader is probably more trouble than it’s worth, especially on Hard. My strategy was to completely ignore the northern leader and rush my entire army southwest, killing as many units as possible during the day before the scenario turned into perpetual night. After that I fought my way over the bridge into the fortress (having spectres and nightgaunts fly over the chasm is essential in breaking the bridge bottleneck), sending the less valuable veterans in first. Meanwhile some units went to deal with the northern army which was attacking from behind.<br />
<br />
The dwarves really did not do much; I mostly had them camped in the 3 village cluster just northwest of the fortress the entire time, where they lured out and killed any demon zephyrs which spawned in the west.<br />
<br />
Some tips:<br />
*After this you’ll only be able to use 8 of your veterans for the rest of the campaign. So choose your 8 favorite veterans and go crazy with the rest!<br />
*There are a ton of enemies on this map, and a lot of nasty flying ones which can reach your units from quite far away. Use ctrl + v constantly to avoid surprises.<br />
*Two nightgaunts backstabbing from opposite sides of a sentry tower will automatically kill it from full health.<br />
*Having some expendable units will be very helpful; if you’re short on cash, you can use your necromancers’ plague staff to make free corpses.<br />
*Don’t worry about gold carryover; you can’t use more than the minimum next scenario anyway.<br />
<br />
===S21 (Innuendo)===<br />
*Objectives: Reach the exit in the north with Galas, Elynia or Mal Keshar.<br />
*Notes:<br />
**From now on it is ''highly'' recommended to restart anytime any unit dies, because these are the only veterans you'll have for the rest of the campaign and the remaining scenarios are very difficult.<br />
**It is essential to pick up the chest of gold in the southwest, which will be needed several scenarios later for the final battle.<br />
<br />
Recruits: You may only bring 8 veterans with you for the rest of the campaign. Future scenarios will be underground / deep underground so undead are especially useful. It’s also recommended to bring 2 shydes for healing, at least one necromancer for making free fodder corpses, and some flying undead (spectres/nightgaunts) since there will be a lot of unwalkable chasms. (I used 2 shydes, 2 necromancers, 1 lich, 2 spectres and 1 nightgaunt and it worked really well.)<br />
<br />
Get ready for an absolutely massive dungeon crawl! You’ll face several waves of enemies in this scenario:<br />
<br />
'''The beginning:''' Some Chaos Empire units will come at you immediately, so just form a solid line in the passage and let them come. After that the path splits north to a dead end with a Potion of Deftness giving +1 movement and +1 ranged damage (living units only), and a southwestern passage leading to a large chamber full of powerful enemies. You can safely destroy them by forming a line in the 3-hex passage and slowly picking them off until they’re gone. (Try to turn some of them into corpses, which can be used as bait for powerful enemies later).<br />
<br />
'''The large chamber in the south:''' There are two paths north (both lead to the same place) with some enemies guarding them. In the southwest corner there’s a room with a Potion of Strength (+1 melee, +8 HP, a great item for Galas), an Accuracy Bow (for archer units only, such as Erathan), and a chest of gold. There is an enemy leader in the northwest, and moving to the gem behind him will open one of the gates in the northeast.<br />
<br />
'''The northern chamber of undead:''' You’ll need to find the gem which opens the gate in the far north, where there is an ancient lich leader. Be sure to stay out of his range (he has 7 movement!) until you wipe out most of his army. Also be careful of the two wraiths right behind the leader. If you made any walking corpses earlier, you can use them as bait to safely lure out the ancient lich leader. The gem on his keep opens the gate in the east.<br />
<br />
'''The imp boss''': Past the eastern gate, you’ll come to a long passage east with some enemies. Once you advance far enough, you’ll discover a large chamber with a nasty imp boss and some other enemies. It’s best to fight them in the 3-hex bottleneck, and try to have Elynia illuminate and slow the boss.<br />
<br />
'''The dungeon:''' The area northwest of the chamber where the imp was leads to the exit, but it’s blocked by a gate so you’ll have to go east to the dungeons first. You'll find a (useless) troll soulless and a merman soulless which will join you, as well as a hostile drake soulless. In the southeast, there’s an unwalkable chasm with some enemies on the other side; if you send some flying undead exploring there they can trigger a touchplate which opens a passage for regular units to enter. There is a Glacial Gladius there which gives a slowing cold melee attack (usable by elves other than shamans+advancements, and by Erathan.)<br />
<br />
The goal is the northeast hive area, where there’s an amulet (+10% arcane resistance, changes ranged damage type to arcane) which is good for units like shydes so they’ll take less damage when slowing later bosses. The south of the hive contains a cage with Ledinor, the elvish lord from the beginning. Freeing him and the other three soulless will open the gate in the northwest where there are a ton of high level enemies and a drone boss.<br />
<br />
'''The exit (finally!):''' For the horde of high level enemies coming from the exit, it’s safest to retreat to one of the 3-hex passages leading to the dungeons and just pick them off slowly. When approaching the exit, be careful since the chasms on either side contain drones.<br />
<br />
===S22 A (Face of the Enemy)===<br />
*Objectives: Explore the area, then defeat the Chaos Warlord, then flee to the southeast with Galas, Elynia or Mal Keshar.<br />
Head southeast past some drone hives – the drones will constantly respawn from the hives, though they won’t chase you if no units are in range. Continue heading east across the cave area. There’s a gate in the north which just leads to a dead end, and a couple doors in the southeast which lead to a corridor of enemies. The safe way to deal with them is to camp in the 2-hex bottleneck. Also, watch out for the berserking hellhound hiding in the back. The northeastern water area just leads to a glyph with some backstory about the drones.<br />
<br />
Past the corridor of enemies is another gate; once you open it all your units will be teleported into the chamber beyond, where you’ll be surrounded by powerful enemies. Try to focus on killing a few at a time while staying out of range of the others. A few turns later the Chaos Warlord will show up in the keep in the west. She’ll recruit some units, so retreat and deal with her army before taking her on.<br />
<br />
Once you defeat her she’ll heal back to full so you’ll have to run away by having Mal Keshar destroy the exit gate to the southeast. Fortunately Elynia will cast a spell on her so she’ll only have 1 movement until you open the gate, at which point she regains all her movement (so make sure your units aren’t in her range at that time). The Warlord will just stay in her keep and recruit and not chase you, so it should be easy to get away. The southeast area just has some drones in the south and a giant spider; move a leader to the southern border of the map to proceed to the next part.<br />
<br />
===S22 B (Dark Hive)===<br />
*Objectives: Defeat the Chaos Warlord (you will have to fight her several times.)<br />
This is an extremely difficult scenario. There are hordes of constantly respawning drones, several difficult boss fights and you must also keep as many veterans as possible alive for later scenarios.<br />
<br />
Some tips:<br />
*In general due to the respawning drones it’s best to stick together in a single group, move forward quickly, and not send units off exploring side passages or they may end up trapped – the only things to find anyway are two glyphs with some backstory.<br />
*A useful (but cheap) tactic is to deliberately leave units (especially Elynia/Mal Keshar) a few XP from leveling so when they attack the boss they’ll automatically heal to full.<br />
*Always make sure to lure off and get rid of as many surrounding drones as possible before confronting the Chaos Warlord, because her leadership combined with the drones is deadly. <br />
There are three sections, each ending with a fight against the Chaos Warlord:<br />
<br />
'''Part I'''<br />
<br />
In the beginning, the path branches south and east; both eventually lead to the same place in the southeast but the eastern path has better terrain so is probably the easier one. Eventually you’ll come to a larger area with a chaos magus to the south; the way forward is a couple doors south of the chaos magus past some ants. Once you open the doors you’ll meet Elyssa again; she’s surrounded by a ton of drones and will recruit more so just camp in the 2-hex passage until all the drones are gone. Meanwhile you’ll have to move Elynia and Mal Keshar next to each other and protect them for a few turns (move them off the front lines before doing this, because they won’t be able to move or attack).<br />
<br />
Once Elynia and Mal Keshar have summoned the Union and all the nearby drones are gone, lure Elyssa out onto 40% defense by putting a unit in her range. She’ll absorb all non-Union damage, but you can still slow her so try to always slow her before using the Union. Note that the Union uses up both Elynia and Mal Keshar’s moves and attacks, though you can still slow with Elynia and then Union with Mal Keshar. Once Elyssa’s at 60% health she’ll run away.<br />
<br />
'''Part 2'''<br />
<br />
The way forward is the two gates in the southwest, which lead down some narrow passages into an area full of demon zephyrs and drones. You can form a line just outside the narrow passages (don’t use the 1-hex bottlenecks or it will take too long) and let them come. Also, try to avoid sending your flying undead onto the starry chasms because it has a small chance of killing them.<br />
<br />
Continuing southwest, you’ll come to a rocky area surrounded by chasms - there are a bunch of drones across the chasms so try to lure them off a couple at a time. Elyssa’s in a keep to the south - lure her out and repeat the slowing + Union tactic (she still absorbs non Union damage). This time she’ll flee at 40% HP.<br />
<br />
'''Part 3'''<br />
<br />
Continuing east, a bunch of zephyrs and drones will come at you across the eastern chasm; form a line and lure them onto land so you can easily get rid of them. Then the path splits south and east - both lead to the same area in the southeast, where Elyssa is waiting with a bunch of drones. As usual try to lure off as many drones as possible before luring Elyssa out.<br />
<br />
She is more powerful this time, but fortunately she now takes full damage from non Union attacks! However, make sure to finish her with the Union; otherwise she’ll just regenerate HP instead of dying.<br />
<br />
===S23 A (Into the Lair)===<br />
*Objectives: Find the entrance to the Chaos Emperor’s lair.<br />
<br />
In the beginning, just follow the path southwest past a few demon zephyrs and guards. Past the gate in the southwest there are a couple enemy leaders; just camp in the 3-hex passage until both their armies are gone. There’s a gate in the south which leads to the exit, but you’ll have to find the glyph to open it first.<br />
<br />
A few turns after entering the indoor area, a bunch of cockatrices and drones will come flooding out of the west. It’s preferable to form a solid line against them, since getting petrified disrupts a unit’s ZOC. Cockatrices are weak to arcane so spectres are ideal for taking them out. Once they’re gone split up into two groups to explore the western cave passage and the north- there’s an enemy leader in each area. It’s best to send Elynia with one group and Mal Keshar with the other since the glyph to open the exit is in a random location and only Elynia or Mal Keshar can activate it.<br />
<br />
Once you open the exit gate, there will be another flood of cockatrices from the southeast. Past the exit gate there’s a very weak enemy leader and some assorted enemies scattered around. The path then splits three ways: south is an empty dead end, north is a dead end with some story glyphs, and east is the entrance to the lair.<br />
<br />
===S23 B (Until Death)===<br />
*Objectives: Defeat the Chaos Emperor.<br />
*Note: The blue glyphs scattered around the map heal a unit to full.<br />
This is effectively the final battle; the next scenario is easy and more of a playable cutscene (however, any surviving veterans do carry over to next scenario – you won’t need many but the more the better.) This is probably the most difficult scenario in the entire campaign so hopefully almost all of your veterans are still alive and you got the extra gold from S21.<br />
<br />
You’ll start close to two enemy leaders, and it’s possible (recommended, even) to take them both out on turn 1. The southern leader should be easy; make sure to leave Galas available to take his keep and begin to recruit undead immediately. For the northern shadow courier if you put Mal Keshar next to him and Elynia next to Mal Keshar, two of Mal Keshar’s Union hits will take him down (a 78% chance to kill – it’s slightly risky though, since there are likely some level 2 drones lurking around and Mal Keshar will take a lot of retaliation if he doesn’t kill the shadow courier.)<br />
<br />
Try to recruit as much as possible with Galas on turns 1-3. At the start of turn 4, the Emperor will possess Mal Keshar (meaning you can’t recruit undead anymore) and Erathan (or Galas, if you don’t have Erathan). You’ll then have to use Elynia to kill Mal Keshar (you can make this part easier by making sure Mal Keshar is close to your units and on 40% defense on turn 4.) The Emperor can recall your unused undead veterans while he’s controlling Mal Keshar, so try to finish Mal Keshar off immediately.<br />
<br />
Once you kill Mal Keshar, the Emperor will get a new Union attack and Elynia will also get a powered up (35-4) Union attack when next to him. Elynia’s Union is the only attack which does full damage to the Emperor; all other attacks will do just a few HP of damage (also, non-Union attacks will sometimes cause him to become unslowed so be careful). Lure the Emperor out onto 40% defense, slow him, and then Union with Elynia. You’ll probably need about 3 turns (2 if you’re lucky) of Elynia using the Union. Hopefully Elynia doesn’t get hit too much; if she does you could try ZOCing the boss with cannon fodder while Elynia gets healed or moves to a healing glyph.<br />
<br />
Once you defeat him Mal Keshar will return and you can recruit undead again (although he is extremely fragile now so it’s essential to keep him away from the Emperor), and the Emperor will transform into his final form. This form has much more HP and a stronger ranged attack (hopefully at least one slower is still alive!) but fortunately can now be fully damaged by regular attacks. Elynia’s Union also gets a major powerup, so his HP should go down very quickly. He sometimes spawns drones when hit; you may want to move your own units next to him before attacking so that the drones don’t block the hexes next to him. Make sure to have Elynia finish him off with the Union, or else he’ll regenerate a ton of HP.<br />
<br />
===S23 C (Broken Heart)===<br />
*Objectives: Reach the exit with Elynia, Galas or Mal Keshar.<br />
*Note: This is the last scenario.<br />
This scenario should be pretty easy, even with very few surviving veterans. Head northeast past some demon zephyrs to the first checkpoint; your units will all enter a new lava area. Around this time Ledinor will begin having some ominous dialogue, and several turns later he’ll suddenly transform into a shadow courier, and 3 shadow minions will appear around him. You can either kill him, or just leave him behind.<br />
<br />
After heading east across the doors past the second checkpoint, the path will turn north. Once you approach the third checkpoint, several high level undead will appear in the 3-hex keep just north of the checkpoint. Once you’ve dealt with them, it’s a pretty uneventful trip northwest toward the exit.<br />
<br />
[[Category: User-made Campaigns - Walkthroughs]]</div>Inkyhttps://wiki.wesnoth.org/index.php?title=User:Shadowm/AtSProseCorrection&diff=58868User:Shadowm/AtSProseCorrection2017-08-13T20:55:46Z<p>Inky: /* Edits to be reviewed */</p>
<hr />
<div>Format:<br />
=== path ===<br />
* line number<br />
** original<br />
** initial correction<br />
*** comments<br />
*** Name: Comment.<br />
** edit version 2<br />
*** Name: Comment.<br />
** ...<br />
** final edit<br />
<br />
Formatting:<br />
* Please <s>'''<nowiki>'''bold'''</nowiki>''' changed words, unless the changes amount to a rewrite</s> MARK ALL CHANGES.<br />
<br />
For edits under review, append new comments and edit versions to the end of the block. Please do not overwrite or delete anything until the edit is finalized. When an edit is finalized, move it to the "Edits to be committed" section and delete all intermediate versions (all except the original and final).<br />
<br />
FI stands for Formality Increase. Edits I've marked as FIs are only increasing formality and/or decreasing/removing elements that may cause the dialog to sound too modern.<br />
<br />
And remember:<br />
<div style="margin: .5em 2em 3em; padding: .5em 2em; background-color: gold; color: gold; text-shadow: 1px 1px hsla(0,0%,0%,.5)"><br />
<shadowm> And please try to be orderly.<br/><br />
<_8680_> Of course.<br/><br />
<shadowm> e.g. If I see a correction for E2S4 followed by one for E1S8 and another for E2S2 I'll probably flip out.<br/><br />
</div><br />
<br />
== Edits to be committed ==<br />
<br />
== Edits to be reviewed ==<br />
<br />
=== episode1/scenarios/03_Civil_War ===<br />
* 847<br />
** "Did one of your kind kill the puny ‘lord’ of these rebels as part a ruse to banish us from the forests, then?"<br />
** "Did one of your kind kill the puny ‘lord’ of these rebels as part '''of''' a ruse to banish us from the forests, then?"<br />
<br />
=== episode1/storytxt.cfg ===<br />
* 300<br />
** Because it was my reluctance '''what''' ultimately led to the young elf’s demise at the hands of the demoness.<br />
** Because it was my reluctance '''that''' ultimately led to the young elf’s demise at the hands of the demoness.<br />
<br />
=== episode3/storytxt.cfg ===<br />
* 104<br />
** When she last communicated with them, they were seeking a place to hide in the Falrore region, not too far northeast from Raelthyn. That’s most likely '''were''' we are going now.<br />
** When she last communicated with them, they were seeking a place to hide in the Falrore region, not too far northeast from Raelthyn. That’s most likely '''where''' we are going now.<br />
<br />
== Rejected edits ==<br />
<br />
=== episode1/storytxt.cfg ===<br />
<br />
* 155<br />
** Their clothes, armor, and weapons seemed much more primitive compared to those used by Galas’ kinsmen. Apparently, much of our craft was forgotten by Quetor’el’s group and their descendants. As we approached the more populated areas, I noticed that even their building designs were much unlike those of their ancestors.<br />
** Their clothes, armor, and weapons seemed much more primitive compared to those used by <b>Galas’s</b> kinsmen. Apparently, much of our craft was forgotten by Quetor’el’s group and their descendants. As we approached the more populated areas, I noticed that even their building designs were much unlike those of their ancestors.<br />
*** vultraz: Espreon says <i>Galas's</i> is indeed correct<br />
*** 8680: Moved back here because Espreon failed to persuade shadowm.<br />
<br />
=== episode1/scenarios/03_Civil_War.cfg ===<br />
<br />
* 442<br />
** Who are you? Why, do you bring your unholy pawns to feed upon our remains when we have fallen already?!<br />
** Who are you? Why do you bring your unholy pawns to feed upon our remains when we have lost so much already?!<br />
*** vultraz: saying they have already fallen seems like a totally legit excuse for undead to attack them, which is why I think saying they have lost so much sounds better<br />
*** 8680: With the comma, the speaker could technically be asking ''whether'' they bring their unholy pawns to feed, rather than ''why''. If that is not the intended meaning (and I assume it is not), then I concur. shadowm?<br />
**** shadowm says that is the intended meaning.<br />
<br />
=== episode2/scenarios/07_Promixus.cfg ===<br />
<br />
* 342<br />
** My master was a sadly misguided person — his destruction was well deserved. Uria’s power is the greatest force that’s ever graced us. We could avoid wasting so many lives all over the continent if everyone accepted her offer and joined her cause.<br />
** My master was a sadly misguided person — his destruction was well deserved. Uria’s power is the greatest force ever to grace us. So many lives could be saved throughout the continent if we all accept her offer and join her cause.<br />
*** 8680: FI</div>Inkyhttps://wiki.wesnoth.org/index.php?title=IftU_Walkthrough&diff=58648IftU Walkthrough2017-06-28T22:54:11Z<p>Inky: /* S5b (Cursed Plateau) */ clarified how to get the item</p>
<hr />
<div>This is a strategy guide for the add-on campaign '''Invasion from the Unknown''' (IftU) version 2.0 by shadowm. Note that there have been many major gameplay changes from the original version (for example, elvish enchantresses can no longer advance to sylphs, the elvish warrior spirit and Aragwaithi recruits have been removed, and many scenarios were changed), so much of the advice here won’t apply to earlier campaign versions.<br />
<br />
This walkthrough was written by Inky and is based on the hard difficulty. (I also did a commented playthrough of the campaign with screenshots and replays on the [https://forums.wesnoth.org/viewtopic.php?f=3&t=43960 forums].) Feel free to make corrections or add your own advice.<br />
<br />
Campaign discussion and developer support on the forums available for [https://forums.wesnoth.org/viewtopic.php?t=43309 IftU version 2.0.0 and Wesnoth v.1.12].<br />
<br />
==General campaign advice==<br />
It’s advised to play ''Under the Burning Suns'' first, to familiarize yourself with the story and the two suns schedule.<br />
<br />
===Units===<br />
You begin with the typical elvish recruits plus the campaign specific elvish hunter unit, then gain the ability to recruit undead in Scenario 4, dark adepts in Scenario 5, and sprites in Scenario 14.<br />
<br />
*A large part of this campaign takes place underground, making undead units especially ideal. Spectres are perhaps the most useful unit throughout the campaign due to their draining, excellent mobility and arcane damage. Nightgaunts (raw damage) and necromancers (arcane resist and plague) are also very useful. Skeletal undead are generally not recommended due to their low mobility.<br />
*On almost every scenario it’s helpful to recruit some vampire bats for scouting, village grabbing, and to act as distractions since they do not cost upkeep.<br />
*For elves, leveling at least a couple shydes for healing is essential. Prowlers are one of the most useful elvish units, being good in melee and able to slow in ranged. Enchantresses are also valuable for their arcane magical damage and slowing, though they do not advance to sylphs in this campaign. Fighters, archers and scout types are generally not so useful.<br />
*The lawful sprites which you can recruit starting from S14 are helpful in S15 (Shadows of Time) against undead, but are useless from S17 onward where it is perpetually night, so do not invest too heavily in them.<br />
<br />
====The Recall List====<br />
*You have the option of either continuing to Part II keeping all your veterans from Part I (recommended), or starting Part II fresh. To compensate for the difference, there are several recall list wipes in the campaign:<br />
**S12 (The Escape): You can only bring up to 6 undead units (dark adepts/sorcerers/necromancers and bats do not count) with you and the rest are permanently lost.<br />
**S16 (Dawn of War): You can only bring up to 6 elves with you and the rest are permanently lost. In addition, any unit not recalled in this scenario is permanently lost.<br />
**S21 (Innuendo): You can only recall 8 veterans, which will be the only veterans you have for the rest of the campaign.<br />
*In Part II gold becomes very scarce so you will only be able to use a limited amount of veterans in each scenario; therefore quality (units with good traits such as resilient, and several AMLAs) is better than quantity.<br />
<br />
===Item List===<br />
This is a list of the permanent items which can be picked up throughout the campaign, and which units can use them.<br />
*S3: '''Ring of Swiftness''' (+1 movement) - ''living units''<br />
*S5 (This is a branching path so you'll only be able to obtain one of the following:)<br />
**S5a: '''Ring of Regeneration''' (if you chose to spare the bandit leader) (+5 HP, regenerates +4 ability, +1 melee damage) - ''not usable by: shamans and their advancements and Anlindë ''<br />
**S5b: '''Shardia's Meteor''' (adds 15-2 ranged fire firststrike slow attack, +20% fire resistance, intimidates ability which causes level 0 and 1 enemies to fight worse) - ''elvish hunters, fighters, and their advancements''<br />
*S7: '''Void Armor''' (secret item) (sets physical resistances to 50% blade/50% pierce/40% impact, +10% fire resistance) - ''elvish fighters, rangers, skeletons, skeleton riders and their advancements''<br />
*S8: '''Poisonous Bow''' (adds a new 11-3 poisonous ranged bow attack) - ''skeleton archers, revenants, elvish archers, elvish heroes and their advancements.''<br />
*S10:<br />
**'''Berserker Potion''' (adds berserk special to melee attacks, +1 melee damage, +10% HP, and +10% blade / +20% fire / +30% impact resistance) - ''not usable by: ghosts, bats, corpses, elvish shamans and their advancements, or hero units.''<br />
**'''Potion of Drain''' (adds drain special to melee attacks, -5% HP, +10% arcane resistance) - ''living units''<br />
*S14: '''Explosive arrows''' (6 uses, does 80% base damage to the unit in the hex behind the target) ''- elvish archers, skeleton archers and their advancements''<br />
*S21:<br />
**'''Potion of Deftness''' (+1 movement, +1 ranged damage) - ''living non bat units.''<br />
**'''Accuracy Bow''' (adds marksman special to ranged attacks) - ''bone shooters and elvish rangers and their advancements, and Erathan.''<br />
**'''Potion of Strength''' (+1 melee damage, +8 HP) - ''living non bat units.''<br />
**'''Glacial Gladius''' (+1 melee damage, cold damage and slow for a unit’s melee attack, -5% HP) - ''elvish fighters, archers, hunters, scouts and their advancements, and Erathan.''<br />
**'''Amulet of the Divine Breeze''' (+10% arcane resist, sets ranged damage type to arcane) - ''living units besides sprites and bats.''<br />
<br />
==Part I: Seeking the Light==<br />
===S1 (Border Patrol)===<br />
*Objectives: The starting objectives are to hold out as long as possible, but on Turn 4 the objectives will change to defeating all enemy leaders.<br />
<br />
This is a deceptively easy scenario, as the next scenario is very difficult and requires a substantial gold carryover. On Hard something like 140 carryover is ideal and anything less than 100 carryover is probably too little to win with. Do not overrecruit, keep an eye on your income (make sure it’s positive) and be aggressive – don’t be afraid to lose some units, as it will help your income.<br />
<br />
Recruits: I’d recommend getting 2 shamans so that you can divide your forces and have a healer for each one, but not more than that as you need damage dealers. The rest of your units should be a mix of mostly archers and hunters. (Fighters are generally inferior to hunters, and scouts are expensive and do little damage).<br />
<br />
General strategies:<br />
*'''Defending the starting keep:''' One strategy is to hang back at your initial castle during the first day, recruiting very lightly during these turns to preserve income. Form a line on good terrain: one possibility is to use the forts just south of your keep; another option is to form a slightly more forward line stretching from the forest tiles (19,20) to (26,17) through the village southeast of your keep. <br /> Let the enemies come to you; they’ll arrive around Turn 6 (The Short Dark). Attack aggressively during Second Dawn/Day and you should be able to eliminate almost all the enemy units before The Long Dark hits.<br />
<br />
*'''Moving to the center keep (by Theron):''' An alternate faster and much more aggressive strategy, meant to finish as early as possible for maximum carryover, is to recruit a full keep on turn 1 and move Galas to the central keep immediately. Much of the fighting will take place around First Dusk / The Short Dark so expect heavy losses. <br /> Theron's advice: Recruit 3 Archers and 3 Hunters in turn 1. (Fighters are too slow; shamans are too slow and their damage output is too low.) Move Galas to the tiny keep in the middle of the map. Recruit 1 more Archer and 1 more Hunter in turn 3. Recruit 2 Fighters and 2 Shamans in turn 3 + 4. Decide where to amass your army (green front or blue front). Do not retreat. Ignore TOD. Use terrain advantage.<br />
<br />
For defeating the enemy leaders you can either split your forces in two and kill them simultaneously, or a safer (but slower) strategy is to send everyone to kill the southern green leader and them move them all to the blue eastern leader. The eastern leader is tough to kill – it can help to level an archer to marksman and shoot him down during daytime.<br />
<br />
Try to get Galas to level 2 (captain is strongly recommended for leadership) and level at least one of the shamans to druid.<br />
<br />
===S2 (A Real Confrontation)===<br />
*Objectives:<br />
**Hold out until the end of turns.<br />
**Alternate objective: Defeat all enemy leaders (early finish bonus).<br />
<br />
This is an extremely difficult scenario on Hard, so you’ll want to start this with over 200 gold (minimum gold is 100; replay scenario 1 for more carryover if necessary). The first thing to do is grab the villages of your useless ally, as you can put the gold to much better use. Note that you (or your ally) must retain control of a certain number of villages (9 on Hard, depends on difficulty) or you will lose. This should not be a problem though, as there are 9 villages (3 in the northwest, 3 near your keep, 3 near Ledinor’s keep) which are quite far back and easy to defend.<br />
<br />
This battle has two fronts divided by the central lake: the western front south of your keep, and the eastern front. The eastern front is relatively safe as there are less enemies there and Ledinor sends the bulk of his army that way, while the western front will be a high casualty bloodbath. Therefore one approach is to send a small elite group of veterans including Anlindë east, while using a massive spam approach (civilians and fresh recruits, mixed with some veterans) in the west. An alternate strategy is to recruit only civilians initially and send them out to delay the enemy forces enough so that they reach your main force during the day.<br />
<br />
Keep your elves in a line in the forest and try to slow the level 2 enemies; use ctrl + v and watch out for the skirmishers. With constant reinforcements from your high income and the time of day changing in your favor the chaos army should eventually run out of steam.<br />
<br />
It’s perfectly fine to start the next scenario with minimum gold, so do not worry if you can't defeat the enemy leaders for the finish bonus. Try to level a shaman to sorceress, as the arcane magical damage will be very useful for the next scenario. This is best done on the later turns, when most of the chaos army is gone and it’s relatively safe.<br />
<br />
===S3 (Memories from the Depths)===<br />
*Objectives: Explore the cave, then defeat the undead leader in the far northeast corner.<br />
<br />
Recruit lightly initially, as there aren’t so many enemies in the tunnel and there is another keep right at the end of the tunnel. You’ll be fighting undead so hunters and their advancements are especially good, as are sorceresses if you have any; try to get Anlindë to level 3 and / or a sorceress or enchantress during this scenario as it will help defeat the enemy at the very end. When you reach the end of the tunnel, you can use the nearby keep to recruit/recall some more units. Try to keep your income positive though – you don’t need too many units and there will be more opportunities to recruit along the way.<br />
<br />
Proceed northwest past the second keep, and you’ll come across some branching paths. On the right, moving to the flashing yellow hex will open up a passage leading to a Ring of Swiftness granting +1 movement. A good choice for this ring is Galas, since it can potentially allow him to reach keeps and recruit a turn earlier. The two western paths which will join together in a large central chamber, where you’ll encounter the main undead army; take them out with the help of slowing and arcane attacks.<br />
<br />
Triggering a touchplate in the southwest leads to two holy waters which grant arcane melee damage for this scenario only. Continue northwest, being careful not to expose wounded units since bats will often come out of nowhere and attack, and you’ll come to a river crossing. Across the river is another keep – I would highly recommend using this keep to recruit a couple expendable hunters or shamans for their slowing ability in preparation for the scenario’s final enemy.<br />
<br />
Head east across the river and the path will split north and east. Both paths will join up in the northeast corner but the eastern path has much stronger enemies so send most of your units that way - you can use expendable units to lure the high level undead guards into the open where they are easily killed. In the northeast you’ll come across the scenario’s final enemy, an ancient lich! You’ll need to slow him first, so hopefully you have some expendable hunters or shamans which can suicide into him until he’s slowed. After he’s slowed use your sorceress/enchantress and Anlindë to hopefully finish him off.<br />
<br />
===S4 (Over the Sands)===<br />
<br />
Recruits: Living units are generally not recommended in this scenario due to the dehydration mechanic, but you’ll certainly want another (preferably +8) healer besides Anlindë, and you might as well recall the loyal scout too since he doesn’t cost upkeep. I’d recommend recruiting mostly ghosts – they are fast and have extremely good advancements – with some vampire bats mixed in to scout and act as a distraction force.<br />
You start with 2 villages and there are 6 more around the orc’s keep, but this is all you’re going to get for most of the scenario so take that into account when recruiting (try to keep your income positive).<br />
<br />
'''Part 1'''<br />
*Objectives: Defeat the orc leader to the northwest.<br />
<br />
Use Galas’ leadership on the level 1 ghosts; try to level a couple by feeding them the level 2 orc kills. Focus on killing crossbowmen and archers as their ranged fire attack is dangerous to ghosts. Mal Keshar is great at screening your units – you can put him in very exposed positions and the orcs will generally ignore him.<br />
<br />
When you kill the orcish leader you’ll get about 50 gold. You can use his keep to recruit some reinforcements (watch your income; there aren’t any more villages for a long time). Start heading west, where you’ll encounter some very weak undead. There will also be some scorpions north and south of the path which are free experience for wraiths and ghosts.<br />
After a while the path will turn south and you’ll spot some bandits.<br />
<br />
'''Part 2'''<br />
*Objectives: Defeat the bandit leader in the southwest.<br />
<br />
Try to fight the elusive outlaw units (footpads, thieves) on sand terrain where they only have 40% defense instead of their usual 60 or 70%. Bats make great bait for luring out powerful guard units, or the enemy leader.<br />
<br />
Once you defeat the leader some humans will show up from the north, and you will have to decide whether to fight them. If you do decide to fight them you'll have to defeat their leader and will go to S5a (Crossfire). If you choose the second option instead, the scenario will end immediately and you will go to S5b (Cursed Plateau). <br />
S5a is the easier scenario, but since both scenarios give a different item (see the [[#Item_List | Item List]]) you may want to decide based on that.<br />
<br />
'''Part 3 (only if you chose to fight the humans)'''<br />
*Objectives: Defeat the leader of the humans in the northwest.<br />
<br />
Note that drain attacks will not work on the human units so you’ll have to be a bit more careful with putting wraiths on the front line.<br />
Use the bandit’s keep to recruit more reinforcements if needed and start heading north. You’ll encounter two revenants; you can easily lure them out and kill them with spectres / wraiths. The humans have a lot of units, but if you form a line where your units can only be reached from 2 hexes then their level 1 units won’t be able to damage you too much.<br />
Continue northwest towards the final leader; again a vampire bat can be used to lure her out.<br />
<br />
===Diverging campaign path===<br />
====S5a (Crossfire)====<br />
*Objectives: Defeat all enemy leaders, and make sure no chaos empire units survive.<br />
<br />
All three enemy sides will fight each other, so a couple keeps of units should be enough. Villages are very scarce so using mainly low level units supported by leadership will save on upkeep. Start by sending your entire army south against the chaos empire; the undead and bandits will mostly be occupied fighting each other. The undead will send quite a few troops east but they should arrive around daytime so it should be easy to wipe them out.<br />
<br />
After the chaos empire is defeated, head west; you can send everybody against the lich and then north or split into two groups, one to defeat the lich and one to deal with the bandits. The bandits are the stronger enemy – try to attack them during the day.<br />
<br />
After defeating the bandit leader you’ll be given the choice to spare him; do so and you’ll be given a very useful Ring of Regeneration (+5 HP, regenerates +4 ability, +1 melee damage), a good item for Galas. (Deciding to kill him will only give you some gold and is not worth it.)<br />
<br />
====S5b (Cursed Plateau)====<br />
*Objectives: Move to the northwest corner of the map with Galas, Anlindë or Mal Keshar.<br />
**In order to get the item you must find the piece of parchment in the southwest cave, and defeat both enemy leaders.<br />
<br />
You won't be getting any more villages for a while, so recruit very lightly initially. There's another tiny 1-hex keep to the west where you can recall some more reinforcements, and you'll only face some scorpions and bats at first, so a couple wraiths should be enough. Once you reach the tiny keep in the west, send some flying undead into the southwest cave, where there's a touchplate opening into a chasm full of bats. To the southeast of the chasm is a passage leading to a piece of parchment, which opens a passage through the mountains in the northwest.<br />
<br />
To the north is another small 2-hex keep, though you might have to clear out some chaos empire units before you can use it. There are a lot of invokers so you'll probably want either some cannon fodder or some durable non undead units. It's preferable to form a solid line and defend until most of the enemies are gone, because there are many high level enemies and also some nasty shadow minions (nightstalking, skirmishing and backstabbing pests) around.<br />
<br />
Northeast of the small keep there's a dead end cave with the blue enemy leader; if you want the scenario's item you'll have to defeat him (Mal Keshar is very effective against him), otherwise you can just ignore the cave, though there is a small amount of gold there.<br />
<br />
Following the northwest path through the mountains leads to a gate, which you won't be able to open until you defeat both enemy leaders, though you could start sending whichever unit you want to pick up the item that way (it can be used by elvish hunters, fighters and advancements; I'd strongly recommend Galas.) Just send them on their own because there aren't any enemies behind the gate. Once you kill both leaders, you'll be able to pass through the gate to a chest in the south containing Shardia's Meteor (adds 15-2 ranged fire firststrike slow attack, +20% fire resistance, intimidates ability which causes level 0 and 1 enemies to fight worse).<br />
<br />
Continuing north and then east, there's another cave with the second leader. There's also a couple small piles of gold (in the southeast and northeast) in the cave. In the northwest is the shadow courier leader; try to kill him as quickly as possible in melee (preferably luring him out of the castle first so he doesn't have such high defense) because he will completely demolish your undead units. Once you kill the shadow courier, the western path which leads outside to the exit only has a few vampire bats.<br />
<br />
===S6 (Moon Valley)===<br />
*Objectives: Defeat all enemy leaders.<br />
<br />
This scenario is much easier than it looks, because the orcish units will generally stay clumped together near their leader instead of all coming towards you at once, allowing you to focus on each army separately. You’ll receive a small amount of gold each time you defeat an enemy leader.<br />
<br />
It's possible to rush the northeastern (blue) orc leader and kill him before he spends most of his gold: recruit a full keep on turn 1 and send Galas northwest immediately; send a bat southwest to village grab and move everyone else northwest. With the help of Anlindë and Mal Keshar you should be able to whittle down the leader on turn 3 and finish him on turn 4. Galas can then use the keep to recruit reinforcements while the rest of the army clears out the remaining blue orcs.<br />
<br />
At this point the green and black orcs will be hanging around the central forest while purple remains in the west. Advance aggressively during the second day and you should be able to wipe out most of the green and black units. After that only purple will be left; it will be night now but with the help of slow and Mal Keshar who is practically invincible they shouldn’t pose a problem.<br />
<br />
As the dialogue hints, when you approach the northwest area close to the final keep, several high level orcs will appear and the northwest leader will also get some gold to recruit. Wait until daytime (preferably morning) to approach, and you can also use the nearby keep to recruit some spam if you want to be extra safe.<br />
<br />
===S7 (Goliath)===<br />
*Objectives: Defeat Goliath.<br />
*Note: The units you recruit/recall on the first turn are all you will have for the entire scenario, so choose carefully.<br />
<br />
This scenario has a lot of weak level 1 units scattered around, so it’s a good opportunity to get some experience. Most of the enemies in this scenario are automatons which are extremely resistant to blade and arcane (50%) but only have 10% impact resistance making trappers/prowlers especially effective against them.<br />
<br />
After heading west through the tunnel that you start in, you’ll come across the keep of the chaos empire. This is actually the toughest opposition you will face all scenario so be defensive (form a line and let the enemies come to you) and take your time. The enemy leader is extremely dangerous in ranged so try to take him down in 1 turn using mostly melee attacks.<br />
<br />
After defeating the enemy leader, head south across the river and you’ll encounter some demons and bats scattered about; keep heading south and you’ll come to a chamber with some automatons which are basically free experience. There’s a passage in the south leading to an orb switch; send a fast unit like a flying undead to trigger it, which will open the eastern wall into a large central area.<br />
<br />
In the central area, triggering the touchplate in the southwest corner opens a small room in the center with two golems guarding a potion of strength (+2 melee attack, +8 HP for this scenario only) and the final touchplate which opens the way south. The northeast path is just a dead end with some weak enemies (though you could go kill them for the experience if you have the time) so send everyone down the southern passage. <br />
<br />
The passage leads into a huge chamber in the south filled with automatons. Moving further south in this chamber reveals the scenario’s boss, Goliath, who appears along with a few level 1 automatons. Goliath has a lot of HP and good resistances but is extremely weak in offense, so just slow him and attack with powerful units like Mal Keshar and he will be destroyed in no time.<br />
<br />
In the far southeast, down the watery passage, there is a secret touchplate at 40,26 which opens a passage to the Void Armor, which is located in the lit hex at 31,24. The armor sets physical resistances to 50% blade/50% pierce/40% impact and is a great item for Galas (it can be used by elvish fighters, rangers, skeletons, skeleton riders and their advancements) - start sending whichever unit you want to take it southeast ASAP if you want to make it in time.<br />
<br />
===S8 (An Errand of Hope)===<br />
*Objective: Defeat all enemy leaders (3 in total).<br />
<br />
You will get another opportunity to recruit later, when you are much closer to the main battle, so you may want to save some gold until then and try not to go negative on income. The first enemy you’ll be facing is some trolls directly to the northwest. Wraiths, spectres and Mal Keshar are especially effective against them. Near the troll’s keep you’ll find a Poisonous Bow (can be used by elvish archers, skeleton archers, elvish heroes, revenants and their advancements) which adds an 11-3 ranged poison attack.<br />
<br />
Head northwest across the river (don’t bother exploring southwest of the river; there’s nothing there) and you’ll come across a large central area – entering it will clear the fog in the area and reveal an ongoing battle between the chaos empire and some allied dwarves. There’s also a second dwarf leader far in the northwest (he has a few villages, so you can send a bat up that way to steal them), and another chaos empire leader all the way in the northeast corner.<br />
<br />
Use the large keep here to recruit/recall some reinforcements, and split up your forces between the western front and the northeastern front. You’ll need more firepower in the northeast, since there are quite a few high level enemies there and the dwarves will concentrate their forces in the west. It helps to have Galas use Althurin’s keep to constantly reinforce (you should have a pretty high income) and just defend the northeast passage until the high level enemies are gone. (Don’t worry about keeping Althurin alive; he’ll just flee if he gets to 0 HP).<br />
<br />
The final enemy leader is all the way in the northeast corner; he’s a chaos lorekeeper so send your strongest melee units against him.<br />
By the way, there’s no point in sending a unit to the crypt south of the western leader (you’ll just get a message saying it’s empty).<br />
<br />
===S9 (The Library)===<br />
*Objective: Reach the exit in the south with Galas, Anlindë or Mal Keshar.<br />
**Optional objective: Defeat all enemy leaders (early finish bonus).<br />
*Note: The exit is marked by a turquoise glyph somewhere in the south (its exact location is random). You'll need the exit key to pass through, which is dropped by a random enemy leader.<br />
<br />
Don’t recruit too heavily at the beginning, since you’ll get another opportunity to recruit about halfway through the scenario. You’ll probably have to do quite a bit of fighting before then though, so some durable units will be helpful. Ghosts/wraiths/spectres are especially good in this scenario due to the lack of chaos invokers and fire demons. Head west (the passage south of your starting keep just leads to an empty dead end) and after fighting through a couple level 2 undead you’ll come to an intersection.<br />
<br />
The northwest path leads to a dead end with a ruined house; when you send a living nonbat unit there to investigate you’ll discover Igor, a loyal wolf rider. He is automatically recalled in all later scenarios and even has his own dialogue, so it's highly recommended to keep him alive. Meanwhile in the south, the combined forces of the 3 enemy leaders will begin to arrive. The easiest way to fight them is to just defend in the bottleneck until the massive army is mostly gone; it will take quite a while but the rest of the scenario will go much quicker after the main enemy army is gone.<br />
<br />
When you get past the bottleneck you’ll come to a large keep where you can recruit some reinforcements, and the path splits into a western and eastern one. There are two enemy leaders in the west and one in the south, so one possibility is to split into two groups and have one group take out the two western leaders one after another (there’s a banebow leader in the northwest and a draug leader in the southwest), while another group circles east and then south to take care of the southern lich leader (bring some arcane damage).<br />
<br />
The purple glyphs scattered around reveal various pieces of backstory. There is also a turquoise glyph somewhere in the south which marks the exit. You’ll need the exit key (dropped by a random enemy leader) to use the glyph. You might as well just defeat all enemy leaders for the experience and early finish bonus, as they don’t have much income and are pretty much on their own.<br />
<br />
===S10 (The Source of Light)===<br />
*Objectives: Defeat the enemy leader, and then activate the six runes to open the central chamber.<br />
<br />
Note that this scenario takes place deep underground, where chaotic units get +30% damage instead of the usual +25%. In the beginning, make sure to send a vampire bat to grab the village in the far northeast corner of the map, across the chasm. The first objective is to defeat the enemy leader to the southwest. There are a lot of high level enemy units including skirmishers, so a safe way to play it is to form a solid vertical line along the 4-hex bottleneck (from 42,11 to 42,15) and defend there until the most threatening enemies are gone.<br />
<br />
Once the leader is defeated, you’ll have to activate the 6 glyphs scattered throughout the lower half of the map. Here are their approximate locations (going counterclockwise):<br />
*'''Northwest (across the river):''' A long twisty passage leads past some giant spiders to a glyph at the very end.<br />
*'''West:''' There’s a glyph behind a cuttlefish leader in the west of the watery area.<br />
*'''Southwest corner:''' There are a bunch of animated rocks and various undead here, and a glyph next to an enemy leader. Watch out, because several wraiths are lurking near the keep.<br />
*'''Center south:''' There’s a sealed chamber containing a glyph, which you have to open by finding a touchplate in the far south. There’s also a red Berserker Potion (not usable by: ghosts/bats/corpses, elvish shamans and their advancements, or hero units), which gives the berserk special to a unit’s melee attacks, +1 melee damage, +10% HP, and some extra resistance (+10% blade, +20% fire, +30% impact).<br />
*'''Southeast:''' There’s a lava filled cave full of fire spirits – dark adepts and their advancements are especially effective against them. In the far southeast there’s a fire guardian leader and a glyph next to the keep.<br />
*'''Northeast:''' You’ll encounter some undead and a chocobone leader (be sure to keep fragile units out of range of its charge attack). There’s a glyph guarded by vampire bats north of the undead keep, and a northeast passage leading to a green Potion of Drain (adds drain special, -5% HP, +10% arcane resistance, usable by non undead units).<br />
<br />
In order to explore efficiently it’s best to divide into several small groups (e.g. 4 groups, one for each corner). A very useful tip by skeptical_troll if you’d like to avoid a lot of fighting completely is to send a shadow/nightgaunt to activate the glyphs (though it’s not advised to do this in the southwest or northeast corner, since these glyphs are surrounded by enemies).<br />
<br />
Since there is no early finish bonus and you likely have very high income, you may want to take your time and make some extra gold for next scenario.<br />
<br />
===S11 (Strike on Herthgar)===<br />
*Objectives: Hold out until the end of turns, or defeat all enemy leaders.<br />
*Note: All enemy sides will get a small amount of gold on turns 6 and 14.<br />
<br />
This scenario is actually the final battle for Part I – the next two scenarios are more of an epilogue. This is one of the more difficult scenarios, so don’t worry too much about losing some veterans (another thing to note is that you will not be able to take more than six undead veterans with you after this scenario.)<br />
<br />
Gold carryover is completely irrelevant (you won’t be able to use more than the minimum gold next scenario) so one approach is to just recall every single veteran you can afford. It can be helpful to create walking corpses with your necromancers to act as a distraction. Also, be sure not to let your spectres/nightgaunts etc. get within range of multiple chaos invokers and demons, or they will die fast.<br />
<br />
Here is one strategy for defeating all enemy leaders:<br />
#Send a large force northwest to wipe out the two northwestern enemies while a smaller force heads south to defend the dwarven castle. (The eastern front and southern front do not require immediate attention because the dwarves will delay the enemies for several turns.) Form a line and let them come to you; prowlers with their slowing ability and necromancers with their high HP and arcane resistance (there are lots of chaos invokers around) are especially good at holding the line.<br />
#Once the two northwest enemies are defeated, split the large northern force, with one part going to deal with the eastern enemies, and the rest going south to reinforce the castle.<br />
#Defend in the castle using the bridge chokepoints (just watch out for demon zephyrs which can fly over the deep water moat) until most of the southern enemies are gone. The southern force can then split into two groups and take out the two remaining southern leaders.<br />
<br />
===S12 (The Escape)===<br />
*Objectives: Reach the northern exit with Galas, Elynia or Mal Keshar.<br />
*Note: You may only recruit/recall during the first turn (6 units total), and any undead veterans you do not recall this scenario will be permanently lost (dark adepts/sorcerers/necromancers and bats do not count).<br />
<br />
This is a relatively easy scenario, but there are some triggered events including a large ambush near the end so don’t send your units too far ahead by themselves.<br />
<br />
There are four minor enemies you’ll be facing this scenario:<br />
<br />
#After crossing the river at the beginning you’ll come across a chamber with the chaos empire fighting some trolls; both are very weak and shouldn’t be a problem.<br />
#After crossing another bridge and heading north you’ll encounter a mechanical Goliath along with some automatons; he is also extremely weak.<br />
#You’ll then come across a tunnel leading into a large empty chamber. Do not send a unit all the way into the chamber because there’s an ambush; instead move a scouting unit slowly toward the chamber until you trigger the ambush, then pull it back using its remaining movement. After that the ambush shouldn’t be hard to deal with – the most threatening enemy is the hellhound with 10-4 melee berserk, but a single spectre can easily take care of it.<br />
#Finally, after heading north you’ll come across some imps. One thing to watch out for is that when you kill the leader imp, he will dissolve into a bunch of mudcrawlers. After that the exit is straight to the north.<br />
<br />
===S13 (Face Your Fate)===<br />
*Objectives: Hold out to the end of turns; then accept the inevitable.<br />
<br />
This is mostly a cutscene scenario.<br />
Holding out until the end of turns should be trivial with your extremely high starting gold. If you didn’t manage to recall some of your undead veterans last scenario, you can recall them now. A few turns after the initial turn limit, the Chaos Warlord will appear in the southwest and the objectives will change to defeating her. However, it is impossible (if you reduce her HP to 0 she’ll just heal back to full and instantly kill all your undead units), and the only way to end the scenario is to let your leader die.<br />
<br />
==Part II: Armageddon==<br />
<br />
===S14 (Bye and Behold)===<br />
*Objectives: Defeat both enemy leaders.<br />
This should be a very easy scenario, especially if you’re continuing from a Part I save, so it’s a good opportunity to get some easy XP for fresh recruits. The barrel contains 6 explosive arrows (does 80% of the base damage to the unit immediately behind the target).<br />
<br />
The two enemies you’ll be facing are saurians and water serpents from the northwest and orcs from the northeast. The northeast orc keep is surrounded by deep water to the south, forcing the orcs to go all the way around to the west and then south, giving you several turns to focus on the saurian army before they arrive. Most of your forces should head northwest since the main battle will take place there (for the east you can just send a bat to village grab). If you keep your elves in the forests you should have no problem dealing with the saurians and then the orcs.<br />
<br />
===S15 (Shadows of Time)===<br />
*Objectives: Defeat all enemy leaders. (You actually do not need to kill the ancient lich leader – once you attack him he will flee.)<br />
You’ll be fighting a lot of undead so arcane (sorceresses, dark adepts, etc.) and fire damage (sprites) will be very useful. Your orcish allies will mostly go up the northeastern side of the map and delay the undead coming from that direction, so the main battle will likely take place on two fronts: fighting the undead from the west, and the orcs in the center.<br />
<br />
The first threat you’ll face is the group of four Forefathers coming at you from the west; stay back and let them get close, and then finish them off with heavy arcane hitters like Elynia and Mal Keshar. After that you can split your army in two, with one group holding off the undead in the western forest, and another (probably larger) group dealing with the incoming flood of orcs (and later undead from the north) in the center.<br />
<br />
===S16 (Dawn of War)===<br />
*Objectives: Reach the southern edge of the map with Galas, Elynia or Mal Keshar.<br />
**Optional objective (early finish bonus): Defeat all enemy leaders.<br />
*Note: You can only recruit / recall elves on the first turn, and all veterans not recalled in this scenario are permanently lost.<br />
<br />
Recalling advice:<br />
*If you continued from Part I you’ll likely have much more veterans than you can recall; however there’s no need to get obsessed about bringing every single veteran with you because there is very little gold in later scenarios, so you won’t be able to use them all anyway.<br />
*Elves: It’s highly recommended to get at least two healers because you will not be able to get any more healers later! After that, probably the most useful elven units are enchantresses and prowlers since they can slow.<br />
*Spectres are great in later levels (arcane damage + mobility); I’d recommend recalling every one you have. Necromancers and nightgaunts will also be very useful.<br />
*I would not recommend recalling any sprites, since they are lawful and the next scenarios all feature perpetual night.<br />
<br />
Your two allies will do a pretty good job distracting the two outer enemies, so the main battle will take place in the center. If you began the battle portion of the scenario on turn 4, you should have a turn of daylight (First Afternoon) to strike hard and fast at the central enemies with all your veterans. If you continue to make as many kills as possible during dusk there shouldn’t be many enemies left at all to threaten you during the night. Once you deal with the units from the two central enemies the rest of the battle should be easy, as the two outer enemies should be weakened from fighting your allies. It's recommended to kill all the enemy leaders for the extra gold and experience.<br />
<br />
===S17 (Voice of the Armageddon)===<br />
*Objective: Defeat all enemy leaders.<br />
You will face two enemy leaders: a relatively weak enemy in the center, and a very powerful enemy far to the south. You’ll probably want to recruit a few expendable units such as skeletons or vampire bats to distract the powerful enemy units from your veterans. The central enemy shouldn’t be too much of a problem: blast them with your veterans and then put a couple expendable units in front to screen them.<br />
<br />
Once you scout far enough south, you’ll trigger the southern leader to start recruiting and a boss Armageddon Imp will appear and start heading for you. It’s probably best to wait near the central keep and let the imps come to you so you don’t get in range of the enemies stationed in the southern fort. Once they arrive, illuminate and slow the boss and then zap him with your magical ranged units. Next you’ll have to deal with the army of soulless and necrophages coming from the south; once again an effective tactic is to blast away with your veterans from the back and then insert some expendable units in the front.<br />
<br />
Be careful when approaching the fort because the powerful units stationed there will come out and attack; use ctrl + v to make sure no one is too exposed, and try to lure them out one by one. The ancient lich leader can be lured out onto 40% defense terrain by placing a walking corpse in his range. Don’t bother about setting up the kill on the leader because he will just run away, denying you the killing XP.<br />
<br />
===S18 (Ashes of Wesmere)===<br />
*Objectives: Defeat the enemy leader, and then move Galas, Elynia or Mal Keshar to the cave in the southeast.<br />
<br />
The more spectres you have the easier this scenario will be; I recommend recalling all your spectres and wraiths. Since there aren’t any villages you’ll surely start next scenario with minimum gold anyway, so there’s no point in worrying about upkeep or saving gold. The main enemies you’ll be facing are drones, which do impact damage and are weak to arcane. Advance very cautiously at first because there will be several level 2 drones lurking around. They’re extremely nasty in ranged, so spectres are ideal for taking them out.<br />
<br />
Once you start heading south, you’ll face a horde of level 1 drones from all directions. Just keep killing them every turn with spectres and wraiths, focusing on one group at a time, and eventually they’ll run out. Be careful of putting Mal Keshar in range of a lot of drones because they’ll chain attack him and he’s weak to impact.<br />
<br />
After that it should be easy to kill the enemy leader, who has a pretty pathetic army. When you head southeast to the cave, keep a tight formation and don’t expose heavily wounded units because there are several invisible skirmishing and backstabbing shadow minions around.<br />
Since there’s no early finish bonus, you can use any leftover turns to go around killing the other enemies scattered around the map for the XP.<br />
<br />
===S19 (Under the Sands)===<br />
*Objective: Reach the exit in the south with Elynia or Mal Keshar<br />
<br />
This scenario has a lot of rough terrain and chasms, so ghostly undead (spectres, nightgaunts) will be extremely useful. Also, the blue matrix flow systems have 0% defense and can be drained, so they can be used as free full heals for your spectres.<br />
<br />
When heading out of the initial chamber, be very cautious and keep a completely tight formation because there are several shadow minions (which are invisible and can skirmish and backstab) lurking nearby. This scenario is full of these shadow minions, so be very cautious when advancing.<br />
<br />
Make your way southeast to kill the drone leader, then west where the chaos empire army should be arriving. They shouldn’t be much trouble (just make sure to kill the invokers before they can get at your ghosts). You’ll arrive in a large central chamber full of various enemies. Send some units towards the hive in the southwest of the chamber and you’ll spot a matrix core in the far west; each core you destroy will reduce the gold of certain enemy sides in the next scenario by a bit (there are 5 cores total). Next scenario is difficult, so it's worthwhile to destroy as many cores as possible.<br />
<br />
Head south across the lava chasm (it will probably take a while, due to being assaulted by enemy spawns from all directions) and you’ll come across the chaos empire leader to the left and a dead end with a second matrix core on the right. Once you defeat the leader head south towards a swampy area.<br />
<br />
Past the swamp is a fork: the southern fork doesn’t have enemies and leads straight to the exit. The eastern fork leads into a large hive, where the remaining 3 matrix cores are. One of the cores is near the entrance. The remaining 2 cores are extremely deep into the hive so getting at them may be more trouble than it’s worth, though you can get some good XP out of fighting your way through to them. Note that you won’t be able to leave until Elynia and Mal Keshar are both outside the hive, so make sure you have enough turns left before exploring (but if you kill the innermost core, a shortcut will open up, so you don’t have to backtrack all the way).<br />
<br />
===S20 (The Heart)===<br />
*Objectives: Move Galas, Elynia or Mal Keshar inside the fortress, or defeat all enemy leaders.<br />
*Notes:<br />
**Another enemy leader will appear in the north on Turn 2. Also, every so often starting from Turn 3, a large group of enemies (mostly demon zephyrs) will appear in the chasm surrounding the fortress.<br />
**After the initial turns of daylight the scenario becomes perpetually night.<br />
**You have control over the allied dwarves this time. They leave after this so they’re completely expendable.<br />
<br />
This is somewhat of a finale for Part II of IftU. <br />
Since you don’t have so much time, trying to defeat every leader is probably more trouble than it’s worth, especially on Hard. My strategy was to completely ignore the northern leader and rush my entire army southwest, killing as many units as possible during the day before the scenario turned into perpetual night. After that I fought my way over the bridge into the fortress (having spectres and nightgaunts fly over the chasm is essential in breaking the bridge bottleneck), sending the less valuable veterans in first. Meanwhile some units went to deal with the northern army which was attacking from behind.<br />
<br />
The dwarves really did not do much; I mostly had them camped in the 3 village cluster just northwest of the fortress the entire time, where they lured out and killed any demon zephyrs which spawned in the west.<br />
<br />
Some tips:<br />
*After this you’ll only be able to use 8 of your veterans for the rest of the campaign. So choose your 8 favorite veterans and go crazy with the rest!<br />
*There are a ton of enemies on this map, and a lot of nasty flying ones which can reach your units from quite far away. Use ctrl + v constantly to avoid surprises.<br />
*Two nightgaunts backstabbing from opposite sides of a sentry tower will automatically kill it from full health.<br />
*Having some expendable units will be very helpful; if you’re short on cash, you can use your necromancers’ plague staff to make free corpses.<br />
*Don’t worry about gold carryover; you can’t use more than the minimum next scenario anyway.<br />
<br />
===S21 (Innuendo)===<br />
*Objectives: Reach the exit in the north with Galas, Elynia or Mal Keshar.<br />
*Notes:<br />
**From now on it is ''highly'' recommended to restart anytime any unit dies, because these are the only veterans you'll have for the rest of the campaign and the remaining scenarios are very difficult.<br />
**It is essential to pick up the chest of gold in the southwest, which will be needed several scenarios later for the final battle.<br />
<br />
Recruits: You may only bring 8 veterans with you for the rest of the campaign. Future scenarios will be underground / deep underground so undead are especially useful. It’s also recommended to bring 2 shydes for healing, at least one necromancer for making free fodder corpses, and some flying undead (spectres/nightgaunts) since there will be a lot of unwalkable chasms. (I used 2 shydes, 2 necromancers, 1 lich, 2 spectres and 1 nightgaunt and it worked really well.)<br />
<br />
Get ready for an absolutely massive dungeon crawl! You’ll face several waves of enemies in this scenario:<br />
<br />
'''The beginning:''' Some Chaos Empire units will come at you immediately, so just form a solid line in the passage and let them come. After that the path splits north to a dead end with a Potion of Deftness giving +1 movement and +1 ranged damage (living units only), and a southwestern passage leading to a large chamber full of powerful enemies. You can safely destroy them by forming a line in the 3-hex passage and slowly picking them off until they’re gone. (Try to turn some of them into corpses, which can be used as bait for powerful enemies later).<br />
<br />
'''The large chamber in the south:''' There are two paths north (both lead to the same place) with some enemies guarding them. In the southwest corner there’s a room with a Potion of Strength (+1 melee, +8 HP, a great item for Galas), an Accuracy Bow (for archer units only, such as Erathan), and a chest of gold. There is an enemy leader in the northwest, and moving to the gem behind him will open one of the gates in the northeast.<br />
<br />
'''The northern chamber of undead:''' You’ll need to find the gem which opens the gate in the far north, where there is an ancient lich leader. Be sure to stay out of his range (he has 7 movement!) until you wipe out most of his army. Also be careful of the two wraiths right behind the leader. If you made any walking corpses earlier, you can use them as bait to safely lure out the ancient lich leader. The gem on his keep opens the gate in the east.<br />
<br />
'''The imp boss''': Past the eastern gate, you’ll come to a long passage east with some enemies. Once you advance far enough, you’ll discover a large chamber with a nasty imp boss and some other enemies. It’s best to fight them in the 3-hex bottleneck, and try to have Elynia illuminate and slow the boss.<br />
<br />
'''The dungeon:''' The area northwest of the chamber where the imp was leads to the exit, but it’s blocked by a gate so you’ll have to go east to the dungeons first. There’s a couple (useless) soulless in the cells which will join you. In the southeast, there’s an unwalkable chasm with some enemies on the other side; if you send some flying undead exploring there they can trigger a touchplate which opens a passage for regular units to enter. There is a Glacial Gladius there which gives a slowing cold melee attack (usable by elves other than shamans+advancements, and Erathan.)<br />
<br />
The goal is the northeast hive area, where there’s an amulet (+10% arcane resistance, changes ranged damage type to arcane) which is good for units like shydes so they’ll take less damage when slowing later bosses. The south of the hive contains a cage with Ledinor, the elvish lord from the beginning; freeing him will open the gate in the northwest where there are a ton of high level enemies and a drone boss.<br />
<br />
'''The exit (finally!):''' For the horde of high level enemies coming from the exit, it’s safest to retreat to one of the 3-hex passages leading to the dungeons and just pick them off slowly. When approaching the exit, be careful since the chasms on either side contain drones.<br />
<br />
===S22 A (Face of the Enemy)===<br />
*Objectives: Explore the area, then defeat the Chaos Warlord, then flee to the southeast with Galas, Elynia or Mal Keshar.<br />
Head southeast past some drone hives – the drones will constantly respawn from the hives, though they won’t chase you if no units are in range. Continue heading east across the cave area. There’s a gate in the north which just leads to a dead end, and a couple doors in the southeast which lead to a corridor of enemies. The safe way to deal with them is to camp in the 2-hex bottleneck. Also, watch out for the berserking hellhound hiding in the back. The northeastern water area just leads to a glyph with some backstory about the drones.<br />
<br />
Past the corridor of enemies is another gate; once you open it all your units will be teleported into the chamber beyond, where you’ll be surrounded by powerful enemies. Try to focus on killing a few at a time while staying out of range of the others. A few turns later the Chaos Warlord will show up in the keep in the west. She’ll recruit some units, so retreat and deal with her army before taking her on.<br />
<br />
Once you defeat her she’ll heal back to full so you’ll have to run away by having Mal Keshar destroy the exit gate to the southeast. Fortunately Elynia will cast a spell on her so she’ll only have 1 movement until you open the gate, at which point she regains all her movement (so make sure your units aren’t in her range at that time). The Warlord will just stay in her keep and recruit and not chase you, so it should be easy to get away. The southeast area just has some drones in the south and a giant spider; move a leader to the southern border of the map to proceed to the next part.<br />
<br />
===S22 B (Dark Hive)===<br />
*Objectives: Defeat the Chaos Warlord (you will have to fight her several times.)<br />
This is an extremely difficult scenario. There are hordes of constantly respawning drones, several difficult boss fights and you must also keep as many veterans as possible alive for later scenarios.<br />
<br />
Some tips:<br />
*In general due to the respawning drones it’s best to stick together in a single group, move forward quickly, and not send units off exploring side passages or they may end up trapped – the only things to find anyway are two glyphs with some backstory.<br />
*A useful (but cheap) tactic is to deliberately leave units (especially Elynia/Mal Keshar) a few XP from leveling so when they attack the boss they’ll automatically heal to full.<br />
*Always make sure to lure off and get rid of as many surrounding drones as possible before confronting the Chaos Warlord, because her leadership combined with the drones is deadly. <br />
There are three sections, each ending with a fight against the Chaos Warlord:<br />
<br />
'''Part I'''<br />
<br />
In the beginning, the path branches south and east; both eventually lead to the same place in the southeast but the eastern path has better terrain so is probably the easier one. Eventually you’ll come to a larger area with a chaos magus to the south; the way forward is a couple doors south of the chaos magus past some ants. Once you open the doors you’ll meet Elyssa again; she’s surrounded by a ton of drones and will recruit more so just camp in the 2-hex passage until all the drones are gone. Meanwhile you’ll have to move Elynia and Mal Keshar next to each other and protect them for a few turns (move them off the front lines before doing this, because they won’t be able to move or attack).<br />
<br />
Once Elynia and Mal Keshar have summoned the Union and all the nearby drones are gone, lure Elyssa out onto 40% defense by putting a unit in her range. She’ll absorb all non-Union damage, but you can still slow her so try to always slow her before using the Union. Note that the Union uses up both Elynia and Mal Keshar’s moves and attacks, though you can still slow with Elynia and then Union with Mal Keshar. Once Elyssa’s at 60% health she’ll run away.<br />
<br />
'''Part 2'''<br />
<br />
The way forward is the two gates in the southwest, which lead down some narrow passages into an area full of demon zephyrs and drones. You can form a line just outside the narrow passages (don’t use the 1-hex bottlenecks or it will take too long) and let them come. Also, try to avoid sending your flying undead onto the starry chasms because it has a small chance of killing them.<br />
<br />
Continuing southwest, you’ll come to a rocky area surrounded by chasms - there are a bunch of drones across the chasms so try to lure them off a couple at a time. Elyssa’s in a keep to the south - lure her out and repeat the slowing + Union tactic (she still absorbs non Union damage). This time she’ll flee at 40% HP.<br />
<br />
'''Part 3'''<br />
<br />
Continuing east, a bunch of zephyrs and drones will come at you across the eastern chasm; form a line and lure them onto land so you can easily get rid of them. Then the path splits south and east - both lead to the same area in the southeast, where Elyssa is waiting with a bunch of drones. As usual try to lure off as many drones as possible before luring Elyssa out.<br />
<br />
She is more powerful this time, but fortunately she now takes full damage from non Union attacks! However, make sure to finish her with the Union; otherwise she’ll just regenerate HP instead of dying.<br />
<br />
===S23 A (Into the Lair)===<br />
*Objectives: Find the entrance to the Chaos Emperor’s lair.<br />
<br />
In the beginning, just follow the path southwest past a few demon zephyrs and guards. Past the gate in the southwest there are a couple enemy leaders; just camp in the 3-hex passage until both their armies are gone. There’s a gate in the south which leads to the exit, but you’ll have to find the glyph to open it first.<br />
<br />
A few turns after entering the indoor area, a bunch of cockatrices and drones will come flooding out of the west. It’s preferable to form a solid line against them, since getting petrified disrupts a unit’s ZOC. Cockatrices are weak to arcane so spectres are ideal for taking them out. Once they’re gone split up into two groups to explore the western cave passage and the north- there’s an enemy leader in each area. It’s best to send Elynia with one group and Mal Keshar with the other since the glyph to open the exit is in a random location and only Elynia or Mal Keshar can activate it.<br />
<br />
Once you open the exit gate, there will be another flood of cockatrices from the southeast. Past the exit gate there’s a very weak enemy leader and some assorted enemies scattered around. The path then splits three ways: south is an empty dead end, north is a dead end with some story glyphs, and east is the entrance to the lair.<br />
<br />
===S23 B (Until Death)===<br />
*Objectives: Defeat the Chaos Emperor.<br />
*Note: The blue glyphs scattered around the map heal a unit to full.<br />
This is effectively the final battle; the next scenario is easy and more of a playable cutscene (however, any surviving veterans do carry over to next scenario – you won’t need many but the more the better.) This is probably the most difficult scenario in the entire campaign so hopefully almost all of your veterans are still alive and you got the extra gold from S21.<br />
<br />
You’ll start close to two enemy leaders, and it’s possible (recommended, even) to take them both out on turn 1. The southern leader should be easy; make sure to leave Galas available to take his keep and begin to recruit undead immediately. For the northern shadow courier if you put Mal Keshar next to him and Elynia next to Mal Keshar, two of Mal Keshar’s Union hits will take him down (a 78% chance to kill – it’s slightly risky though, since there are likely some level 2 drones lurking around and Mal Keshar will take a lot of retaliation if he doesn’t kill the shadow courier.)<br />
<br />
Try to recruit as much as possible with Galas on turns 1-3. At the start of turn 4, the Emperor will possess Mal Keshar (meaning you can’t recruit undead anymore) and Erathan (or Galas, if you don’t have Erathan). You’ll then have to use Elynia to kill Mal Keshar (you can make this part easier by making sure Mal Keshar is close to your units and on 40% defense on turn 4.) The Emperor can recall your unused undead veterans while he’s controlling Mal Keshar, so try to finish Mal Keshar off immediately.<br />
<br />
Once you kill Mal Keshar, the Emperor will get a new Union attack and Elynia will also get a powered up (35-4) Union attack when next to him. Elynia’s Union is the only attack which does full damage to the Emperor; all other attacks will do just a few HP of damage (also, non-Union attacks will sometimes cause him to become unslowed so be careful). Lure the Emperor out onto 40% defense, slow him, and then Union with Elynia. You’ll probably need about 3 turns (2 if you’re lucky) of Elynia using the Union. Hopefully Elynia doesn’t get hit too much; if she does you could try ZOCing the boss with cannon fodder while Elynia gets healed or moves to a healing glyph.<br />
<br />
Once you defeat him Mal Keshar will return and you can recruit undead again (although he is extremely fragile now so it’s essential to keep him away from the Emperor), and the Emperor will transform into his final form. This form has much more HP and a stronger ranged attack (hopefully at least one slower is still alive!) but fortunately can now be fully damaged by regular attacks. Elynia’s Union also gets a major powerup, so his HP should go down very quickly. He sometimes spawns drones when hit; you may want to move your own units next to him before attacking so that the drones don’t block the hexes next to him. Make sure to have Elynia finish him off with the Union, or else he’ll regenerate a ton of HP.<br />
<br />
===S23 C (Broken Heart)===<br />
*Objectives: Reach the exit with Elynia, Galas or Mal Keshar.<br />
*Note: This is the last scenario.<br />
This scenario should be pretty easy, even with very few surviving veterans. Head northeast past some demon zephyrs to the first checkpoint; your units will all enter a new lava area. Around this time Ledinor will begin having some ominous dialogue, and several turns later he’ll suddenly transform into a shadow courier, and 3 shadow minions will appear around him. You can either kill him, or just leave him behind.<br />
<br />
After heading east across the doors past the second checkpoint, the path will turn north. Once you approach the third checkpoint, several high level undead will appear in the 3-hex keep just north of the checkpoint. Once you’ve dealt with them, it’s a pretty uneventful trip northwest toward the exit.<br />
<br />
[[Category: User-made Campaigns - Walkthroughs]]</div>Inkyhttps://wiki.wesnoth.org/index.php?title=LegendofWesmere&diff=58060LegendofWesmere2016-11-14T06:23:28Z<p>Inky: /* The Uprooting */ Velon's units don't join in wesnoth 1.12 and later</p>
<hr />
<div>This is a walkthrough of '''Legend of Wesmere''', a campaign that tells the story of ''Kalenz'', the famous elf hero that plays an important role in [[HeirToTheThrone|Heir to the Throne]].<br />
<br />
This is a long campaign, organized in 5 chapters, where you play elves. Therefore, it is recommended to take a moment to review their top level units; there are two units capable of flight! One of them is a curing healer +8, the other one is level 4. Both of them can do magic, and both of them can slow their enemies! If you can team up two shydes and two sylphs, you get a magically hard hitting, regenerating, slowing air force that can ZoC-lock an enemy. As if that wasn't enough, late in the campaign you'll lose access to most of your veteran troops, but not your sylphs and shydes. Hence, it really pays to level shamans. The only catch, however, is that they are not available during the first chapter of the story (the first three scenarios); you will still have enough opportunity to level them up, but it requires some determined effort.<br />
<br />
As a general rule of thumb throughout this campaign, if your elves need to make a stand and you have a choice of options, choose the one that will put most of them in the woods. Not only will this give you the best chance of survival, it will ensure that the AI playing your allies will do useful things. This matters a lot, because many of the scenarios in this campaign involve allies you cannot control whose death results in your defeat.<br />
<br />
Loyal troops are even more valuable in this campaign than in most others, partially because they get three traits, but mainly because you'll get to keep them when your other troops are unavailable. With that in mind, you should strongly consider leveling Arkildur (a loyal fighter that starts with you) into a marshal. The leadership skill will prove invaluable when you depend on level 1 units.<br />
<br />
<br />
== The Uprooting ==<br />
* Objectives: Kill any of the orc leaders<br />
* Lose if: Kalenz or Landar dies or turns run out<br />
* Turns: 20/17/14 (easy/medium/hard)<br />
* Starting units: Kalenz, Landar, Anduilas and Arkildur<br />
<br />
Like the first scenario in Heir to the Throne, this scenario begins with the hero in a forest with enemies preparing to close in on all sides. You might want to simply run away (and previously you could), but you have to kill one enemy leader.<br />
<br />
The keep directly to the east is one option. If you keep most of his stronghold hexes plugged up with your units or your enemy's, then he will not be able to spend all his gold before you kill the leader, possibly when he dives in the water. <br />
<br />
A good alternative is going southwest, as this puts the maximum distance between you and the troops of the other orcish leaders, and only level 1 orcs will come from that corner.<br />
<br />
You can only recruit fighters and archers. Use fighters to shield yourself and archers to kill the grunts (and warriors on hard.) Keep loyals and leaders safe - if only one unit shields them, remember that it can be killed by a single lucky L2 orc. If you manage to level up units choose captain for fighters and marksman for archers.<br />
<br />
== Hostile Mountains ==<br />
* Objectives: Move Kalenz to the signpost or defeat the troll leader<br />
* Lose if: Kalenz, Landar or Olurf dies or turns run out<br />
* Turns: 32/28/24 (easy/medium/hard)<br />
* Starting units: Kalenz, Landar and any surviving loyal units<br />
<br />
The most important thing to do is get the dwarves to fight the trolls. The trolls will go to the east bank without any bait, just take care you don't lure them away or worse anger the dwarves yourself. Even after they fight with the trolls, do not go to the east bank.<br />
<br />
Recruit fighters to die, archers to do damage. The trolls will tend to go for the fighters when given the option. If you don't have a captain yet, level up a fighter as soon as possible, and use his leadership on your archers. You will need marksmen to kill trolls on mountains, so keep your archers safe (well, at least on reasonable terrain). <br />
<br />
Do not, under any circumstances, cross the river. If you do, Olurf will attack you, and the trolls will cut both you and the dwarves to pieces. You can have units stand in the river if necessary to reach a particular unit, but since your enemies are more powerful than your units avoid doing so if you are likely to be counterattacked. Instead, send out an archer or two (preferably ''quick'' ones) to grab the villages in the far northern reaches of the board while you move your troops onto the wooded island in the middle of the river, directly south of your keep. From here, you can help the dwarves whittle down the trolls while you slowly wend your way southwest toward the troll keep. The scenario will end if you succeed in killing the troll leader. Note: Olurf's death counts as a defeat.<br />
<br />
There is a reason the middle island has so much forest. The western bank of the river has a narrow swath of forest surrounded by mountains and hills. This is not ideal terrain for fighting trolls. Trolls move faster than elves on hills and mountains and have comparable defense. A much better idea is to try to occupy the middle island, forcing the trolls to attack from water. Chances are you'll only be able to claim the northern tip of the island at first, so half your army will spill over to the forest on the west bank. The dwarves help by putting units in water and doing other things to distract the trolls and draw fire away from you.<br />
<br />
[revolting_peasent:] I don't subscribe that much to the advice above. The bottom-half of the Island is the Troll-Dwarf highway of death... and I kept to the North of the island. Also, some Trolls were going up, North, to try to flank me, so I put a (sort of) a line on the West bank as well, and managed to kill them off with some unit rotations, dwarf help, and the occasional forray into the water (or the Troll stupid enough to attack from the water). [/revolting_peasent]<br />
<br />
It is preferable to aim to kill the troll leader rather than get to the signpost as the experience is most important. Also, on Medium, the Dwarves will just kill him anyway if you don't get to him first.<br />
<br />
== Ka'lian Under Attack ==<br />
* Objectives: Survive the initial attack with Galtrid, then defeat the enemy leaders<br />
* Lose if: Kalenz, Landar or Galtrid dies or turns run out<br />
* Turns: 5/7/9 initially, then 35/30/25 extra (easy/medium/hard)<br />
* Starting units: Kalenz, Landar and any surviving loyal units<br />
<br />
Take careful note of this map; you'll be fighting on it again later.<br />
<br />
For the first turns (original turn limit) you play the defenders of the Ka'lian. See all those Orcish Assassins in the water? Make sure they receive as much retaliation as possible when they poison your units (archers). As you can heal only 2 units per turn, make sure they can't poison your fresh recruits as well. Also, you can kill Assassins with some of your poisoned units, as long as they have still enough hitpoints. Distribute XP carefully; units heal upon level up; rarely is this more useful than in this scenario.<br />
<br />
Don't just hit Ctrl-R to recruit; you have a massive keep so put your new units in the right place. Don't let the orcs in good defense terrain and you should be fine. Use Galtrids leadership carefully by moving him multiple times per turn to support different areas of the castle.<br />
<br />
When Kalenz arrives, the orcs just pile up in the northwestern corner ''if'' you defended the Ka'lian well. Control the map, by trapping and killing the village stealing wolf riders, heal your poisoned Ka'lian defenders and let them do some work. Close in carefully - it will be very hard avoiding casualties, but when the time comes, let them be L1 fighters and not your L2. You can level a number of units, but don't wait too long, because you will need gold for the next scenario. (250+ carryover)<br />
<br />
The behaviour of the orcs will depend directly on your ability to hold out the invasion of your fortress. If you manage to repel somewhat successfully their initial attack, the orcs will assume a defensive stance for the second part of the battle (usually triggered when Kalenz arrives). If, on the other hand, the orcs have a more successful start, they then become more aggressive and the battle becomes much more lively on the second part.<br />
<br />
A special feature of this particular scenario—something not very common in a campaign—is that you will control two armies simultaneously after Kalenz' arrival. You start by assuming the role of Galtrid, and later Kalenz joins the party, at which time you will switch between your two roles. Note that, although Galtrid's army should not be your main concern, you will get a chance to recall Ka'lian's veterans in the future (see ''Elves' Last Stand''), so it's useful to protect any level 2 or 3 levels you get from Galtrid's team.<br />
<br />
''Note for versions older than 1.12:'' Galtrid's army does not show up again, so those units are truly expendable in that case.<br />
<br />
== The Elvish Treasury ==<br />
* Objectives: Defeat the enemy leaders<br />
* Lose if: Kalenz, Landar or Cleodil dies or turns run out<br />
* Turns: 35/30/25 (easy/medium/hard)<br />
* Starting units: Kalenz, Landar and any surviving loyal units<br />
<br />
There are two main ways to play this scenario. The most straightforward solution is to send your army en masse to the keep in the northwest first; that's where Cleodil (an Elvish Shyde) is. Then turn east to take out the other saurian. Recruit plenty of Fighters, use leadership to full extent and try to heal by leveling up.<br />
<br />
Alternatively, it is possible to kill the eastern leader with Rangers/Avengers. The AI will completely ignore them once they are in the woods again. This allows you to play more defensively in the west.<br />
<br />
When fighting the saurians, there are three things to remember: 1) Don't send out isolated units, because they'll be swarmed and killed; 2) Try to keep the saurians on bad terrain 3) watch the day/night cycle (it doesn't affect your elves, but the saurians are significantly weaker by day and you can turn that fact to great advantage). Kill the Augurs as soon as possible with your fighter line. The skirmishers have a lot of movement points; make sure that wounded units are safe or meant to be sacrificed. In general, take your time to experiment and figure out what works best on your strategy against saurians, as you'll be seeing many more of them in the future.<br />
<br />
Along with Cleodil, two other units will be freed from the prison. All of them become loyal to your cause, so by the end of this scenario you'll have a small loyal army on your hands. Protect them well.<br />
<br />
There's a couple of things worth noting regarding Cleodil. One is that she has a couple of interesting abilities: ''elates Kalenz'' which works basically like leadership but only works on Kalenz, and ''heals Kalenz'' which boosts her healing powers, but only on Kalenz. As you may guess, this means that from now on it's a good idea to keep those two close to each other in the battle field. The other important detail is that she can recruit Shamans and Woses. You may try it out in this scenario, in the small keep to the north. This works out nicely if your strategy for this scenario is to concentrate on the northwestern enemy first. With a little effort, you can free Cleodil relatively quickly, and then her recruits can be very helpful for the rest of the battle.<br />
<br />
== The Saurian Treasury ==<br />
* Objectives: Defeat the enemy leaders<br />
* Lose if: Kalenz, Landar or Cleodil dies or turns run out<br />
* Turns: 24/20/18 (easy/medium/hard)<br />
* Starting units: Kalenz, Landar, Cleodil and any surviving loyal units<br />
<br />
This scenario is much trickier than the last one because here you have to fight the saurians on terrain that's hostile to your elves (desert and swamp). Try to confront them on favorable terrain and form a defensive line (against Skirmishers) each turn. Woses are very effective against saurians, so if you have trouble with this scenario, try recruiting at least 6 Woses. Also, the ''slows'' attribute of Shamans' ranged attacks limits the damage potential and mobility of Skirmishers. Kill the southern leader first. <br />
<br />
When you've dealt with the southern leader and the treasury (the single saurian sitting on a village and not moving) you can either take an Elvish Scout to the treasury to pick up the gold and return it to the sign post (but traveling more slowly than usual) or just go kill the northern leader. Killing the leader is preferable. You'll get XP and any loss in gold from early finish is dwarfed by the 1800 gold you get for beating the level.<br />
<br />
Keep an eye on the turn limit. The enemy leaders are easily lured out with an Elvish Scout.<br />
<br />
== Acquaintance in Need ==<br />
* Objectives: Defeat the enemy leaders<br />
* Lose if: Kalenz, Landar, Cleodil or Olurf dies or turns run out<br />
* Turns: 35/30/25 (easy/medium/hard)<br />
* Starting units: Kalenz, Landar, Cleodil and any surviving loyal units<br />
<br />
There is another troll leader to kill, so it is an XP opportunity, like for your shamans. For recruiting, you need to make sure that you neither overrecruit nor underrecruit. With too few units, you will take too long to finish your enemies (as always), while too many units won't help you in the fight, and you will need the money!<br />
<br />
Start with the green enemy, who is the closest one to you. The dwarves, who are your allies for this scenario, should provide substantial help in doing so. While you finish off the first orc, you should start sending a fair amount of relatively unexperienced archers/shamans west to take on the troll. Then move north over the mountains in a broad line to take out the orcs. A broad front line will help you to quickly overrun the orcs and allow you to finish in good time. Of course, you need sufficient numbers to do this without overstretching yourself.<br />
<br />
The dwarves will get a lot of kills/occupy the enemy quite a bit. Their high mountain defense and mobility ensure this. You may need to resign yourself to softening the orcs up and letting the dwarves get the kills.<br />
<br />
On this scenario you'll be able to ask Olurf to move to a specific location inside the map (using right-click), which may be useful in case you want his help in some particularly tight spot. This is one of the ways in which you can control the behaviour of your allies (you'll see another in the next scenario). Notice, however, that this command only applies to Olurf himself, and his troops will continue to move freely as they please, often taking experience away from you.<br />
<br />
By the end of the scenario, you will end up "hiring" Olurf—paying him 400 gold—but if you've been careful with your finances, you probably won't miss that amount.<br />
<br />
== Elves' Last Stand ==<br />
* Objectives:<br />
** Defeat all of the enemy leaders ''or''<br />
** "Own the field," which means having more than 25 units while the enemy has under 15.<br />
* Lose if: Kalenz, Landar, Cleodil or Galtrid dies or turns run out<br />
* Turns: 30/25/20 (easy/medium/hard)<br />
* Starting units: Kalenz, Landar, Cleodil and any surviving loyal units<br />
<br />
This is the same map as in Kal'ian Under Attack, but with many more enemies. You'll be facing vast numbers of trolls, orcs, and naga. On the upside, you get one more chance to fight with the Ka'lian's army, and can use your veterans from the scenario ''Ka'lian Under Attack''.<br />
<br />
For recruitment, spamming Fighters and Archers is essential. Supplement them with Elder Woses or just plain Woses. You'll be facing the poison of Assassins, Slayers, and Water Serpents as well the damage of L2 and L3 Trolls, so recall as many healers as you have, plus a lot of Shamans. Mix some in with your ally's forces, since he has no Shaman line units. Finish your recruitment by recalling whatever L3 units you have.<br />
<br />
Now that you have control of your allies, it makes most sense to let him have all the villages. Have your ally recruit a couple of Elf Scouts to keep reflagging villages after you use them for healing or the enemy captures them. It's impossible for you or your ally to have gold carryover from this scenario, so make sure to spend it all here. Recruit as much as you can and be aggressive.<br />
<br />
To save Eradion (your elf ally to the west), you likely either need to evacuate him to the Ka'lian or send reinforcements from the Ka'lian to him. Note that Eradion can also recall Galtrid's veterans. Therefore if you can manage it, having Eradion stay in the keep to the west is recommended, so that he can recruit and recall right into the middle of the battlefield.<br />
<br />
If you wish to keep control of the Ka'lian, you'll need to maintain considerable forces there. However, this island fortress is not much of a defense against the droves of Water Serpents and L1, L2 and maybe L3 Naga headed its way. They get 60% defense in water, so your moat is like a fortress for them. Therefore, abandoning the Ka'lian after your initial recruiting is an option to consider. Fortunately, there is good terrain (forest) to the west and north/northeast of the Ka'lian. Note that if you avoid waterfront hexes, the Water Serpents will crawl onto land, where they are much easier to kill.<br />
<br />
Good tactics are essential. Don't get sloppy about formation and protecting the wounded. Maintain mostly straight lines early on. Don't get flanked. Try to keep loyals and criticals ''off'' the front line, especially at night versus trolls. If you're careful, you can use the heavy fighting to level units. <br />
<br />
700 starting gold is sufficient, barely. Try abandoning the Ka'lian, sending your allied troops west to Eradion's keep area, while your main army digs in within the forest northeast of the Ka'lian. Good luck!<br />
<br />
Olurf does not show up until the battle is won.<br />
<br />
''Note for versions older than 1.12:'' This scenario formerly had AI-controlled allies that you could "instruct" in various ways, not very effectively as it turns out. You don't fight nagas, and Olurf did participate in the battle after showing up around turn 12. The turn limit for the older versions was 35/30/25 (easy/medium/hard).<br />
<br />
== Council of Hard Choices ==<br />
<br />
Story only.<br />
<br />
== Bounty Hunters ==<br />
* Objectives: Move Kalenz across the river<br />
* Lose if: Kalenz, Landar, Cleodil or Olurf dies or turns run out<br />
* Turns: 32/28/24 (easy/medium/hard)<br />
* Starting units: Kalenz, Landar, Cleodil and any surviving loyal units<br />
<br />
The only thing you gain from defeating the saurians is experience. If you are having trouble beating this level, just recruit one round, and run north as fast as you can with your criticals. To slow down the saurians, you can divide your recruits and send half left and half right. When you reach the river, sea monsters (Water Serpents and Cuttle Fish) will attack. You may try distracting the monsters by tossing threm some tasty Elvish Scouts. The saurians will catch up as you're crossing the river, but at least a few of the saurians will focus on killing any remaining sea monsters before worrying about your leaders. Make use of the island to get Kalenz across as quickly as possible.<br />
<br />
By getting Kalenz quickly across the river, you'll get a hefty early finish bonus, rebuilding your gold reserve. Gold will become very important by the time you reach the ''Human Alliance'' scenario.<br />
<br />
If you want to claim some experience as well, a small cadre of Elder Woses and Rangers can lure units one or two at a time to their deaths in the southern woods. They can hide in forest terrain if too many enemy units are in the area. Meanwhile, three Dwarf Guardsmen can serve as a disposable rear guard for your leaders fleeing to the north.<br />
<br />
== Cliffs of Thoria ==<br />
* Objectives: Move Kalenz to the signpost or defeat the enemy leaders<br />
* Lose if: Kalenz, Landar, Cleodil or Olurf dies or turns run out<br />
* Turns: 32/28/24 (easy/medium/hard)<br />
* Starting units: Kalenz, Landar, Cleodil, Olurf and any surviving loyal units<br />
<br />
There are three tricky elements about this one.<br />
<br />
First, if you want Kalenz to get to the signpost, he'll have to climb there over high mountains, so the going will be very slow; watch the turn clock carefully.<br />
<br />
Second, the "fog of war" applies so you won't know much about your enemies until you actually bump into them.<br />
<br />
Third, among your enemies you will find level 4 Yetis (which pack quite a punch) and Gryphons (which move very quickly through any terrain). Keep your Shamans ready to slow Yetis before you attack them with other units.<br />
<br />
For recruitment, you can probably get by with one round of raw recruits. However, note that dwarves do well in the mountains, so you may want more than three dwarf recruits. Avoid Ulfserkers and Berzerkers, though, as they are too vulnerable in this scenario, where things tend to jump out of the fog at you.<br />
<br />
Heed the dialog; proceed with caution. After the initial battle, you can split your forces, sending a group to each enemy stronghold (northwest and east), while optionally sending a third group with Kalenz directly to the signpost.<br />
<br />
== Battle of the Book ==<br />
* Objectives: Defeat Aquagar the drake wizard<br />
* Lose if: Kalenz, Landar, Cleodil, Crelanu or Olurf dies or turns run out<br />
* Turns: 30/34/38 (easy/medium/hard)<br />
* Starting units: Kalenz, Landar, Cleodil, Olurf and any surviving loyal units<br />
<br />
The drakes, commanded by Aquagar (the foe you must defeat), are at the northwest corner, while a keep of trolls is located at the northeast. Crelanu, the wise mage for whom you came, is by the lake. You can send a quick unit (e.g. an Outrider or Cleodil) towards that keep in the middle of the map to trigger the dialogue with Crelanu.<br />
<br />
For recalling, especially useful units include Steelclads, Pathfinders, Marksmen, Rangers, Sorceresses, Thungerguards, and Stalwarts. A good mix of impact and ranged fighters is essential, because a lot of drakes breathe fire. One round of recruiting/recalling should be more than sufficient.<br />
<br />
You may try splitting your forces, sending half of your troops east along the road first to Crelanu's keep to save him and kill the troll leader (whose keep is close by). Take the remaining troops west to kill the drake leader.<br />
<br />
However, it will take some time for the trolls to reach Crelanu, so it's probably better to focus all your power towards Aquagar to finish him as quickly as possible, and then Crelanu won't need any assistance. A quick finish means a big win bonus. You'll need it for the next scenario.<br />
<br />
== Revelations ==<br />
<br />
Story only.<br />
<br />
== News from the Front ==<br />
<br />
Story only.<br />
<br />
== Human Alliance ==<br />
* Objectives: Survive until the end of turns<br />
* Lose if: Kalenz, Landar, Cleodil, Olurf or Aldar (the human leader) dies or turns run out<br />
* Turns: 18/20/22 (easy/medium/hard)<br />
* Starting units: Kalenz, Landar, Cleodil, Olurf and any surviving loyal units<br />
<br />
Historically, this scenario has been considered the unofficial finale and it used to be very challenging in versions previous to 1.12. In those older versions, the following scenarios are kind of a sequel, and easier too.<br />
<br />
The enemy is in three places: the northwest, the northeast (trolls) and the southwest. The most challenging aspect of this scenario is that your army has to do three things practically simultaneously: contain the northwest orcs (this is not that hard due to favorable terrain), aid your human allies to the south, and hold off the trolls. Fortunately, you have a lot of support from your allies, and this time you control 3 different armies.<br />
<br />
You should spend all your gold upfront—there is no much point in saving it for later. The human leader gets a steady stream of income plus can recruit some 2nd and 3rd level units, so is a formidable force. However, the trolls are no push over and may be the toughest of your three fronts. It may be no problem holding off the NW front given the water and favorable terrain, and the forces from the SW come in a slow enough stream that by the time they reach you, they are not much more than an annoyance given the tree line. However, the trolls, with a constant stream of recruits, are a challenge. Strive to use the human army well to either help with trolls or tie up the SW enemy so you can focus on the trolls. Woses backed by leadership are very good against the trolls. (And BTW, for the ''Breaking the Siege'' scenario coming up, you definitely want to focus on getting at least a couple each of Sylphs and Shydes here if you don't already have them.)<br />
<br />
On turn 9, the veterans you left at the Ka'lian appear in the western forest near the keeps of the allied elves.<br />
<br />
''Notes for versions older than 1.12:'' This used to be a significantly harder challenge. Each enemy line received reinforcements every few turns, and their numbers were much larger. You didn't control your allies, which meant keeping the human general alive was quite difficult.<br />
<br />
== The Treaty ==<br />
<br />
Story only.<br />
<br />
== The Chief Must Die ==<br />
* Objectives: Kill the orc chief then return to the signpost<br />
* Lose if: Kalenz or Landar dies or turns run out<br />
* Turns: 32/32/32 (easy/medium/hard)<br />
* Starting units: Kalenz and Landar<br />
<br />
You get no keep, and no chance to recruit, in this one. The only units you have are Kalenz and Landar, and their only task is to assassinate the Orc Sovereign (in the middle) and then return to the signpost at the southwestern corner of the map. Your units will have special attributes (invisible, 80% dodge) for this scenario only that will make this easy.<br />
<br />
When Kalenz takes the potion he changes into a level 2 Elvish Lord (as you might remember him if you have played [[HeirToTheThrone|HttT]]). He will now possess an arcane-magical attack, which proves very useful against many enemies. You should easily be able to get him to level up during this scenario.<br />
<br />
You should have plenty of turns. The only units that will bother you are the Wolf Rider line. They don't pose much threat thanks to Landar's bow and your 80% dodge. Go to the orc leader, kill him and return to the signpost. There is no point in grabbing villages as you get no income from them. There is also no point in finishing early so go ahead and level Kalenz.<br />
<br />
== Breaking the Siege ==<br />
* Objectives: Defeat all enemy leaders<br />
* Lose if: Kalenz, Landar, Cleodil, Olurf or Uradredia (the elf leader) dies or turns run out<br />
* Turns: 40/36/32 (easy/medium/hard)<br />
* Starting units: Kalenz, Landar, Cleodil, Olurf and any surviving loyal units<br />
<br />
Stick to recruiting units with lots of mobility, since the map is large and mostly snow-covered, hampering most of your unit types (don't even bother to recruit dwarves—they won't get to the scene of the action in time to strike any blows). Sylphs and Shydes are best, of course. <br />
<br />
It is essential that you reach your ally quickly. Otherwise he might be dead before you even see him. Despite the fact that fog of war is turned on for this scenario, it's pretty simple to figure out from the geography which keep belongs to your ally (the one in the middle of the forest). You will want to finish this level quickly or/and to grab as soon as possible all the villages to have lots of gold for the next scenario (on medium you'll probably want at least 500 gold). Send some fast units north to keep your ally alive and send the rest straight west. The western units can sweep up after taking out the southern orc boss. A few of Direwolf Riders come as reinforcements when you get to close to the southern orc, so be careful. Alternatively just send everyone north and fan out from there.<br />
<br />
With good units this level shouldn't be tough to beat. Just make sure you beat it in good standing for the next scenario. At this point, this campaign becomes a very good example of why keeping your loyal units alive is very much worth it.<br />
<br />
== Hour of Glory ==<br />
<br />
Story only.<br />
<br />
== Costly Revenge ==<br />
* Objectives: Defeat all enemy units and destroy all enemy villages<br />
* Lose if: Kalenz, Landar dies or turns run out<br />
* Turns: 40/35/30 (easy/medium/hard)<br />
* Starting units: Kalenz, Landar and any surviving loyal units<br />
<br />
This is the same map as The Saurian Treasury, but with most of the terrain snow-covered. Since you're fighting the saurians again, most of the advice from that scenario still applies. Mobility is not a great issue, even though one of the enemy keeps is near the top northeastern corner of the map, because by the time you can dispose of your southern enemy he will have already sent most of his troops south after you. Numbers are an issue, however. In any case, there is no gold carryover for the next scenario, so you might as well spend all your gold here recruiting.<br />
<br />
The best place to make a stand is probably near the patch of forest in the middle (high casualty approach) or the forest with the big ice plain in front of it (low casualty approach). <br />
<br />
The only poor-defense terrain for the saurians is the ice, so keep them on it. The Oracles/Soothsayers will use their ranged attack on your melee units and the Skirmishers/Flankers will use their melee attack on your archers. You will take heavy losses but this is actually good (more on that in a second).<br />
<br />
I like to send Kalenz and a couple of fast units (Scouts/Riders) along the northern forest and then have them cut across the top of the map. This accomplishes three things: one, you torch some out of the way villages; two, you can distract the northern saurians long enough to keep your main force (in the middle of the map) in control; three, you can move them over to kill the northern leader at the end.<br />
<br />
There is a weird twist to this level. After this the elvish civil war breaks out. All your units except loyal ones and scouts defect and serve Landar. So, see that Elvish Champion racking up the kills? Next time he's in battle he will be killing ''your'' units. After the tide of the battle has turned try and get the non-loyal high level units killed (attack those last two Oracles with ranged attack, etc).<br />
<br />
If you have enough gold your main worries will be getting to the villages in time (scouts come in handy), getting to the northern leader in time and leaving as few good units for the civil war as possible.<br />
<br />
1.10.1 (hard): It is not necessary to get your units killed consciously and this scenario is possible with fairly low gold (220 gold for me) by recruiting mainly veterans and exploiting the horrible saurian movement / defence on ice (low casualty approach). As the turn limit isn't very long, it is useful to send some rangers/avengers behind the saurian lines to start burning villages, as soon as they hide in a forest they are invisible to the AI. Constantly check the turn clock, and be as aggresive as possible during the day.<br />
<br />
== Council Ruling == <br />
<br />
Story only.<br />
<br />
== Elvish Assassins ==<br />
* Objectives: Move Kalenz to the signpost<br />
* Lose if: Kalenz or Cleodil dies or turns run out<br />
* Turns: 20/16/12 (easy/medium/hard)<br />
* Starting units: Kalenz, Cleodil and Anduilas<br />
<br />
There's no need to recruit - Kalenz can make it to the signpost with just the units you're given.<br />
<br />
You might feel tempted to take this scenario as an opportunity to level up some new recruits from scratch, but this may not be a good idea. After a few turns, one of your elf allies (chosen at random) will turn against you, making the battle unpredictable and risky, for not a lot of gain.<br />
<br />
There's just a couple of extra scenarios left in this campaign, and if you feel like leveling up units for the final battle, it's better to do it in the next scenario, where you can recall Cleodil's troops again.<br />
<br />
== Northern Battle ==<br />
* Objectives: Defeat all enemy leaders or survive for six days<br />
* Lose if: Kalenz, Cleodil or Uradredia dies or turns run out<br />
* Turns: 40/36/32 (easy/medium/hard)<br />
* Starting units: Kalenz, Cleodil and Anduilas<br />
<br />
This is the same map as Breaking the Siege, but since it's not winter, most of the board is grassland and woods, and much easier for your elves to fight on.<br />
<br />
Landar, now one of your enemies, will be in the far southwest, while another enemy elf has a keep a little to the north from yours. Approximately two thirds of your non-loyal veterans, chosen at random, will go with Landar, while the remaining third will go with Uradredia.<br />
<br />
If you have been building a formidable "air force" (shaman line) you can beat this level very easily. Moreover, the objective description is not very faithful, since you don't really have to kill all enemy leaders. It suffices to move any of your units adjacent to Landar. This makes this scenario quite easy to beat. If you still have Huraldur (your loyal quick elvish rider) on your side and you have leveled him up, you can take him straight to Landar's keep, and—thanks to the vulnerable design of Landar's keep—place him next to Landar by turn 3, finishing the scenario with a huge gold reward. Alternatively, you may try a similar strategy with a group of new scout recruits or other quick units.<br />
<br />
However, you can take the opportunity to level up a few recruits. Particularly, now could be a good time to level up any shamans/woses from Cleodil's old recall list to their maximum. Keep in mind that you need to put Cleodil in the ''Encampment Keep'' tile so you can recall those units.<br />
<br />
Because of Landar's betrayal and the loss of most of your veterans, you will be working mostly with first level units. Consequently, don't try to take on either enemy on the naked grasslands where their keeps lie; recruit as much as you can, then head for your ally's keep in the north central region of the board, taking as many villages during the process as possible. If you need to, make a stand in and about your ally's keep, though depending upon how well you delay Crintil's army you may be able to pick off your enemy a few at a time in the forest long enough to survive until the end of the scenario.<br />
<br />
Playing this scenario patiently has a nice side-effect: by killing Landar's strong veterans here, they won't be available to him in the final battle. As a consequence, if you completely wipe up his army now, he'll be stuck with just fresh level-1 and level-2 elves to recruit by then (unless you're playing on ''hard'' difficulty). Also, all of Uradredia's units will become yours, so if you have the chance to save some of his veterans in this scenario, it's worth doing it.<br />
<br />
If you have some experienced woses (highly resistant against pierce damage!), you can as well crush all the traitors frontally - as long as you engage them outside the forest - for an early finish and large bonus.<br />
<br />
== End of War ==<br />
* Objectives: Defeat Landar<br />
* Lose if: Kalenz or Cleodil dies or turns run out<br />
* Turns: 24/21/18 (easy/medium/hard)<br />
* Starting units: Kalenz, Cleodil and any surviving loyal units<br />
<br />
A relatively short and simple battle, considering this is the final scenario. Recall/recruit all worthy veterans, and don't worry about gold or grabbing villages. If you've made it this far, surely you have the necessary strategic/tactical skills necessary to deal with Landar's army. Now is the time to try risky ideas; this is the last stop for you and your army, so give them the chance to act heroically on the battle field.<br />
<br />
A straightforward strategy involves recalling any remaining veteran troops, then recruiting an army of level 1 elves. Form up your line of battle at the edge of the forest to maximize the difference in defense (70% vs. 40%, while trying to hold the shore is only 40% vs. 20%). The forest defense bonus also means that your level 1 troops stand a good chace of surviving at least one round of two level 2 attacks (which they are unlikely to survive on open ground). If any enemy elves make it into the forest the best approach is to use magic attacks to smoke them out (a slyph works wonders). Once Landar's army has been dealt with, sweep your troops down to the enemy keep to deliver the coup de grace.<br />
<br />
Again experienced woses dominate your enemies outside of forests.<br />
<br />
== Epilogue ==<br />
<br />
Story only.<br />
<br />
[[Category: Campaigns - Walkthroughs]]</div>Inkyhttps://wiki.wesnoth.org/index.php?title=Mainline_Campaigns&diff=58056Mainline Campaigns2016-11-14T03:49:17Z<p>Inky: /* Descent into Darkness */ typo</p>
<hr />
<div>{{Mainline_Campaigns/Translations}}<br />
<br />
These scenarios are included in the Wesnoth distribution. Most were written by fans of the game.<br />
See [[ReferenceWML]] for information on how to make your own scenarios using the Wesnoth Markup Language. The following links are very likely to contain spoilers regarding the storyline.<br />
<br />
== Heir to the Throne ==<br />
<br />
<div class="thumb tright"><br />
[https://raw.github.com/wesnoth/wesnoth-old/3464f2198e92f8173c3b418f3ff24ebb3e212693/data/campaigns/Heir_To_The_Throne/images/campaign_image.png http://i.picresize.com/images/2013/08/24/QR4qN.png]<br />
</div><br />
<br />
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&u=3 Dave]<br />
<br />
This is the original campaign, and probably the most played. It features Konrad, fighting to overturn the rule of the dark queen Asheviere. It is 25 scenarios, no more are planned, and is considered complete.<br />
<br />
* [[HeirToTheThrone|Walkthrough]]<br />
* [[HtttStoryLine|Story outline]], [http://wiki.wesnoth.org/CharactersStorys#Heir_to_the_Throne Characters], [http://wiki.wesnoth.org/WesnothFigures#Heir_to_the_Throne Biographies], [http://wiki.wesnoth.org/CampaignDialogue:HttT Dialogue]<br />
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&t=10322 Discussion thread]<br />
* [http://units.wesnoth.org/trunk/mainline/en_US/Heir_To_The_Throne.html Custom units]<br />
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#Heir_To_The_Throne Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#517_YW Position in timeline]<br />
<div style="clear:both"></div><br />
<br />
== A Tale of Two Brothers ==<br />
<br />
<div class="thumb tright"><br />
[http://svn.gna.org/viewcvs/wesnoth/branches/1.10/data/campaigns/Two_Brothers/images/campaign_image.png http://i.picresize.com/images/2013/08/15/qDabd.png]<br />
</div><br />
<br />
* by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&u=93 Circon]<br />
<br />
A village is being terrorized by a black Mage. He is defeated, but the local Mage, Baran, is kidnapped. His brother, Arvith, must go rescue him. It has 4 scenarios, and is aimed at first-time players on Easy.<br />
<br />
* [[ATaleOfTwoBrothers|Walkthrough]]<br />
* [[A Tale Of Two Brothers Story|Story outline]], [http://wiki.wesnoth.org/CharactersStorys#A_Tale_Of_Two_Brothers Characters], [http://wiki.wesnoth.org/CampaignDialogue:TB1.9 Dialogue]<br />
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&t=10339 Discussion thread]<br />
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#A_Tale_of_Two_Brothers Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#363_YW Position in timeline]<br />
<div style="clear:both"></div><br />
<br />
== An Orcish Incursion ==<br />
<br />
<div class="thumb tright"><br />
[http://svn.gna.org/viewcvs/wesnoth/branches/1.10/data/campaigns/An_Orcish_Incursion/images/campaign_image.png http://i.picresize.com/images/2013/08/15/nVI6O.png]<br />
</div><br />
<br />
by Josh Parsons; adapted for mainline by ESR.<br />
<br />
Erlornas is an elven noble of Wesmere during the first years after the arrival of humans and orcs on the western shore of the Great Continent. It is his fate to be the first of his people to be directly confronted by the invading orcs.<br />
<br />
* [[AnOrcishIncursion|Walkthrough]] <br />
* [[An_Orcish_Incursion story|Story outline]], [http://wiki.wesnoth.org/CharactersStorys#An_Orcish_Incursion Characters], [http://wiki.wesnoth.org/CampaignDialogue:AOI Dialogue]<br />
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&t=20249 Discussion thread]<br />
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#An_Orcish_Incursion Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#8_YW Position in timeline]<br />
<div style="clear:both"></div><br />
<br />
== The South Guard ==<br />
<br />
<div class="thumb tright"><br />
[http://svn.gna.org/viewcvs/wesnoth/branches/1.10/data/campaigns/The_South_Guard/images/campaign_image.png http://i.picresize.com/images/2013/08/15/UMJFY.png]<br />
</div><br />
<br />
* by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&u=872 aelius]<br />
<br />
A young Knight, Deoran is dispatched to take command of the South Guard. This campaign has 9 or 10 scenarios, depending on the branch you take, and is aimed at beginners on the easiest difficulty.<br />
<br />
* [[TheSouthGuard|Walkthrough]]<br />
* [[South Guard story|Story outline]], [http://wiki.wesnoth.org/CharactersStorys#The_South_Guard Characters], [http://wiki.wesnoth.org/CampaignDialogue:TSG Dialogue]<br />
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&t=10323 Discussion thread]<br />
* [http://units.wesnoth.org/trunk/mainline/en_US/The_South_Guard.html Custom units]<br />
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#The_South_Guard Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#607_YW Position in timeline]<br />
<div style="clear:both"></div><br />
<br />
== Liberty ==<br />
<br />
<div class="thumb tright"><br />
[http://svn.gna.org/viewcvs/wesnoth/branches/1.10/data/campaigns/Liberty/images/campaign_image.png http://i.picresize.com/images/2013/08/15/rseVU.png]<br />
</div><br />
<br />
by scott<br />
<br />
The chronicles of how a certain group of Wesnothians were betrayed by their ruler and decided to fight back. This made them outlaws in the crown's eyes, but hopefully heroes in ours.<br />
<br />
There are 9 scenarios and some goodies to boot. The main focus is to provide the experience of recruiting and recalling higher level outlaw characters, which you don't normally get to do. While there is a range of difficulty in the scenarios, the overall intent is for them to be straightforward and not too difficult.<br />
<br />
* [[Liberty|Walkthrough]]<br />
* [[Liberty story|Story outline]], [http://wiki.wesnoth.org/CharactersStorys#Liberty Characters], [http://wiki.wesnoth.org/CampaignDialogue:L Dialogue]<br />
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&t=20252 Discussion thread]<br />
* [http://units.wesnoth.org/trunk/mainline/en_US/Liberty.html Custom units]<br />
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#Liberty Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#501_YW Position in timeline]<br />
<div style="clear:both"></div><br />
<br />
== Legend of Wesmere ==<br />
<br />
<div class="thumb tright"><br />
[http://svn.gna.org/viewcvs/wesnoth/branches/1.10/data/campaigns/Legend_of_Wesmere/images/campaign_image.png http://i.picresize.com/images/2013/08/15/nJGZu.png]<br />
</div><br />
<br />
by Santi; adapted for mainline by esr and fendrin<br />
<br />
''The tale of Kalenz, the High Lord who rallied his people after the second orcish invasion of the Great Continent and became the most renowned hero in the recorded history of the Elves.''<br />
<br />
* [[LegendofWesmere|Walkthrough]]<br />
* [[LegendofWesmereStory|Story outline]], [http://wiki.wesnoth.org/CharactersStorys#Legend_of_Wesmere Characters], [http://wiki.wesnoth.org/WesnothFigures#Legend_of_Wesmere Biographies], [http://wiki.wesnoth.org/CampaignDialogue:LOW Dialogue]<br />
* [http://forums.wesnoth.org/viewforum.php?f=51 Discussion threads]<br />
*[http://wiki.wesnoth.org/Geography_of_Wesnoth#The_Legend_of_Wesmere Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#20_YW Position in timeline]<br />
<div style="clear:both"></div><br />
<br />
== The Eastern Invasion ==<br />
<br />
<div class="thumb tright"><br />
[http://svn.gna.org/viewcvs/wesnoth/trunk/data/campaigns/Eastern_Invasion/images/campaign_image.png http://i.picresize.com/images/2014/12/12/OcYhN.png]<br />
</div><br />
<br />
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&u=176 Turin]<br />
<br />
This campaign follows Gweddry, a Wesnothian Army Officer, battling against undead invaders. It has 18 scenarios, and no more are planned.<br />
<br />
* [[TheEasternInvasion|Walkthrough]]<br />
* [[EiStoryLine|Story outline]], [http://wiki.wesnoth.org/CharactersStorys#Eastern_Invasion Characters], [http://wiki.wesnoth.org/CampaignDialogue:EI Dialogue]<br />
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&t=10325 Discussion thread]<br />
* [http://units.wesnoth.org/trunk/mainline/en_US/Eastern_Invasion.html Custom units]<br />
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#Eastern_Invasion Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#625_YW Position in timeline]<br />
<div style="clear:both"></div><br />
<br />
== The Hammer of Thursagan ==<br />
<br />
<div class="thumb tright"><br />
[http://svn.gna.org/viewcvs/wesnoth/branches/1.10/data/campaigns/The_Hammer_of_Thursagan/images/campaign_image.png http://i.picresize.com/images/2013/08/15/kavI.png]<br />
</div><br />
<br />
by ESR (Eric S. Raymond)<br />
<br />
In the first years of the Northern Alliance, the dwarves of Knalga attempt to re-establish contact with their kin in the east at Kal Kartha. Many perils beset the expedition, but none so dire as the dark secret they will discover at their destination.<br />
<br />
* [[TheHammerOfThursagan|Walkthrough]] <br />
* [[TheHammerOfThursagan story|Story outline]], [http://wiki.wesnoth.org/CharactersStorys#The_Hammer_of_Thursagan Characters], [http://wiki.wesnoth.org/WesnothFigures#The_Hammer_Of_Thursagan Biographies], [http://wiki.wesnoth.org/CampaignDialogue:THOT Dialogue]<br />
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&t=20258 Discussion thread]<br />
* [http://units.wesnoth.org/trunk/mainline/en_US/The_Hammer_of_Thursagan.html Custom units]<br />
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#The_Hammer_of_Thursagan Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#550_YW Position in timeline]<br />
<div style="clear:both"></div><br />
<br />
== Descent into Darkness ==<br />
<br />
<div class="thumb tright"><br />
[http://svn.gna.org/viewcvs/wesnoth/branches/1.10/data/campaigns/Descent_Into_Darkness/images/campaign_image.png http://i.picresize.com/images/2013/08/15/JTXUi.png]<br />
</div><br />
<br />
by esci<br />
<br />
Malin Keshar, a young mage from the town of Parthyn, attempts to defend his home from marauding orcs by enlisting the help of a necromancer named Darken Volk. He learns the forbidden art of raising and controlling the deceased and the true power of the undead, and is gradually drawn further into the secrets of necromancy.<br />
<br />
* [[DescentIntoDarkness|Walkthrough]] <br />
* [[Descent Into Darkness story|Story outline]], [http://wiki.wesnoth.org/CharactersStorys#Descent_into_Darkness Characters], [http://wiki.wesnoth.org/CampaignDialogue:DID Dialogue]<br />
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&t=20251 Discussion thread]<br />
* [http://units.wesnoth.org/trunk/mainline/en_US/Descent_into_Darkness.html Custom units]<br />
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#Descent_Into_Darkness Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#389_YW Position in timeline]<br />
<div style="clear:both"></div><br />
<br />
== Delfador's Memoirs ==<br />
<br />
<div class="thumb tright"><br />
[http://svn.gna.org/viewcvs/wesnoth/branches/1.10/data/campaigns/Delfadors_Memoirs/images/campaign_image.png http://i.picresize.com/images/2013/08/15/PUG3x.png]<br />
</div><br />
<br />
''Wesnoth seems to be slipping inexorably into chaos, as marauding orcs pour south across the Great River, and mysterious and deadly creatures roam the night. Who is the shadowy Iliah-Malal? Can you defeat him before he destroys all life in Wesnoth?''<br />
<br />
* [[DelfadorsMemoirs|Walkthrough]]<br />
* [[DelfadorsMemoirsStory|Story outline]], [http://wiki.wesnoth.org/CharactersStorys#Delfador.27s_Memoirs Characters], [http://wiki.wesnoth.org/CampaignDialogue:DM Dialogue]<br />
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&t=25554 Discussion thread]<br />
* [http://units.wesnoth.org/trunk/mainline/en_US/Delfadors_Memoirs.html Custom units]<br />
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#Delfador.27s_Memoirs Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#468_YW Position in timeline]<br />
<div style="clear:both"></div><br />
<br />
== Dead Water ==<br />
<br />
<div class="thumb tright"><br />
[http://svn.gna.org/viewcvs/wesnoth/branches/1.10/data/campaigns/Dead_Water/images/campaign_image.png http://i.picresize.com/images/2013/08/15/QpIvg.png]<br />
</div><br />
<br />
By [http://forums.wesnoth.org/memberlist.php?mode=viewprofile&u=107794 beetlenaut]<br />
<br />
''You are Kai Krellis, a merman king, but only a child. A necromancer has arrived and is turning your subjects into undead slaves! Lead your people on a mission to convince a powerful mermaid to help you repel the invasion. The oceans near the Northern Lands are perilous, so you will need cunning and bravery to survive, but first you need to gain the respect of your troops!''<br />
(Intermediate Level, 10 scenarios)<br />
<br />
*[http://wiki.wesnoth.org/Dead_Water Walkthrough]<br />
*[http://wiki.wesnoth.org/CharactersStorys#Dead_Water Characters], [http://wiki.wesnoth.org/WesnothFigures#Dead_Water Biographies], [http://wiki.wesnoth.org/CampaignDialogue:DW Dialogue]<br />
*[http://forums.wesnoth.org/viewtopic.php?f=38&t=31283 Discussion Thread]<br />
*[http://units.wesnoth.org/trunk/mainline/en_US/Dead_Water.html Custom units]<br />
*[http://wiki.wesnoth.org/Geography_of_Wesnoth#Dead_Water Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#626_YW Position in timeline]<br />
<div style="clear:both"></div><br />
<br />
== The Sceptre of Fire ==<br />
<br />
<div class="thumb tright"><br />
[http://svn.gna.org/viewcvs/wesnoth/branches/1.10/data/campaigns/Sceptre_of_Fire/images/campaign_image.png http://i.picresize.com/images/2013/08/15/HmBs1.png]<br />
</div><br />
<br />
by turin<br />
<br />
King Haldric of the humans strikes a deal with the young dwarf Rugnor. In exchange for ten thousand in silver, the dwarves will create a sceptre of fire for the human king.<br />
<br />
* [[Sceptre of Fire|Walkthrough]]<br />
* [[Sceptre of Fire story|Story outline]], [http://wiki.wesnoth.org/CharactersStorys#Sceptre_of_Fire Characters], [http://wiki.wesnoth.org/CampaignDialogue:SOF Dialogue]<br />
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&t=20255 Discussion thread]<br />
* [http://units.wesnoth.org/trunk/mainline/en_US/Sceptre_of_Fire.html Custom units]<br />
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#Scepter_of_Fire Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#25-40_YW Position in timeline]<br />
<div style="clear:both"></div><br />
<br />
== Son of the Black-Eye ==<br />
<br />
<div class="thumb tright"><br />
[http://svn.gna.org/viewcvs/wesnoth/branches/1.10/data/campaigns/Son_Of_The_Black_Eye/images/campaign_image.png http://i.picresize.com/images/2013/08/15/K5pvI.png]<br />
</div><br />
<br />
started by Benj, completed by Taurus<br />
<br />
You are the orcish chieftain Kapou'e, son of the famed Black-Eye Karun who was treacherously murdered by the human-worms twenty-seven years ago. You must expel the human invaders from orcish lands and avenge your father's death. It has 18 scenarios.<br />
<br />
* [[SonOfThe_BlackEye|Walkthrough]]<br />
* [[Black Eye story|Story outline]], [http://wiki.wesnoth.org/CharactersStorys#Son_of_the_Black_Eye Characters], [http://wiki.wesnoth.org/WesnothFigures#Son_Of_The_Black_Eye Biographies], [http://wiki.wesnoth.org/CampaignDialogue:SOTBE Dialogue]<br />
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&t=20257 Discussion thread]<br />
* [http://units.wesnoth.org/trunk/mainline/en_US/Son_of_the_Black-Eye.html Custom units]<br />
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#Son_Of_The_Black_Eye Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#842_YW Position in timeline]<br />
<div style="clear:both"></div><br />
<br />
== The Rise of Wesnoth ==<br />
<br />
<div class="thumb tright"><br />
[http://svn.gna.org/viewcvs/wesnoth/branches/1.10/data/campaigns/The_Rise_Of_Wesnoth/images/campaign_image.png http://i.picresize.com/images/2013/08/15/JdZB3.png]<br />
</div><br />
<br />
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&u=388 Shade]<br />
<br />
This campaign revolves around the events that brought Haldric I to the 'Great Continent' to found the Kingdom of<br />
Wesnoth. It has 25 scenarios, and is considered complete.<br />
<br />
* [[TheRiseOfWesnoth|Walkthrough]]<br />
* [[TrowStoryLine|Story outline]], [http://wiki.wesnoth.org/CharactersStorys#The_Rise_of_Wesnoth Characters], [http://wiki.wesnoth.org/WesnothFigures#The_Rise_Of_Wesnoth Biographies], [http://wiki.wesnoth.org/CampaignDialogue:TROW Dialogue]<br />
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&t=10613 Discussion thread]<br />
* [http://units.wesnoth.org/trunk/mainline/en_US/The_Rise_of_Wesnoth.html Custom units]<br />
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#The_Rise_of_Wesnoth Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#5-2_BW Position in timeline]<br />
<div style="clear:both"></div><br />
<br />
== Northern Rebirth ==<br />
<br />
<div class="thumb tright"><br />
[http://svn.gna.org/viewcvs/wesnoth/branches/1.10/data/campaigns/Northern_Rebirth/images/campaign_image.jpg http://i.picresize.com/images/2013/08/15/JTXI5.png]<br />
</div><br />
<br />
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&u=100782 Taurus]<br />
<br />
The people of Dwarven Doors rise against their orcish oppressors in a struggle that will shape the fate of the Northlands. 14 scenarios.<br />
<br />
* [[Northern Rebirth|Walkthrough]]<br />
* [[Northern Rebirth story|Story outline]] , [http://wiki.wesnoth.org/CharactersStorys#Northern_Rebirth Characters], [http://wiki.wesnoth.org/CampaignDialogue:NR Dialogue]<br />
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&t=20253 Discussion thread]<br />
* [http://units.wesnoth.org/trunk/mainline/en_US/Northern_Rebirth.html Custom units]<br />
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#Northern_Rebirth Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#534_YW Position in timeline]<br />
<div style="clear:both"></div><br />
<br />
== Under the Burning Suns ==<br />
<br />
<div class="thumb tright"><br />
[http://svn.gna.org/viewcvs/wesnoth/branches/1.10/data/campaigns/Under_the_Burning_Suns/images/campaign_image.png http://i.picresize.com/images/2013/08/15/spPBH.png]<br />
</div><br />
<br />
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&u=149 quartex]<br />
<br />
Set in the distant future, where elves live in the desert. It has 11 scenarios, and is not recommended for beginners because it changes some parts of Wesnoth, including the elves stats and the day/night cycle.<br />
<br />
* [[UnderTheBurningSuns|Walkthrough]]<br />
* [[UtBSStoryLine|Story outline]], [http://wiki.wesnoth.org/CharactersStorys#Under_the_Burning_Sun Characters], [http://wiki.wesnoth.org/CampaignDialogue:UTBS Dialogue]<br />
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&t=10491 Discussion thread]<br />
* [http://units.wesnoth.org/trunk/mainline/en_US/Under_the_Burning_Suns.html Custom units]<br />
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#Under_The_Burning_Suns Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#After_the_Fall Position in timeline]<br />
<div style="clear:both"></div><br />
<br />
== See also ==<br />
* [[Guide_to_UMC_Campaigns]]<br />
<br />
[[Category:Review on Release]]<br />
[[Category:Campaigns|*]]<br />
[[Category:World_of_Wesnoth]]</div>Inkyhttps://wiki.wesnoth.org/index.php?title=Mainline_Campaigns&diff=58055Mainline Campaigns2016-11-14T03:49:00Z<p>Inky: /* The Hammer of Thursagan */ typo</p>
<hr />
<div>{{Mainline_Campaigns/Translations}}<br />
<br />
These scenarios are included in the Wesnoth distribution. Most were written by fans of the game.<br />
See [[ReferenceWML]] for information on how to make your own scenarios using the Wesnoth Markup Language. The following links are very likely to contain spoilers regarding the storyline.<br />
<br />
== Heir to the Throne ==<br />
<br />
<div class="thumb tright"><br />
[https://raw.github.com/wesnoth/wesnoth-old/3464f2198e92f8173c3b418f3ff24ebb3e212693/data/campaigns/Heir_To_The_Throne/images/campaign_image.png http://i.picresize.com/images/2013/08/24/QR4qN.png]<br />
</div><br />
<br />
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&u=3 Dave]<br />
<br />
This is the original campaign, and probably the most played. It features Konrad, fighting to overturn the rule of the dark queen Asheviere. It is 25 scenarios, no more are planned, and is considered complete.<br />
<br />
* [[HeirToTheThrone|Walkthrough]]<br />
* [[HtttStoryLine|Story outline]], [http://wiki.wesnoth.org/CharactersStorys#Heir_to_the_Throne Characters], [http://wiki.wesnoth.org/WesnothFigures#Heir_to_the_Throne Biographies], [http://wiki.wesnoth.org/CampaignDialogue:HttT Dialogue]<br />
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&t=10322 Discussion thread]<br />
* [http://units.wesnoth.org/trunk/mainline/en_US/Heir_To_The_Throne.html Custom units]<br />
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#Heir_To_The_Throne Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#517_YW Position in timeline]<br />
<div style="clear:both"></div><br />
<br />
== A Tale of Two Brothers ==<br />
<br />
<div class="thumb tright"><br />
[http://svn.gna.org/viewcvs/wesnoth/branches/1.10/data/campaigns/Two_Brothers/images/campaign_image.png http://i.picresize.com/images/2013/08/15/qDabd.png]<br />
</div><br />
<br />
* by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&u=93 Circon]<br />
<br />
A village is being terrorized by a black Mage. He is defeated, but the local Mage, Baran, is kidnapped. His brother, Arvith, must go rescue him. It has 4 scenarios, and is aimed at first-time players on Easy.<br />
<br />
* [[ATaleOfTwoBrothers|Walkthrough]]<br />
* [[A Tale Of Two Brothers Story|Story outline]], [http://wiki.wesnoth.org/CharactersStorys#A_Tale_Of_Two_Brothers Characters], [http://wiki.wesnoth.org/CampaignDialogue:TB1.9 Dialogue]<br />
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&t=10339 Discussion thread]<br />
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#A_Tale_of_Two_Brothers Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#363_YW Position in timeline]<br />
<div style="clear:both"></div><br />
<br />
== An Orcish Incursion ==<br />
<br />
<div class="thumb tright"><br />
[http://svn.gna.org/viewcvs/wesnoth/branches/1.10/data/campaigns/An_Orcish_Incursion/images/campaign_image.png http://i.picresize.com/images/2013/08/15/nVI6O.png]<br />
</div><br />
<br />
by Josh Parsons; adapted for mainline by ESR.<br />
<br />
Erlornas is an elven noble of Wesmere during the first years after the arrival of humans and orcs on the western shore of the Great Continent. It is his fate to be the first of his people to be directly confronted by the invading orcs.<br />
<br />
* [[AnOrcishIncursion|Walkthrough]] <br />
* [[An_Orcish_Incursion story|Story outline]], [http://wiki.wesnoth.org/CharactersStorys#An_Orcish_Incursion Characters], [http://wiki.wesnoth.org/CampaignDialogue:AOI Dialogue]<br />
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&t=20249 Discussion thread]<br />
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#An_Orcish_Incursion Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#8_YW Position in timeline]<br />
<div style="clear:both"></div><br />
<br />
== The South Guard ==<br />
<br />
<div class="thumb tright"><br />
[http://svn.gna.org/viewcvs/wesnoth/branches/1.10/data/campaigns/The_South_Guard/images/campaign_image.png http://i.picresize.com/images/2013/08/15/UMJFY.png]<br />
</div><br />
<br />
* by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&u=872 aelius]<br />
<br />
A young Knight, Deoran is dispatched to take command of the South Guard. This campaign has 9 or 10 scenarios, depending on the branch you take, and is aimed at beginners on the easiest difficulty.<br />
<br />
* [[TheSouthGuard|Walkthrough]]<br />
* [[South Guard story|Story outline]], [http://wiki.wesnoth.org/CharactersStorys#The_South_Guard Characters], [http://wiki.wesnoth.org/CampaignDialogue:TSG Dialogue]<br />
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&t=10323 Discussion thread]<br />
* [http://units.wesnoth.org/trunk/mainline/en_US/The_South_Guard.html Custom units]<br />
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#The_South_Guard Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#607_YW Position in timeline]<br />
<div style="clear:both"></div><br />
<br />
== Liberty ==<br />
<br />
<div class="thumb tright"><br />
[http://svn.gna.org/viewcvs/wesnoth/branches/1.10/data/campaigns/Liberty/images/campaign_image.png http://i.picresize.com/images/2013/08/15/rseVU.png]<br />
</div><br />
<br />
by scott<br />
<br />
The chronicles of how a certain group of Wesnothians were betrayed by their ruler and decided to fight back. This made them outlaws in the crown's eyes, but hopefully heroes in ours.<br />
<br />
There are 9 scenarios and some goodies to boot. The main focus is to provide the experience of recruiting and recalling higher level outlaw characters, which you don't normally get to do. While there is a range of difficulty in the scenarios, the overall intent is for them to be straightforward and not too difficult.<br />
<br />
* [[Liberty|Walkthrough]]<br />
* [[Liberty story|Story outline]], [http://wiki.wesnoth.org/CharactersStorys#Liberty Characters], [http://wiki.wesnoth.org/CampaignDialogue:L Dialogue]<br />
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&t=20252 Discussion thread]<br />
* [http://units.wesnoth.org/trunk/mainline/en_US/Liberty.html Custom units]<br />
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#Liberty Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#501_YW Position in timeline]<br />
<div style="clear:both"></div><br />
<br />
== Legend of Wesmere ==<br />
<br />
<div class="thumb tright"><br />
[http://svn.gna.org/viewcvs/wesnoth/branches/1.10/data/campaigns/Legend_of_Wesmere/images/campaign_image.png http://i.picresize.com/images/2013/08/15/nJGZu.png]<br />
</div><br />
<br />
by Santi; adapted for mainline by esr and fendrin<br />
<br />
''The tale of Kalenz, the High Lord who rallied his people after the second orcish invasion of the Great Continent and became the most renowned hero in the recorded history of the Elves.''<br />
<br />
* [[LegendofWesmere|Walkthrough]]<br />
* [[LegendofWesmereStory|Story outline]], [http://wiki.wesnoth.org/CharactersStorys#Legend_of_Wesmere Characters], [http://wiki.wesnoth.org/WesnothFigures#Legend_of_Wesmere Biographies], [http://wiki.wesnoth.org/CampaignDialogue:LOW Dialogue]<br />
* [http://forums.wesnoth.org/viewforum.php?f=51 Discussion threads]<br />
*[http://wiki.wesnoth.org/Geography_of_Wesnoth#The_Legend_of_Wesmere Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#20_YW Position in timeline]<br />
<div style="clear:both"></div><br />
<br />
== The Eastern Invasion ==<br />
<br />
<div class="thumb tright"><br />
[http://svn.gna.org/viewcvs/wesnoth/trunk/data/campaigns/Eastern_Invasion/images/campaign_image.png http://i.picresize.com/images/2014/12/12/OcYhN.png]<br />
</div><br />
<br />
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&u=176 Turin]<br />
<br />
This campaign follows Gweddry, a Wesnothian Army Officer, battling against undead invaders. It has 18 scenarios, and no more are planned.<br />
<br />
* [[TheEasternInvasion|Walkthrough]]<br />
* [[EiStoryLine|Story outline]], [http://wiki.wesnoth.org/CharactersStorys#Eastern_Invasion Characters], [http://wiki.wesnoth.org/CampaignDialogue:EI Dialogue]<br />
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&t=10325 Discussion thread]<br />
* [http://units.wesnoth.org/trunk/mainline/en_US/Eastern_Invasion.html Custom units]<br />
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#Eastern_Invasion Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#625_YW Position in timeline]<br />
<div style="clear:both"></div><br />
<br />
== The Hammer of Thursagan ==<br />
<br />
<div class="thumb tright"><br />
[http://svn.gna.org/viewcvs/wesnoth/branches/1.10/data/campaigns/The_Hammer_of_Thursagan/images/campaign_image.png http://i.picresize.com/images/2013/08/15/kavI.png]<br />
</div><br />
<br />
by ESR (Eric S. Raymond)<br />
<br />
In the first years of the Northern Alliance, the dwarves of Knalga attempt to re-establish contact with their kin in the east at Kal Kartha. Many perils beset the expedition, but none so dire as the dark secret they will discover at their destination.<br />
<br />
* [[TheHammerOfThursagan|Walkthrough]] <br />
* [[TheHammerOfThursagan story|Story outline]], [http://wiki.wesnoth.org/CharactersStorys#The_Hammer_of_Thursagan Characters], [http://wiki.wesnoth.org/WesnothFigures#The_Hammer_Of_Thursagan Biographies], [http://wiki.wesnoth.org/CampaignDialogue:THOT Dialogue]<br />
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&t=20258 Discussion thread]<br />
* [http://units.wesnoth.org/trunk/mainline/en_US/The_Hammer_of_Thursagan.html Custom units]<br />
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#The_Hammer_of_Thursagan Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#550_YW Position in timeline]<br />
<div style="clear:both"></div><br />
<br />
== Descent into Darkness ==<br />
<br />
<div class="thumb tright"><br />
[http://svn.gna.org/viewcvs/wesnoth/branches/1.10/data/campaigns/Descent_Into_Darkness/images/campaign_image.png http://i.picresize.com/images/2013/08/15/JTXUi.png]<br />
</div><br />
<br />
by esci<br />
<br />
Malin Keshar, a young mage from the town of Parthyn, attempts to defend his home from marauding orcs by enlisting the help of a necromancer named Darken Volk. He learns the forbidden art of raising and controlling the deceased and the true power of the undead, and is gradually drawn further into the secrets of necromancy.<br />
<br />
* [[DescentIntoDarkness|Walkthough]] <br />
* [[Descent Into Darkness story|Story outline]], [http://wiki.wesnoth.org/CharactersStorys#Descent_into_Darkness Characters], [http://wiki.wesnoth.org/CampaignDialogue:DID Dialogue]<br />
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&t=20251 Discussion thread]<br />
* [http://units.wesnoth.org/trunk/mainline/en_US/Descent_into_Darkness.html Custom units]<br />
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#Descent_Into_Darkness Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#389_YW Position in timeline]<br />
<div style="clear:both"></div><br />
<br />
== Delfador's Memoirs ==<br />
<br />
<div class="thumb tright"><br />
[http://svn.gna.org/viewcvs/wesnoth/branches/1.10/data/campaigns/Delfadors_Memoirs/images/campaign_image.png http://i.picresize.com/images/2013/08/15/PUG3x.png]<br />
</div><br />
<br />
''Wesnoth seems to be slipping inexorably into chaos, as marauding orcs pour south across the Great River, and mysterious and deadly creatures roam the night. Who is the shadowy Iliah-Malal? Can you defeat him before he destroys all life in Wesnoth?''<br />
<br />
* [[DelfadorsMemoirs|Walkthrough]]<br />
* [[DelfadorsMemoirsStory|Story outline]], [http://wiki.wesnoth.org/CharactersStorys#Delfador.27s_Memoirs Characters], [http://wiki.wesnoth.org/CampaignDialogue:DM Dialogue]<br />
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&t=25554 Discussion thread]<br />
* [http://units.wesnoth.org/trunk/mainline/en_US/Delfadors_Memoirs.html Custom units]<br />
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#Delfador.27s_Memoirs Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#468_YW Position in timeline]<br />
<div style="clear:both"></div><br />
<br />
== Dead Water ==<br />
<br />
<div class="thumb tright"><br />
[http://svn.gna.org/viewcvs/wesnoth/branches/1.10/data/campaigns/Dead_Water/images/campaign_image.png http://i.picresize.com/images/2013/08/15/QpIvg.png]<br />
</div><br />
<br />
By [http://forums.wesnoth.org/memberlist.php?mode=viewprofile&u=107794 beetlenaut]<br />
<br />
''You are Kai Krellis, a merman king, but only a child. A necromancer has arrived and is turning your subjects into undead slaves! Lead your people on a mission to convince a powerful mermaid to help you repel the invasion. The oceans near the Northern Lands are perilous, so you will need cunning and bravery to survive, but first you need to gain the respect of your troops!''<br />
(Intermediate Level, 10 scenarios)<br />
<br />
*[http://wiki.wesnoth.org/Dead_Water Walkthrough]<br />
*[http://wiki.wesnoth.org/CharactersStorys#Dead_Water Characters], [http://wiki.wesnoth.org/WesnothFigures#Dead_Water Biographies], [http://wiki.wesnoth.org/CampaignDialogue:DW Dialogue]<br />
*[http://forums.wesnoth.org/viewtopic.php?f=38&t=31283 Discussion Thread]<br />
*[http://units.wesnoth.org/trunk/mainline/en_US/Dead_Water.html Custom units]<br />
*[http://wiki.wesnoth.org/Geography_of_Wesnoth#Dead_Water Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#626_YW Position in timeline]<br />
<div style="clear:both"></div><br />
<br />
== The Sceptre of Fire ==<br />
<br />
<div class="thumb tright"><br />
[http://svn.gna.org/viewcvs/wesnoth/branches/1.10/data/campaigns/Sceptre_of_Fire/images/campaign_image.png http://i.picresize.com/images/2013/08/15/HmBs1.png]<br />
</div><br />
<br />
by turin<br />
<br />
King Haldric of the humans strikes a deal with the young dwarf Rugnor. In exchange for ten thousand in silver, the dwarves will create a sceptre of fire for the human king.<br />
<br />
* [[Sceptre of Fire|Walkthrough]]<br />
* [[Sceptre of Fire story|Story outline]], [http://wiki.wesnoth.org/CharactersStorys#Sceptre_of_Fire Characters], [http://wiki.wesnoth.org/CampaignDialogue:SOF Dialogue]<br />
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&t=20255 Discussion thread]<br />
* [http://units.wesnoth.org/trunk/mainline/en_US/Sceptre_of_Fire.html Custom units]<br />
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#Scepter_of_Fire Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#25-40_YW Position in timeline]<br />
<div style="clear:both"></div><br />
<br />
== Son of the Black-Eye ==<br />
<br />
<div class="thumb tright"><br />
[http://svn.gna.org/viewcvs/wesnoth/branches/1.10/data/campaigns/Son_Of_The_Black_Eye/images/campaign_image.png http://i.picresize.com/images/2013/08/15/K5pvI.png]<br />
</div><br />
<br />
started by Benj, completed by Taurus<br />
<br />
You are the orcish chieftain Kapou'e, son of the famed Black-Eye Karun who was treacherously murdered by the human-worms twenty-seven years ago. You must expel the human invaders from orcish lands and avenge your father's death. It has 18 scenarios.<br />
<br />
* [[SonOfThe_BlackEye|Walkthrough]]<br />
* [[Black Eye story|Story outline]], [http://wiki.wesnoth.org/CharactersStorys#Son_of_the_Black_Eye Characters], [http://wiki.wesnoth.org/WesnothFigures#Son_Of_The_Black_Eye Biographies], [http://wiki.wesnoth.org/CampaignDialogue:SOTBE Dialogue]<br />
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&t=20257 Discussion thread]<br />
* [http://units.wesnoth.org/trunk/mainline/en_US/Son_of_the_Black-Eye.html Custom units]<br />
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#Son_Of_The_Black_Eye Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#842_YW Position in timeline]<br />
<div style="clear:both"></div><br />
<br />
== The Rise of Wesnoth ==<br />
<br />
<div class="thumb tright"><br />
[http://svn.gna.org/viewcvs/wesnoth/branches/1.10/data/campaigns/The_Rise_Of_Wesnoth/images/campaign_image.png http://i.picresize.com/images/2013/08/15/JdZB3.png]<br />
</div><br />
<br />
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&u=388 Shade]<br />
<br />
This campaign revolves around the events that brought Haldric I to the 'Great Continent' to found the Kingdom of<br />
Wesnoth. It has 25 scenarios, and is considered complete.<br />
<br />
* [[TheRiseOfWesnoth|Walkthrough]]<br />
* [[TrowStoryLine|Story outline]], [http://wiki.wesnoth.org/CharactersStorys#The_Rise_of_Wesnoth Characters], [http://wiki.wesnoth.org/WesnothFigures#The_Rise_Of_Wesnoth Biographies], [http://wiki.wesnoth.org/CampaignDialogue:TROW Dialogue]<br />
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&t=10613 Discussion thread]<br />
* [http://units.wesnoth.org/trunk/mainline/en_US/The_Rise_of_Wesnoth.html Custom units]<br />
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#The_Rise_of_Wesnoth Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#5-2_BW Position in timeline]<br />
<div style="clear:both"></div><br />
<br />
== Northern Rebirth ==<br />
<br />
<div class="thumb tright"><br />
[http://svn.gna.org/viewcvs/wesnoth/branches/1.10/data/campaigns/Northern_Rebirth/images/campaign_image.jpg http://i.picresize.com/images/2013/08/15/JTXI5.png]<br />
</div><br />
<br />
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&u=100782 Taurus]<br />
<br />
The people of Dwarven Doors rise against their orcish oppressors in a struggle that will shape the fate of the Northlands. 14 scenarios.<br />
<br />
* [[Northern Rebirth|Walkthrough]]<br />
* [[Northern Rebirth story|Story outline]] , [http://wiki.wesnoth.org/CharactersStorys#Northern_Rebirth Characters], [http://wiki.wesnoth.org/CampaignDialogue:NR Dialogue]<br />
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&t=20253 Discussion thread]<br />
* [http://units.wesnoth.org/trunk/mainline/en_US/Northern_Rebirth.html Custom units]<br />
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#Northern_Rebirth Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#534_YW Position in timeline]<br />
<div style="clear:both"></div><br />
<br />
== Under the Burning Suns ==<br />
<br />
<div class="thumb tright"><br />
[http://svn.gna.org/viewcvs/wesnoth/branches/1.10/data/campaigns/Under_the_Burning_Suns/images/campaign_image.png http://i.picresize.com/images/2013/08/15/spPBH.png]<br />
</div><br />
<br />
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&u=149 quartex]<br />
<br />
Set in the distant future, where elves live in the desert. It has 11 scenarios, and is not recommended for beginners because it changes some parts of Wesnoth, including the elves stats and the day/night cycle.<br />
<br />
* [[UnderTheBurningSuns|Walkthrough]]<br />
* [[UtBSStoryLine|Story outline]], [http://wiki.wesnoth.org/CharactersStorys#Under_the_Burning_Sun Characters], [http://wiki.wesnoth.org/CampaignDialogue:UTBS Dialogue]<br />
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&t=10491 Discussion thread]<br />
* [http://units.wesnoth.org/trunk/mainline/en_US/Under_the_Burning_Suns.html Custom units]<br />
* [http://wiki.wesnoth.org/Geography_of_Wesnoth#Under_The_Burning_Suns Geographical references], [http://wiki.wesnoth.org/Timeline_of_Wesnoth#After_the_Fall Position in timeline]<br />
<div style="clear:both"></div><br />
<br />
== See also ==<br />
* [[Guide_to_UMC_Campaigns]]<br />
<br />
[[Category:Review on Release]]<br />
[[Category:Campaigns|*]]<br />
[[Category:World_of_Wesnoth]]</div>Inkyhttps://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Content&diff=58026Guide to UMC Content2016-11-10T02:51:52Z<p>Inky: /* Secrets of the Ancients */ added walkthrough link</p>
<hr />
<div>This is a guide to the current (1.12.x) user-made content for players. It provides unfamiliar players with detailed information about campaigns (including story, completion, difficulty and playing style) as well as detailed information about eras. Feel free to edit this guide, it is a wiki.<br />
<br />
When adding a campaign to the list, please place it in its alphabetically sorted location, ignoring any initial article ("A", "An", or "The").<br />
<br />
See also: <br />
* [[Player_UMC_Reviews|Player UMC Reviews]]<br />
* [[:Category:User-made Campaigns - Walkthroughs|Walkthroughs for user-made campaigns]]<br />
* [[Guide_to_UMC_Content/1.10|Guide to user-made content (UMC) for Battle for Wesnoth 1.10]]<br />
* [http://forums.wesnoth.org/viewtopic.php?f=8&t=37476 forum thread] for this page<br />
* [http://forums.wesnoth.org/viewtopic.php?f=8&t=36733 non-available content]<br />
<br />
== Blueprint for Campaigns ==<br />
<br />
* <b>Description:</b><br />
<br />
* <b>Author:</b><br />
<br />
* <b>Maintainer:</b> if not maintained by the author anymore.<br />
<br />
* <b>Status:</b><br />
** <b>Broken</b> = Does not work at all<br />
** <b>Incomplete</b> = Partially written, no progress<br />
** <b>WIP</b> = Partially written, some progress<br />
** <b>Complete</b> = Completely written, but buggy as well as potential balance issues.<br />
** <b>Finished</b> = Completely written, minimal to no bugs, slight balance issues possible. <br />
<br />
* <b>Length:</b><br />
<br />
* <b>Version:</b><br />
<br />
* <b>Requirements:</b> (only if needed)<br />
<br />
* <b>Difficulty:</b><br />
<br />
Please note: Often campaigns introducing new mechanics are listed as expert level on the add-on server, here difficulty means the raw difficulty after the mechanics are understood.<br />
<br />
** <b>Unbalanced</b> = If you can't beat the hard mode, it isn't necessarily unbalanced, but if the difficulty changes erratically from one scenario to the next and only people using the debug mode have seen the final, then it is.<br />
** <b>Easy</b><br />
** <b>Normal</b><br />
** <b>Hard</b><br />
<br />
* <b>Style:</b> <br />
<br />
Please note: Many campaigns will feature more than one style. Please list the most significant ones.<br />
<br />
** <b>Skirmish</b> = small to medium sized armies, your standard Wesnoth gameplay<br />
** <b>Dungeon</b> = long and narrow tunnels (not every underground scenario is a dungeon, a dungeon isn't necessarily underground)<br />
** <b>RPG</b> = role playing game elements such as talking with non-player-characters, item collection, dependency on a party of very few adventurers without or limited recruits<br />
** <b>Survival</b> = being exposed to changing, spawning enemies while remaining on the same map<br />
** <b>Large Battle</b> = large number of units on the battlefield, sizely maps<br />
** <b>Simulation</b> = campaigns feat. terrain modification, alternative resources<br />
** <b>Boss battle</b> = the challenge is to defeat a single powerful enemy unit<br />
** <b>Minigames</b> = there are puzzles and minigames in the campaign that significantly differ from standard Wesnoth gameplay<br />
<br />
* <b>Faction/Era:</b> Era for the whole campaign and more specifically the faction or unit composition you field.<br />
<br />
* <b>Custom units:</b> Link to the unit tree for cases that don't feel sufficiently described by Faction / Era entry.<br />
<br />
* <b>Forum:</b> Links to the feedback and development threads at forums.wesnoth.org<br />
<br />
== Blueprint for Eras ==<br />
<br />
* <b>Description:</b><br />
<br />
* <b>Author:</b><br />
<br />
* <b>Maintainer:</b> if not maintained by the author anymore.<br />
<br />
* <b>Status:</b><br />
** <b>Broken</b> = Does not work at all<br />
** <b>Incomplete</b> = Partially written, no progress<br />
** <b>WIP</b> = Partially written, progress<br />
** <b>Complete</b> = Completely written, but buggy as well as potential balance issues.<br />
** <b>Finished</b> = Completely written, minimal to no bugs, slight balance issues possible. <br />
<br />
* <b>Faction Descriptions:</b> Describe your individual factions here.<br />
<br />
* <b>Version:</b><br />
<br />
* <b>Requirements:</b> (only if needed)<br />
<br />
* <b>Forum:</b> Links to the feedback and development threads at forums.wesnoth.org<br />
<br />
== Battle for Wesnoth 1.12.x - stable ==<br />
<br />
=== Campaigns ===<br />
<br />
==== Add's Army ====<br />
<br />
''Add, a wounded paladin, is posted to the quiet and remote province of Cormell to recover. But when undead creatures start appearing, it's up to Add to do something about it... with whatever motley forces he can muster.''<br />
<br />
'''Author:''' Makepeace McEvoy<br />
<br />
'''Status:''' Complete <br />
<br />
'''Length:''' 8 scenarios<br />
<br />
'''Version:''' 1.1<br />
<br />
'''Difficulty:''' Easy (with a touch of not yet balanced)<br />
<br />
'''Style:''' Skirmish, Dungeon<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''Forum:''' https://forums.wesnoth.org/viewtopic.php?f=31&t=43806<br />
<br />
<br />
==== After the Storm ====<br />
<br />
''Follow the journey of Galas and his band following the events of <i>Invasion from the Unknown</i>''<br />
<br />
'''Author:''' shadowmaster/ShikadiLord<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 3 episodes of 13 scenarios each, some of which are multi-part<br />
<br />
'''Version:''' 0.9.9<br />
<br />
'''Difficulty:''' Medium-hard<br />
<br />
'''Style:''' Skirmish, Boss Battle, Dungeon<br />
<br />
'''Faction/Era:''' Many custom units<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=32091<br />
<br />
'''Note:''' (vultraz) Long, very enjoyable campaign with great story. (Knyghtmare) The best UMC campaign ever!<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#After_the_Storm Players’ Review(s)]'''<br />
<br />
<br />
==== Antar, Son of Rheor ====<br />
<br />
''This is the story about a young Lord and his first mission; sent by his father the young Lord Antar has to relieve his neighbours; he has to convince the Elves and Dwarves to ally him; he has to fight against hordes of Orcs and Endless Undead; and finally he has to defeat Mal Kazur, the mastermind who is behind all the evil.''<br />
<br />
'''Author:''' Adamant14<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 10 playable scenarios / 1 cutscene <br />
<br />
'''Version:''' 0.10.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Loyalists and Elves (feat. fencer as main hero + various allies)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36075<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Antar.2C_Son_of_Rheor Players’ Review(s)]'''<br />
<br />
==== Aria of the Dragon-Slayer (The Dragon Trilogy, Part III) ====<br />
<br />
''''''Part VII: Awakening from Legend''' - In ancient times, the fate of Irdya was changed in a great war against the dragons; and, in that war, the heroines Maat and Myra of Hiera'Shirsha stopped the Sky Dragon Svarballi and, unable to destroy him, locked him in a mighty prison. Now, five millennia after that war, as humans rule Irdya and two suns shine in the sky, the one with the power to finally slay the Sky Dragon may have been born as a peasant girl in the outskirts of civilization... Follow Tenma Yozora through the last days of Irdya's Golden Age and through the path to becoming the prophesied Dragon-Slayer...''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 51 scenarios<br />
<br />
'''Version:''' 0.4.2.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Default+War of Legends+Custom units<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=40389<br />
<br />
<br />
==== Bad Moon Rising ====<br />
<br />
''An expedition to gather treasure from the cold north sets off compounding disaster.''<br />
<br />
'''Author:''' Doofus-01<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 20 scenarios<br />
<br />
'''Version:''' 1.5.8<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Archaic Era<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31348<br />
<br />
==== Battle Against Time ====<br />
<br />
''Rescue fellow orcish warchief before he is executed. (This is not a normal campaign. It is experiment with carryover system. You will start with defined number of turns and gold. You will only have that many turns to play through the whole campaign. There is no finish bonus and gold carryover is always 100%.)''<br />
<br />
'''Author:''' Wonderboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 4 playable scenarios + 1 prologue scenario<br />
<br />
'''Version:''' 1.0.4<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default: Orcs<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&t=27319<br />
<br />
<br />
==== Besieged Druids ====<br />
<br />
''A elvish school for druids comes under attack by goblins. It seems more than just a routine raid; is there something more sinister behind this attack? - In Beseiged Druids, you control Eärendil, the surviving teacher at the school, and the many and varied initiates. Not all of these are ordinary students; many have been experimenting with other forms of magic, while others are simply overachievers in some area of study. Unfortunately, they are not especially good at combat, at least initially. Together with a very small contingent of surviving guards, it is up to these students to save the island of Aleron from disaster.''<br />
<br />
'''Author:''' Celtic Minstrel<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 9 scenarios<br />
<br />
'''Version:''' 1.1<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves<br />
<br />
'''[http://units.wesnoth.org/1.12/DruidSiege/en_US/celmin-druid-siege.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37342<br />
<br />
<br />
==== Birth of a Lich ====<br />
<br />
''This is the life story of the dreaded lich Malifor, his struggle as a mage outcast, the orcish conquest of the northlands and his transformation to quench the thirst for revenge''<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 12 playable scenarios / 2 dialogue only<br />
<br />
'''Version:''' 1.0.3<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle, Dungeon<br />
<br />
'''Faction/Era:''' Human outlaws, dwarves, undead<br />
<br />
'''[http://units.wesnoth.org/1.10/Birth_of_a_Lich/en_US/Birth_of_a_Lich.html Custom Units]<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37057<br />
<br />
==== Bitter Revenge====<br />
<br />
''Amidst the strife and turmoil of the first Dark Age of Wesnoth, a time of transient monarchies and conspiracies against the Crown, the boy Darith witnesses the murder of his father by a general of Wesnoth. Follow Darith's quest for retribution in this treacherous tale of betrayal, deceit, love, remorse, and vengeance.''<br />
<br />
'''Author:''' Wonderboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 11 playable scenarios + 4 dialogue only<br />
<br />
'''Version:''' 1.1.1<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default (mostly outlaws and undead, custom units)<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&t=26699<br />
<br />
==== Coming of the Storm ====<br />
<br />
''A new recruit joins the imperial army, eager to change the world and see combat. Little does he realise just how much action he will get and where his journey will take him. ''<br />
<br />
'''Author:''' TrashMan<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 26 playable scenarios / 4 dialogue only<br />
<br />
'''Version:''' 1.2.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle, Dungeon<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23361<br />
<br />
<br />
==== Danse Macabre ====<br />
<br />
''Macabre is a rare zombie who has intelligence and will. What's he like? What's his purpose?''<br />
<br />
'''Author:''' kamikaze<br />
<br />
'''Maintainer:''' James_The_Invisible<br />
<br />
'''Status:''' Completed<br />
<br />
'''Length:''' 12 scenarios<br />
<br />
'''Version:''' 1.2a<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' Large Battle<br />
<br />
'''Faction/Era:''' Default, undead<br />
<br />
'''[http://units.wesnoth.org/1.12/Danse_Macabre/en_US/Danse_Macabre.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=33745<br />
<br />
'''Note:''' While the campaign is playable on Wesnoth 1.12 without major issues, it is (still) in need of heavy re-balancing. Sadly, for various reasons I am not able to do it in near future but patches are always welcome, preferably in form of pull requests on [https://github.com/konecnyjakub/Danse_Macabre GitHub].<br />
<br />
==== The Dark Alliance ====<br />
<br />
''Prince Terhar lived two years with elves. Little did he expect what would happen when he returned back to Weldyn.''<br />
<br />
'''Author:''' Wonderboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 11 or 10 playable scenarios depending on the branch you take (+ 5 dialogue scenarios)<br />
<br />
'''Version:''' 1.0.4<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default: Recruit list changes in almost every scenario<br />
<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&t=26924<br />
<br />
<br />
==== The Earth's Gut ====<br />
<br />
''The year is 515YW. You are the young dwarven leader Hamel. Your tribe in the caves of Knalga is under pressure from its enemies, and resources are growing scarce. In order to forge the weapons required to resist your enemies, you must set forth and collect what ores and minerals remain.''<br />
<br />
'''Author:''' Anonymissimus<br />
<br />
'''Maintainer:''' Anonymissimus<br />
<br />
'''Status:''' WIP, story is unfinished (I didn't add any scenario since long, but that doesn't mean nothing is added to the campaign. My addons tend to be in good shape and bug-free which means also WIP as I'm updating it since 1.4 days.)<br />
<br />
'''Length:''' 23 scenarios, 5 of which are cutscene only, some others have changing objectives<br />
<br />
'''Version:''' 0.2.14<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Dungeon, Skirmish<br />
<br />
'''Faction/Era:''' Default, dwarves, woses, mages, a few custom units<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Earths_Gut/en_US/the_earths_gut.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=26800<br />
<br />
'''Note:''' This campaign is a "Dwarvish dungeon crawler" (It currently contains about as many surface scenarios as underground though.) and is intended to be challenging for experienced players on hard whilst suitably easy on easy. I develop the campaign with the wesnoth development version and I advise to play with that, but it is intended to work almost equally well with the stable wesnoth version (except for features only available in the wesnoth development version).<br />
<br />
<br />
==== The Final Exam ====<br />
<br />
''Young mage Erika must find a magic book to become a true mage. But will it really be her final exam?''<br />
<br />
'''Author:''' Elven<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 4 scenarios<br />
<br />
'''Version:''' 2.6.1<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish, Minigames<br />
<br />
'''Faction/Era:''' Default, Loyalists<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23398<br />
<br />
'''Note:''' Short, easy campaign with varying objectives. Features female mage as leader.<br />
<br />
<br />
==== The Flight of Drakes ====<br />
<br />
''Legends of the Emerald Forest, chapter I: The Flight of Drakes.<br />
<br />
''Follow drake king Klader on his quest to find the Crown of Light, a legendary artifact from pre-historic times.''<br />
<br />
''This campaign is the first chapter of a trilogy; the second chapter is an Undead campaign and it's called 'Only Death Behind'.''<br />
<br />
'''Author:''' NoQ<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 7 playable scenarios / 2 talk only<br />
<br />
'''Version:''' 1.1.2<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Drakes<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37981<br />
<br />
<br />
==== Invasion from the Unknown ====<br />
<br />
''Episode I - Seeking the Light: Long after the Fall, the last forest elves are forced to abandon their safe valley, and find themselves resorting to the dark means of necromancy in order to survive the perils and challenges of this new harsh world. May they finally free the Great Continent from its chaos, or perish in the foolish attempt of restoring peace and life to the lands.''<br />
<br />
''Episode II - Armageddon: As the shadow of Chaos covers the entire continent, an assorted group of foolish heroes prepares a counter-attack to the Empire, with one unique goal in their minds: defeat the evil Emperor, whoever it is. Lead these courageous living and non-living warriors to victory, and rediscover lost secrets of the history.''<br />
<br />
'''Author:''' shadowmaster <br />
<br />
'''Maintainer:''' Espreon<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 26 scenarios in two episodes<br />
<br />
'''Version:''' 2.0.0<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon, Boss battle<br />
<br />
'''Faction/Era:''' Unique. You play Elves and Undead throughout the campaign.<br />
<br />
'''Walkthrough:''' [[IftU Walkthrough]]<br />
<br />
''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Invasion_from_the_Unknown Players’ Review(s)]'''<br />
<br />
==== The Legend Begins ====<br />
<br />
''The tale of Jahin, the greatest hero the land of Arkenova, or perhaps the world of Irdya, had ever known. Watch his legend unfold before your very eyes.''<br />
<br />
'''Author:''' Tahsin Jahin Khalid (Lord-Knightmare)<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 73 scenarios divided into 3 episodes. Continuation from one episode to the next one is possible, but not recommended.<br />
<br />
Episode 1 - 28 scenarios<br />
<br />
Episode 2 - 26 scenarios<br />
<br />
Episode 3 - 20 scenarios<br />
<br />
'''Version:''' 0.5.2<br />
<br />
'''Requirements:''' ''War of Legends'' is required to be installed. Latest version recommended.<br />
<br />
'''Difficulty:''' Intermediate<br />
<br />
'''Style:''' skirmishes, survivals, large battles, dungeons, boss battles<br />
<br />
'''Faction/Era:''' [http://units.wesnoth.org/trunk/mainline/en_US/era_default.html Default], [http://units.wesnoth.org/trunk/War_of_Legends/en_US/war_of_legends.html War of Legends]<br />
<br />
'''Custom units:''' [http://units.wesnoth.org/trunk/The_Legend_Begins/en_US/The_Legend_Begins-E1.html Custom Units]<br />
<br />
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=8&t=37424 Click Here]<br />
<br />
<br />
==== Legend of Far North ====<br />
<br />
''The tale of the legendary Black Eye Karun,depicting his rise to power, his successes and his brutal assassination.'<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 16 playable scenarios / 1 dialogue only,1 cutscene<br />
<br />
'''Version:''' 1.0.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Orcs, Trolls, Saurians, Nagas<br />
<br />
'''[http://units.wesnoth.org/1.10/Legend_of_Far_North/en_US/Legend_of_Far_North.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34769<br />
<br />
<br />
==== Legend of the Invincibles ====<br />
<br />
'''''Part I: Shrouded in Darkness''' (5 chapters, 90 scenarios) - A pair of heroes, after stopping an orcish threat, are outcast into caves, where they have no other choice than to become liches in order to survive. They preserved their original appearance and moral principles, and fight in various skirmishes against evil (although using evil methods sometimes), until the Fall, when they are buried alive under the ashes of the third sun.''<br />
<br />
'''''Part II: Into the Light''' (5 chapters, 110 scenarios) - Long after the Fall, the lich heroes awaken. Searching for more power, they manage to resurrect themselves as living beings, but this time more powerful and ridden of the evil within. But the evil from inside them did not cease to exist, and started a campaign to conquer the world. Stopping the campaign caused an even worse disaster...''<br />
<br />
'''Author:''' Dugi <br />
<br />
'''Status:''' complete<br />
<br />
'''Length:''' 200 (+8 talk-only) scenarios<br />
<br />
'''Version:''' 3.0.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' mostly Skirmish and Dungeon (all other styles are present as well, but less frequently)<br />
<br />
'''Faction/Era:''' Elves, Loyalists, Undead, Dwarves; but they advance past their usual maximum level<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Legends_of_the_Invincibles Players’ Review(s)]'''<br />
<br />
'''Note:''' The most unique feature of this campaign is its RPG-like unit development system, enemies drop items units can use, leaders are stronger than most usual units and all units get AMLA (after maximum level advancement) after reaching their maximum level (that is also increased by a load of additional level 4 units).<br />
<br />
<br />
==== The Library of Kratemaqht ====<br />
<br />
''An ancient story from the old continent.''<br />
<br />
'''Author:''' Rich Marinaccio (cephalo)<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 17 scenarios<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Unbalanced (some scenarios are Easy - some rather Hard) <br />
<br />
'''Style:''' Skirmish, RPG<br />
<br />
'''Faction/Era:''' Loyalists and custom units.<br />
<br />
'''[http://units.wesnoth.org/1.10/Library_Of_Kratemaqht/en_US/The_Library_Of_Kratemaqht.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37798<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#The_Library_of_Kratemaqht Players’ Review(s)]'''<br />
<br />
'''Notes:''' (Adamant14) This campaign has a thought-out story, shows a great love for detail;<br />
It includes a great custom Dragon, some brilliant custom images (fire, burning houses, burning forest) that makes the scenery / maps look very nice.<br />
<br />
<br />
==== The Militia ====<br />
<br />
''The Travels of a group of Peasants and their Friends; a level 0 campaign that does not focus on a singular hero.''<br />
<br />
'''Author:''' Desert_Shyde<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 15 scenarios<br />
<br />
'''Version:''' 1.5.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Militia/en_US/the_militia.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?t=30294<br />
<br />
==== The North Wind ====<br />
<br />
''Wesnoth's army was occupied fighting Mal Ravanal in the East, but there were whisperings of an orcish attack in the north. Konrad II must send Deoran, now an experienced rider and commander, with a small band of knights to hold off the orcs....''<br />
<br />
''This campaign features unique gameplay characteristics such as a lack of recruiting and a 24-turn time-of-day cycle.''<br />
<br />
'''Author:''' aelius, Deusite; pyndragon<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 1 playable scenario, 6 intended<br />
<br />
'''Version:''' 0.0.5<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' RPG, Skirmish, Survival<br />
<br />
'''Faction/Era:''' Loyalists<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=42854<br />
<br />
<br />
==== Only Death Behind ====<br />
<br />
''Legends of the Emerald Forest, chapter II: Only Death Behind.''<br />
<br />
''Three ghosts have escaped from the land of the dead. Yet they don't remember anything about their past.''<br />
<br />
''This is an Undead campaign that references certain characters and events from 'The Flight of Drakes', yet it can be played separately.''<br />
<br />
'''Author:''' NoQ<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 7 playable scenarios / 1 talk only<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Undead<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39119&p=556996#p556996<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Review_by_Adamant14 Player's Review]'''<br />
<br />
'''Note:''' (Adamant14) A short and unusual undead campaign, you play with just a few units. Playable in a few hours, nevertheless it is fun to play.<br />
<br />
<br />
==== Panther Lord ====<br />
<br />
''The Imperialists ambitions of pushing into the Sea States have been repeatedly thwarted and now they turn their attentions elsewhere. You are an outcast Darklander now living as a mercenary in the Sea States and the rumors you hear indicate that they will be coming to your people. Though an outcast you do not wish to see them subjugated. The spirit whose friendship caused you to be an outcast has a plan that might allow you to save them.''<br />
<br />
'''Author:''' Velensk <br />
<br />
'''Maintainer:''' Lavender<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 14 scenarios<br />
<br />
'''Version:''' 1.2<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Era of Four Moons, Darklanders (+ a wide variety of mercenaries)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34318<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Panther_Lord Players’ Review(s)]'''<br />
<br />
<br />
==== Rebellion in the North ====<br />
<br />
''A great orcish uprising tends to destabilise the Northlands. As the future Lord Protector of the Northern Alliance you have to crush the rebellion and establish peace again."<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 24 playable scenarios / 3 dialogue only,2 cutscenes<br />
<br />
'''Version:''' 1.1.12<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Loyalists, Dwarves, Gryphons, Merfolk<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=33059<br />
<br />
<br />
==== The Rising ====<br />
<br />
''A young elvish fighter is send to represent the Aethenwood at the Ka'lian. The adventure turns out to be bigger then expected.''<br />
<br />
'''Author:''' Paulomat4<br />
<br />
'''Status:''' unfinished<br />
<br />
'''Length:''' 8 scenarios, 1 talking only<br />
<br />
'''Version:''' 1.1.0<br />
<br />
'''Difficulty:''' challenging<br />
<br />
'''Style:''' Skirmish, Large Battle, RPG-elements <br />
<br />
'''Faction/Era:''' Default, Elves, Humans<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39512<br />
<br />
<br />
==== The Roar of the Woses ====<br />
<br />
''When the construction of a dam threatens the existence of her home, Kylix is forced on a journey to stop it.''<br />
<br />
'''Author:''' Alarantalara<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 10-11 scenarios + 1 dialogue-only<br />
<br />
'''Version:''' 1.2.7<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default with Additions (primarily Saurians, Nagas, Woses)<br />
<br />
'''[http://units.wesnoth.org/1.10/Roar_of_the_Woses/en_US/Swamp_Rage.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=29830<br />
<br />
'''Note:''' (author) Potentially unbalanced on Hard difficulty due to experiments with non-standard ways to increase difficulty. This issue does not exist on the lower difficulty levels.<br />
<br />
<br />
==== Roboke's Island ====<br />
<br />
Mystic Island Quest<br />
<br />
''Embark from Elensefar on an expedition to the west that will not only change your life but conearn the fate of many.''<br />
<br />
''"Unraveling the mystery of Roboke island is a magic experience." (Weldyn Gazette)''<br />
<br />
''"Ferocious battles and mysterious riddles await you." (Wesmere Post)''<br />
<br />
''"The adventures of Roboke and his side-kick are truly stunning." (Knalga News)''<br />
<br />
<br />
'''Author:''' x42<br />
<br />
'''Status:''' beta, story-complete<br />
<br />
'''Length:''' 18 playable scenarios + 6 story chapters<br />
<br />
'''Version:''' 0.8.X-beta<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''': various (RPG, Skirmish, Puzzle)<br />
<br />
'''Faction/Era:''' Default (Fencer as main hero + various allies)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=31&t=39423<br />
<br />
'''Note:''' Requires BfW &ge; 1.11.6 (for MicroAI)<br />
<br />
<br />
==== Ruthless ====<br />
<br />
''A bard (an aging criminal) is walking in wasteland. Nothing but two hands in his pockets, and nothing but stones around. Suddenly he sees a knight on errand--a dangerous opponent, especially in broad daylight. The two strangers are soon sitting by the campfire, and the bard is telling a story.<br />
(Beginner level, 10+ fights).''<br />
<br />
'''Author:''' homunculus<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 12 playable scenarios + 5 cutscene scenarios<br />
<br />
'''Version:''' 1.0.4<br />
<br />
'''Difficulty:''' Normal <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default (Orcs)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37874<br />
<br />
'''Note:''' (Adamant14) Recommendable campaign, with smart unusual ideas and a good detailed story.<br />
You fight with few units on small but perfect maps. About the difficulty: The author describes his campaign as 'beginner level', but for me the difficulty is rather NORMAL than EASY.<br />
<br />
<br />
==== Salt Wars ====<br />
<br />
''Introductory campaign for the Era of Four Moons.''<br />
<br />
''As an officer of one of the Sea States you must defend your organization from aggressive rivals.''<br />
<br />
'''Author:''' Velensk <br />
<br />
'''Maintainer:''' Lavender<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 5 scenarios<br />
<br />
'''Version:''' 1.0.1<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Era of Four Moons, Sea States<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31498<br />
<br />
'''Note:''' Easy difficulty applies to easy and normal settings, hard is a considerable step up in difficulty.<br />
<br />
==== Saving Elensefar ====<br />
<br />
''Meneldur, elvish mariner of Elensefar, is driven to sea by the same orcs who attacked the city. He must gather an army willing to fight for him to regain Elensefar, his adopted homeland.''<br />
<br />
'''Author:''' Turin<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 1 year (around 12 scenarios)<br />
<br />
'''Version:''' 1.5.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, RPG, Simulation<br />
<br />
'''Faction:''' Default Era<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?t=3072&start=0<br />
<br />
'''Wiki:''' [[Saving_Elensefar]]<br />
<br />
'''Note:''' Labeled as Expert, recruit list changes in all scenarios.<br />
<br />
<br />
==== Secrets of the Ancients ====<br />
<br />
''From the Journal of Ardonna of Tarrynth:''<br />
<br />
''It's unfair that we humans must die after so few years. Though this is the natural order, we need not embrace it! The lords on the Green Isle knew how to live forever. Pursuit of that knowledge was declared illegal by King Haldric I, but I believe it is worth the risk: If I can rediscover the secrets of the ancients, not only will I cheat death, I will become a hero to the whole continent!''<br />
<br />
'''Author:''' beetlenaut<br />
<br />
'''Status:''' Completed<br />
<br />
'''Length:''' 18 playable scenarios + 3 story only<br />
<br />
'''Version:''' 1.1.1<br />
<br />
'''Difficulty:''' Hard <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Undead/Default<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=40545<br />
<br />
'''Walkthrough:''' [[Secrets of the Ancients Walkthrough]]<br />
<br />
==== The Sojournings of Grog ====<br />
<br />
''Grog (as starred in Under the Burning Suns) goes home.''<br />
<br />
'''Author:''' Peter Christopher, Thomas Hockings <br />
<br />
'''Maintainer:''' Elvish_Hunter<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 18 playable scenarios in 2 parts<br />
<br />
'''Version:''' 3.0.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon, Large Battle<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Sojournings_of_Grog/en_US/The_Sojournings_of_Grog.html Custom units]'''<br />
<br />
'''Faction/Era:''' Default. Most of the time you play trolls and some desert elves accompanying Grog.<br />
<br />
<br />
==== Soldier of Wesnoth ====<br />
<br />
''697 YW. More than two decades after King Konrad II died leaving no heir, three noble Houses vie for the control of the kingdom, which, still feeling the damages of Mal-Ravanal's invasion, sees its glory and power slowly fade away. Meanwhile, in the southern province of Kerlath, a young peasant called Addraryn sets out to join Weldyn's Army, in order to be able to marry the fair Elywen. However, his travel will suffer some very unexpected twists which will lead him to the main stages of the Second Civil War. Journey across Wesnoth, witness its decadence, meet old heroes and save the kingdom from the enemies within and from the formidable Lion of the Desert...''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Completed<br />
<br />
'''Length:''' 31 scenarios<br />
<br />
'''Version:''' 2.0.0<br />
<br />
'''Difficulty:''' Normal <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default+Khalifate+Custom Units<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39123<br />
<br />
<br />
==== A Song of Fire (The Dragon Trilogy, Part I) ====<br />
<br />
''''''Part I: The Last War''' - In a long-forgotten era, at the heart of the Great Continent, an ancestral evil is awakened, threatening to destroy the whole world. Follow young Myra in the war that will alter the future of Irdya and its peoples forever.''<br />
<br />
''''''Part II: Towards the Rising Sun''' - After the vicious Last War, Myra has become the new leader of Aragwaithi and Windsong alike. Albeit young and shaken by many losses, she must steel herself to lead her people through the vast and hostile Hannuk Steppes. However, her journey will take them all farther than in their wildest dreams. Furthermore, Myra must deal with the evil influence of the mysterious red gem she found after the last battle.''<br />
<br />
''''''Part III: Raging Skies''' - The refugees have finally found a new home: families are built, allies are made and, for the first time in years, Myra and her friends know peace. However, when everything seems normal, ambition and thirst for power cause the break out of a continental war. And, amidst this new storm, an old foe rises agan, more powerful than ever. Witness the end of the song of Irdya's first great heroine.''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 36 scenarios<br />
<br />
'''Version:''' 0.5.8<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Default+War of Legends<br />
<br />
'''Walkthrough:''' [[A Song of Fire Walkthrough]]<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=38210<br />
<br />
==== Swamp Witch's Curse ====<br />
<br />
''A Faerie tale from the World of Four Moons.''<br />
<br />
''In the tradition of Evil Sorceress's, a witch from the jungle made a surprise visit at the presentation of a sultans daughter. Promptly declaring the girl to be the future bride for her son she lays a curse that will harm any other man which approaches her. The girl grew up wild and somewhat bitter. Now many years later, word arrives of a merchant lord who knows a way to break the curse but in exchange he wants to marry her and receive a large dowry.''<br />
<br />
'''Author:''' Velensk<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 9 scenarios<br />
<br />
'''Version:''' 1.0<br />
<br />
'''Difficulty:''' Expert<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction:''' Era of Four Moons, Freemen<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=40467<br />
<br />
<br />
==== Sven's Adventure ====<br />
<br />
''A young adventurer's quest to retrieve the fabled, and dangerous, Spellbook of Death.''<br />
<br />
'''Author:''' kpearce<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 19 scenarios<br />
<br />
'''Version:''' 0.1.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' RPG, Dungeon, Boss Battle<br />
<br />
'''Faction/Era:''' Default (mixed factions)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39080<br />
<br />
==== Talentless Mage====<br />
<br />
''Humorous and silly campaign about mage apprentice who has managed to learn only one simple spell in thirty years.''<br />
<br />
'''Author:''' Wonderboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 11 playable scenarios + 3 dialogue scenarios<br />
<br />
'''Version:''' 1.1.2<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Noob Faction<br />
<br />
'''[http://units.wesnoth.org/1.10/Talentless_Mage/en_US/Talentless%20Mage.html Custom Units]'''<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&t=27608]<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Talentless_Mage Players’ Review(s)]'''<br />
<br />
==== The Tale of Vaniyera ====<br />
<br />
''The expansionist Lavinian Legion, led by the Imperator himself, has invaded the northern forests of the Sidhe, or Wild Elves. It is up to Leithan the Thunderblade and his advisor Vaniyera to push its armies back where they came from...''<br />
<br />
'''Author:''' oreb, turin<br />
<br />
'''Maintainer:''' UnwiseOwl<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 5 scenarios<br />
<br />
'''Version:''' 0.10.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Imperial Era, Sidhe.<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=19490<br />
<br />
'''Walkthrough''' There is a video-walkthrough by the campaign maintainer that begins here: https://www.youtube.com/watch?v=dGM1bjImvkI&list=PLZorLYWvUD7VIhaXxKwzO8iQANlp_TaF0<br />
<br />
'''Note:''' As of August 2014, all previous issues raised about this campaign have been addressed. If you've not played this campaign since 1.4 or 1.10, in this humble maintainers opinion, it's worth another go.<br />
<br />
==== The Three Elves ====<br />
<br />
''Three elves have just begun their adventure in the northern swampland. Will they become heroes or will they be responsible for another undead expansion?''<br />
<br />
'''Author:''' Stanislav Hoferek<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8 scenarios + 2 dialogue<br />
<br />
'''Version:''' 0.9<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction:''' Default (Elves)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23395<br />
<br />
<br />
==== To Lands Unknown ====<br />
<br />
''This is the story of Mehir, the Summoner, and his journey to lands unknown.''<br />
<br />
'''Author:''' inferno8<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 20 scenarios, 4 dialogue only<br />
<br />
'''Version:''' 1.7.1<br />
<br />
'''Difficulty:''' Intermediate (Era of Magic)<br />
<br />
'''Style''': Skirmish, Dungeon<br />
<br />
'''Era:''' Era of Magic<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31799<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#To_Lands_Unknown Players’ Review(s)]'''<br />
<br />
<br />
==== A Vision Blinded ====<br />
<br />
''Defend the northern forest against what appeared like a routine orcish raid, and unravel the greater conspiracies that lie below its waves.''<br />
<br />
'''Author:''' LemonTea<br />
<br />
'''Maintainer:''' Adamant14<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 13 playable scenarios + 1 dialogue-only<br />
<br />
'''Version:''' 1.0.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves (+ Trolls, Outlaws)<br />
<br />
'''[http://units.wesnoth.org/1.10/A_Vision_Blinded/en_US/A_Vision_Blinded.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23463&hilit=a+vision+blinded<br />
<br />
<br />
==== War of the Jewel (The Dragon Trilogy, Part II)====<br />
<br />
'''''Part IV: City of the Sun''' - Centuries have passed since the refugees of the Last War, led by Myra of Hiera'Shirsha and the Exodus Heroes, have established a new city for themselves in the faraway Netjer-Ta, the golden Maat'Kare; although they are constantly combatting foes who threaten to conquer them, the Maat'Karians have experienced times of relative comfort. However, this age of peace is soon to end, when the ancient evil that nearly destroyed their ancestors reappears at the very heart of their civilization, attracting upon itself the greedy eyes of darkly neighbours... And, in this brewing storm, the young Akhen Wadjet, Myra's last heir, will be forced to overcome his fears and doubts to protect the legacy his ancestor gave her own life for...''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 38 scenarios + epilogue<br />
<br />
'''Version:''' 0.2.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish/Large Battle<br />
<br />
'''Faction/Era:''' War of Legends+Custom factions (Maat'Karians, Wargs, Chomi, Deshra, Washraha, Woodlanders, Aeserians)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39618&p=562944#p562944<br />
<br />
==== The White Troll ====<br />
<br />
''The story of a white troll whelp with strange magic powers, who is raised in an elvish village.''<br />
<br />
'''Author:''' Wesnoth Italian Forum<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8 scenarios<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default: you play with elves and trolls. Also features custom units with special advancements and abilities.<br />
<br />
'''[http://units.wesnoth.org/1.10/White_Troll/en_US/white_troll.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=38828<br />
<br />
=== Eras ===<br />
<br />
[[Category:Campaigns|*]]<br />
[[Category:Eras|*]]<br />
<br />
==== Era of Four Moons ====<br />
<br />
An era based of the cultures in fictional world Ialfa. There are a core set of four which have had the blunt of the balancing effort put into them, and an additional four which represent other parts of the world and are not complete or balanced.<br />
<br />
'''Author:''' Velensk<br />
<br />
'''Status:'''<br />
<br />
'''Faction Descriptions:''' The four core factions are:<br />
<br />
-The Highlanders (Chaotic/Neutral): A nomadic people living along the savanna and steppes. Units generally have high hp and low resistances and good movement and defense in the hills. Features cheap mobile infantry and recruitable level 2 Elephants that act as a living battering ram.<br />
<br />
-The Imperialists (Lawful): A massive oligarchy centered around an emperor and his house. Most units do well in the open and not well in forests. Can create durable positions and hold open ground exceptionally well but most units do not inflict a lot of damage. Features units with 50% defense in the open and suicidal units.<br />
<br />
-The Sea States (Lawful/Neutral): A collation of small mercantile city states. Can field a variety of versatile units with no exceptional strengths or weaknesses. <br />
<br />
-The Darklanders (Chaotic): A society of tribal Jungle people. Units generally have low hitpoints but good defense and movement in forests. Features very efficient melee power and access to both slows and berserk.<br />
<br />
The other factions are:<br />
<br />
-The Dalefolk (Neutral): A cluster of rural settlements known for it's magicians and inventors: Most units do exceptionally well in mountains. Features some good defensive units, the shapeshifter (who changes form depending on terrain), and a powerful melee magician.<br />
<br />
-The Pygmies (Liminal): A strange race of tiny jungle dwellers shrouded in mystery: Most units do very well in forests and swamps and are very dodgy at the cost of experience points. Also, most units will heal themselves slightly over time. Feature effective mobile level 0s and many powerful support units.<br />
<br />
-The Whites (Chaotic/Neutral): Barbarians from another continent: Units are generally mobile and high on hp but have low defenses when not in rough terrain. Feature powerful magicians and a steadfast berserker.<br />
<br />
-The Freemen (Lawful): A society of desert dwellers split between the city dwellers and the nomads. Units tend to be durable and adept in deserts and hills and not as good in forests. Features units with stun and recruitable level 2 rocs.<br />
<br />
'''Version: ''' 0.5.1<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=19&t=30513<br />
<br />
==== War of Legends ====<br />
<br />
'''Description:''' An era based on the continent of Arkenova as well as other parts of Irdya.<br />
<br />
'''Author:''' Tahsin Jahin Khalid (Lord-Knyghtmare)<br />
<br />
'''Maintainer:''' Tahsin Jahin Khalid (Lord-Knyghtmare)<br />
<br />
'''Status:''' Finished<br />
<br />
'''Factions:'''<br />
<br />
# Aragwaithi<br />
# Windsong<br />
# Human Alliance<br />
# Orcish Union<br />
# Southerners<br />
# Outlaws<br />
# Elementals<br />
# Undead<br />
# Drakes<br />
# Dark Legion<br />
# Sylvans<br />
# Minotaurs<br />
# Vampires<br />
<br />
'''Version:''' 1.1.5.1<br />
<br />
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=19&t=30087 Development and Feedback Thread]<br />
<br />
<br />
==== Era of Magic(EoMa) ====<br />
<br />
'''Description:''' Aiming at using the whole potential of Battle of Wesnoth's graphic engine, the Era of Magic is considered to have a most amazing special effects and attack animations in the BfW game. There are 8 playable factions with fully animated units and tons of special effects contained in the era, and the stories of them are told in the campaign "To Lands Unknown". <br />
<br />
'''Author:''' Inferno8<br />
<br />
'''Maintainer:''' Inferno8<br />
<br />
'''Status:''' Finished; Available on 1.10 and 1.12 add-on server<br />
<br />
'''Faction Descriptions:'''<br />
<br />
Sky Kingdom - powerful magi of all kinds. Their knowledge allows them to cast amazing spells and summon creatures like unstopable Golems or mysterious Mus. Masters of Elements and Gurus are one of the most powerful human beings in the Era.<br />
<br />
Al-Kamija - these proud people are good warriors and spell casters of the desert. They use magical circles and scrolls to summon amazing creatures like Jinns or elementals from other dimension called Abyss. These creatures can't be poisoned, which is a great advantage. <br />
(The campaign "To Lands Unknown" is mainly about the story of this faction)<br />
<br />
Tharis - fearsome Tharis faction is very dangerous especially at night. Cruel people of Tharis with their black magic and dreadful monsters like Hydra can demolish everything standing on their way. Being so powerful in attack, Tharis have no healer, so they need to push forward at all costs.<br />
<br />
Kharos - this strange name is the name of a beautiful country ruled by prophets of light. These peaceful people are masters of defense and support. Their formations of healers and Shielders assisted by Silver Warriors, who can teleport between friendly villages, are very hard to destroy.<br />
<br />
Barbarians - the best in hand-to-hand combat. This multi-cultural society divided into Goblins, Orcs, Cyclops and Trolls with their own advantages and disadvantages can be hard opponent, but separately they are very weak.<br />
<br />
Runemasters - these Dwarves use runic magic and equipment and are well known of their protection against magic. The Runemasters create steam machines like Gyrocopters, Robots and even mighty Mechanical Dragons. Units from this faction are very resistant but slow.<br />
<br />
Dark Blood Alliance - this faction is composed of agile lizards, giant frogs, wyverns swallowing enemies and salamanders, which have developed to perfection the art of disguise. At the head of the community stand shamans known for their water magic, which is used in the fight as well as in healing.<br />
<br />
Destroyers - a terrifying undead creations consisting of civilizations long gone...<br />
<br />
'''Version:''' 1.1.1 (February 18th, 2015)<br />
<br />
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=19&t=20039 Development and Feedback Thread]<br />
<br />
<br />
==== Ageless Era ====<br />
<br />
'''Description:''' Ageless Era is a compilation of the most popular eras and factions on the add-on server. It is more an era pack than an era.<br />
<br />
'''Author:''' mnewton1, Ravana and various<br />
<br />
'''Maintainer:''' Ravana<br />
<br />
'''Status:''' Finished; Available on 1.6, 1.8, 1.10 and 1.12 add-on server. Only maintained on 1.12 server<br />
<br />
'''Unit Tree:''' [http://units.wesnoth.org/1.12/Ageless_Era/en_US/Ageless%20Era.html Ageless Unit Tree]<br />
<br />
'''Factions List:''' Currently there are 91 factions in the era:<br />
<br />
Default: Loyalist, Rebels, Northerners, Undead, Knalgan Alliance, Drakes, Khalifate<br />
<br />
Extended Era: Loyalist, Sylvans, Dwarves, Outlaws, Northerners, Undead, Chaos, Dark Elves<br />
<br />
Archaic Era: Khthon, Phantoms, Despair, Primeval, South-Seas, Ukians, Northern Orcs<br />
<br />
Era of Four Moons: Highlanders, Imperialists, Sea States, Darklanders, Dalefolk, Freemen, Pygmies, Whites<br />
<br />
Era of the Future: Welkin, Brungar<br />
<br />
BEEM: Anakes, Calidonians, Wood Warriors<br />
<br />
Custom Factions: Yokai, Dark Legion, Desert Elves, Steelhive, Frozen<br />
<br />
Era of Myths: Celestials, Devlings, Elementals, Therians, Vampires, The Warg, Windsong<br />
<br />
Feudal Era: Aragwaithi, Ceresians, Clockwork Dwarves, High Elves, Orcish Khaganates<br />
<br />
Imperial Era: Arendians, Cavernei, Issaelfr, Lavinian Legion, Marauders, Orcei Gladiatores, Sidhe<br />
<br />
Era of Strife: Eventide, Triththa, Free Saurians, Eltireans, Minotaurs<br />
<br />
Era of Magic: Barbarians, Dark Blood Alliance, Sky Kingdom, Kharos, Runemasters, Al-Kamija, Tharis, Destroyers<br />
<br />
Mercenaries Era: Highlanders, Enchanters, Avians, Slavers, Mercenaries, Equestrians, Emperor's Guard, Oracles, Holy Order, The Cult, Fanatics, Tribalists, Hive, Infernai, Refugees, Blight<br />
<br />
'''Version:''' 4.14 (August 21, 2015)<br />
<br />
'''Git:''' [https://github.com/ProditorMagnus/Ageless-for-1-11 Ageless-for-1-11]<br />
<br />
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=19&t=25274 Development and Feedback Thread]<br />
<br />
<br />
==== Imperial Era (IE) ====<br />
<br />
'''Description:''' One of the oldest maintained user eras, the Imperial Era brings together seven different factions in a completely re-imagined setting, the world of Orbivm, a very lethal world indeed. The era contains both mainline and development versions of each faction and can be used to play five campaigns, each featuring a different race.<br />
<br />
'''Author:''' Orbivm Project (but really Turin)<br />
<br />
'''Maintainer:''' UnwiseOwl<br />
<br />
'''Status:''' Playable. Available on 1.12 as "Imperial Era" and 1.10 as "Imperial Era Fixed"<br />
<br />
'''Faction Descriptions:'''<br />
<br />
# Lavinian Legion - Based on the Roman Legion, the Lavinians have strong, versatile melee units in the legionaries and a range of support classes sourced from amongst the Lavinian population and various subjugated races. The legion are strong in the plains but weak when fighting in forested areas. The Lavinians are featured in "Fall of Silvium".<br />
# Sidhe - The Sidhe are a group of forest-dwelling elves whose focus is stealth and fleet movement. Their mages are able to channel the lightning itself, and their various other units move almost as fast. The Sidhe feature in "Tale of Vaniyera".<br />
# Marauders - Based on the Germanic peoples that eventually conquered Rome (hint, hint), the Marauders are equally as at home in the hills, forests and swamps of their homeland. Their hard-hitting melee units are practicalyl unstoppable during the night-time. The Marauders are the stars of the "Alfhelm the Wise" campaign.<br />
# Orcei Gentorum - The orcs have been captured gladiators slaving away in the Lavinian arenas for generations.The life of an orc in Orbivm is harsh and brutal, just like the orcs themselves. The tale of the uprising of one such group of Orcs is told in "Up from Slavery".<br />
# Cavernei - The Cavernei are a dwarvish race with similarities to the mainline Knalgans, but with a greater emphasis on the military uses of runesmithing. They get a campaign too, in "Gali's Contract"<br />
# Issaelfr - The frost elves live on the fringes of the habitable lands of Evrosia, the main continent of Orbivm, and have become inured to difficult conditions and tuned in to their Fae natures. They don't have a campaign yet, but you could always write one.<br />
# Arendians - The Arendians are horse-lords living on the Western steppes of Evrosia. A life of constant battle has developed a military-focused society where warriors are trained from a young age. They used to have a campaign, but it fell into disrepair a very long time ago.<br />
<br />
'''Version:''' 0.22.1 (July, 2015)<br />
<br />
'''Wiki:''' [[Orbivm]]<br />
<br />
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?t=37920 Development and Feedback Thread]</div>Inkyhttps://wiki.wesnoth.org/index.php?title=Secrets_of_the_Ancients_Walkthrough&diff=58025Secrets of the Ancients Walkthrough2016-11-10T02:43:28Z<p>Inky: /* S14 Entering the Northlands */ typo</p>
<hr />
<div>This is a walkthrough for ''Secrets of the Ancients'', a 21 scenario (18 playable, 3 dialogue only) add-on campaign by beetlenaut featuring the undead. The campaign is playable on both Wesnoth versions 1.12 and 1.13, and the campaign's discussion thread on the forums can be found [https://forums.wesnoth.org/viewtopic.php?f=8&t=40545 here.]<br />
<br />
==General==<br />
<br />
Although this campaign is listed as intermediate level, it is very challenging and closer in difficulty to the expert level mainline campaigns. Throughout the campaign you will get several loyal units, which are recalled for free in all future scenarios. It is highly recommended to keep them all alive, especially the saurian healer because later scenarios will be difficult or impossible without a healer.<br />
<br />
===Units===<br />
<br />
Over the course of the campaign you'll gain access to the following recruits:<br />
<br />
*'''Bats''' are useful in most scenarios for village grabbing and distracting enemies. Their main asset is their cheap recruit cost and zero upkeep, so it is generally not worth it to level them.<br />
*'''Walking corpses''' can be a lifesaver in difficult scenarios, being dirt cheap and able to zombify enemy units so the enemies will focus on killing their own corpses rather than killing your veterans. The downside is that corpses are not worth leveling since their maximum level is 1, so the experience they get from zombifying enemy units is wasted.<br />
*'''Skeletons and skeleton archers''' will be your main units in the first half of the campaign. They have great resistances to blade, pierce, and cold damage, but are vulnerable to fire, impact and arcane. In this campaign, revenants (level 2 skeletons) can advance to death knights which have level 3 leadership, so getting one early on will be very useful.<br />
*'''Ghouls''' can poison enemies but do very little damage, so they are generally not so useful because you will usually kill enemy units before the poison can take effect.<br />
*'''Ghosts''' can either level into wraiths which have an arcane drain attack, or shadows which can do huge amounts of damage through backstab. Later in the campaign many enemies (such as giant spiders and trolls) do impact damage which will destroy skeletal undead, so wraiths/spectres are essential against them. Shadows/nightgaunts are useful for quickly taking out high priority targets such as mages, and their skirmishing ability can help break through deadlocks.<br />
*'''Dark adepts''' are difficult to level because they are fragile and you can only recruit them later in the campaign, but it is very much worth the trouble. At first they can only advance to necromancers, but late in the campaign necromancers can be converted to liches, which can advance to the rather overpowered level 4 ancient lich.<br />
*'''Chocobones''' are not worth using due to their extremely high cost and low HP. Revenants/death knights can do similar melee damage while being much more durable.<br />
<br />
==Chapter One: Unlawful Research==<br />
<br />
===S1 Slipping Away===<br />
*Objectives: Move Ardonna to the signpost in the northeast.<br />
<br />
You'll be attacked by tons of wolves and rats, and in order to survive you'll need to turn some enemies into walking corpses by finishing them with the undead bat or with another walking corpse. Use Ardonna and the regular bats to soften up the enemies so that your corpses can zombify them.<br />
<br />
Try to also get Ardonna some kills, because you'll have a much easier time next scenario if you can get her to level 2 during that scenario.<br />
<br />
===S2 Dark Business===<br />
*Objectives: Kill all the guards, and occupy the guardhouse.<br />
<br />
You don't get much starting gold, so you'll mainly be relying on recruiting walking corpses and creating corpses out of the enemy units. Maybe recall a soulless if you have one for the extra damage per hex, but recalling more than one unit may leave you with too few units to win with. You can stay back at first and let the guards get close to you, so that you get to strike first.<br />
<br />
Focus on zombifying the bowmen first, since they are weak in melee and can kill your corpses without taking retaliation damage. It helps to get Ardonna to level 2 - if she got some kills in the previous scenario and you can get her to kill the enemy Lieutenant, she should be most of the way there.<br />
<br />
Be very careful when moving to the guardhouse, because several spearmen (5 on hard!) will surround the guardhouse when you do. If Ardonna is level 2 she should easily make short work of the spearmen; otherwise she will need to be carefully protected because the spearmen will tend to focus on her. Moving to the guardhouse will allow Ardonna to use the graves to recruit skeletons and skeleton archers, both of which are highly effective against spearmen with their 60% pierce resistance, so it is a good idea to save up 14-15 gold to recruit one.<br />
<br />
===S3 Bandits===<br />
*Objectives: Defeat the enemy leader.<br />
<br />
This scenario can be challenging, because the thugs and footpads do impact damage, which your bats and skeletons are weak to. The key is to recruit/recall several bats and send them up the eastern side of the map to village grab, which will not only generate a high income to recruit reinforcements with, but also split up the bandits' forces since many of them will go northeast to get rid of the bats.<br />
<br />
Meanwhile your main force (consisting mostly of skeleton archers to kill thugs, and skeletons to kill footpads/poachers) can hold off the bandits in the forests northeast of the keep. If possible, try to make it so the bandits have to attack you from flat terrain. There will be heavy losses, so it's a good idea to have Ardonna stay near the keep for the first ten or so turns, and pump out reinforcements until you have the clear advantage.<br />
<br />
===S4 Becalmed===<br />
*Objectives: Defeat the enemy leader.<br />
<br />
This is a relatively easy scenario. The enemies all do blade damage so your skeletal undead units with their 40% blade resistance will easily destroy them. Remember to also pay attention to the lower deck, because the enemies can use the trapdoors too.<br />
<br />
===S5 Blackwater===<br />
*Objectives: Kill all enemy units.<br />
<br />
This scenario is very difficult due to the lack of healing, so try to manage your experience so that your units heal by leveling up. Start by sending some bats around the edges of the map to grab villages and distract enemy units. After that, skeletal undead should be your main recruits, since they resist pierce and blade damage - anything else (corpses, bats, ghouls) is likely to just get killed in one shot by charging horsemen. However skeletal undead are very vulnerable to mages, so killing mages should be always be your top priority.<br />
<br />
It's tempting to just block the bridge chokepoints, but sometimes you may want to deliberately let the enemies flood onto the ship so that you'll have more hexes to attack them from. Use Rudic's level 2 leadership on your lower level units for the extra damage, or even better, level a revenant into a death knight for level 3 leadership.<br />
<br />
Try to end the battle as quickly as possible, because without villages you will lose in a war of attrition. If you push hard during the nights (and your bats are doing a good job luring enemies to the edges of the map), you can break through the main loyalist force in the center and attack the loyalist castle as early as the third day (around turn 14).<br />
<br />
===S6 Following the Shadow===<br />
*Objectives: Move Ardonna to the tunnel in the southeast of the cave.<br />
<br />
There are two main battles in this scenario: you'll first fight the wolves outside the cave, and then after entering the cave you'll have to fight your way through a horde of bats. You'll probably need to spend all your gold at the beginning; you'll want a good mix of veterans (a death knight if you have one is very helpful for leadership) for damage dealing, and expendable fresh recruits to hopefully keep the wolves distracted. Walking corpses are a good choice, being cheap and able to zombify wolves.<br />
<br />
Send bats to the corners of the map to village grab. The rest of your units can occupy the hilly terrain to the northeast and wait for the wolves to arrive. The main threats are the goblin pillagers, which are deadly in melee with their fire attack, so it is safest to attack them in ranged with Ardonna or bone shooters. You could also poison them with ghouls, which have +10% fire resistance. Killing the wolf leader is not mandatory, but it is very helpful to do so, because you will then be able to safely focus on the cave enemies without wolves harassing you, and Ardonna can also use the wolf's keep to recruit reinforcements since you'll likely take heavy losses from the wolves. The turn limit in this scenario is a little tight, especially if you go to kill the wolf leader, so you can't afford to waste too much time healing. (If you kill the wolf leader before turn 25, you should be fine.)<br />
<br />
After Ardonna has spent 2 turns in the cave (or, when six nonbat units enter the cave), a large amount of vampire bats, blood bats and dread bats will appear in the cave. The bats should not be a problem for your skeletal undead, which resist blade and cannot be drained.<br />
<br />
===S7 Meeting of the Minds===<br />
Story.<br />
<br />
==Chapter Two: Two Missions==<br />
<br />
===S8 Carcyn===<br />
*Objectives: Own every village on the map, or kill every enemy unit.<br />
<br />
You will control Ras-Tabahn for the next three scenarios. He has a separate recall list (which will be added to Ardonna's recall list when the two join together in Chapter 3) and starts this scenario with a predefined amount of gold. This is a tough scenario due to the sheer number of enemy units, especially on Hard. Since the enemy only recruits spearmen, bowmen and cavalrymen, you'll want to recruit almost exclusively skeletons and skeleton archers for their high resistance vs. blade and pierce. It is also very helpful to get a corpse or two so you can zombify enemies as a distraction. Ghosts are expensive and do very little damage, so they're not very useful here, though you could get one to village grab in the north and try distracting the enemy cavalrymen in the beginning. It's also a good idea to recall the shadow and the half-leveled skeleton, and focus on feeding kills to the skeleton so it can level up quickly.<br />
<br />
During the first afternoon and dusk, you can just passively hang around the initial keep, keeping your units on good terrain like the forests and village around the keep, and wait for the loyalists to come to you. During the night be as aggressive as possible - try to make it so that every single one of your units attacks something, and as always try to manage your experience so that some of your units heal by leveling up. By the time the second day arrives, most of the loyalist army should be gone and you should have several level 2's, so after that the battle will only go one way.<br />
<br />
It's probably easier and faster to just kill every enemy unit. When you move to the jailhouse in the west, two loyal level 0 units will join you (if you don't find them during the scenario, they join after you win the scenario). It is strongly recommended to level both of them into dark adepts, so that later in the campaign they may become level 4 ancient liches.<br />
<br />
===S9 Training Session===<br />
*Objectives: Destroy all 3 waves of undead.<br />
<br />
All three undead waves consist of a mix of walking corpses and soulless, or just soulless on Hard. The first wave of undead which arrives during the day is a good opportunity to try to get some experience for your two new level 0 units. For recruits, bone shooters are nice since they can kill soulless without taking retaliation, and ghosts with their 50% impact resistance are pretty good at blocking the soulless from your more fragile units. You'll probably end up losing most of your recruits though, because skeletal undead are weak to impact and ghosts have such low HP. Try to keep most of the dark adepts alive (use them from the back, and then put your undead units in front to shield them) because unlike the undead, adepts will turn into walking corpses when killed with plague.<br />
<br />
===S10 Merfolk Revenge===<br />
*Objectives: Defeat the enemy leader.<br />
*Note: Moving to the bones at 32,12 will cause a chocobone to appear and allow you to recruit chocobones.<br />
<br />
The gold carryover from this scenario will carry over to S14 (Entering the Northlands), so make sure you get at least some carryover here or you may end up having to replay several scenarios to fix it. The dialogue recommends at least 50 carryover gold, though it is possible to make do with less even on hard. <br />
<br />
The merfolk army consists of fighters and hunters which do pierce damage, and netcasters and initiates which do impact damage. Focus on killing the netcasters and initiates first, because they are the most dangerous units against your skeletal undead. Ghosts are very useful in this scenario because they resist both types of damage. <br />
<br />
Try to lure the mermen onto land during dusk so that you can make quick work of them during the night. During the day, just retreat into the villages and heal your units so you can strike again at night. The mermen can be reluctant to come onto land so you may have to use some units as bait to lure them out - skeletons are good at luring out the ranged mermen units and dark adepts are good at luring out melee units. The merman leader will also sometimes come out to attack a unit on the southeast sand village (at 29,11), so if you can trap and kill him there it will save you the trouble of having to wade through water to reach his keep.<br />
<br />
===S11 Battleground===<br />
*Objectives: Defeat both enemy leaders.<br />
<br />
You now switch back to controlling Ardonna. This is an easy scenario, because the saurians recruit only augurs and soothsayers, whose cold damage is laughably ineffective against your skeletal undead's 60% cold resistance. Skeletal undead are also great versus the nagas which do blade damage.<br />
<br />
Your enemies have good defense in swamp and water terrain, so if possible try to avoid putting your units next to these terrains and let the enemies come onto land where they are easily killed. A good place to put your units is in the middle of the patch of flat terrain directly northeast of your keep. The nagas have pretty high HP so it can be very effective to recruit a couple ghouls and use them as bait for the nagas - by the time the ghouls are killed almost the entire naga army will be poisoned.<br />
<br />
===S12 Walking Trees===<br />
*Objectives: Move Ardonna to the northeast corner of the map.<br />
<br />
You will be fighting woses, which can be drained and have a glaring weakness to arcane damage, making this the perfect chance to level some ghosts. Recall any wraiths or experienced ghosts, and you may also want a death knight for leadership, and then just start mass recruiting ghosts. It is very difficult to get any gold carryover from this scenario, so you may want to just forget about carryover and spend all your gold at the beginning.<br />
<br />
Every few turns a bunch of woses will spawn somewhere in the forest. They are invisible in the forest due to their ambush ability, but when a wose moves from its starting location it leaves behind a patch of dirt so you should have a rough idea of which direction it will come from. Pay special attention to your loyal saurian healer, because he can be killed by a single wose attack - try to always keep him protected by ghosts on all sides. In the later half of the scenario, level 2 elder woses will spawn instead of level 1 woses, so hopefully by that time Ardonna is already very close to the northeast corner. Since you probably won't get any gold carryover anyway, you could potentially stay for a couple extra turns killing elder woses for experience.<br />
<br />
===S13 Together Again===<br />
Story.<br />
<br />
==Chapter Three: To Conquer Death==<br />
===S14 Entering the Northlands===<br />
*Objectives: Defeat both enemy leaders.<br />
<br />
There is a lot of experience available in this scenario from the high level orcs. Some good units to focus on leveling are spectres and necromancers, because these units will be the most helpful in later scenarios. Try not to go too negative on gold because you will probably need about 150 gold carryover (100 at the very least) to manage the next scenario on Hard. A couple vampire bats are very helpful for grabbing out of the way villages. <br />
<br />
Since the eastern leader is fairly close to you, you should be able to take him out relatively quickly if you send your entire army that way. You can then turn your army northwest to deal with the rest of the orcs, which should arrive around the time you get rid of the eastern orc. Be careful of the orcish archers and crossbowmen, because your ghosts are very vulnerable to their fire arrows. The orcs will do extremely high damage especially at night, so it really helps to have some expendable cannon fodder units as distractions.<br />
<br />
===S15 Mountain Pass===<br />
*Objectives: Move Ardryn-Na and Ras-Tabahn to the flat terrain in the northeast corner.<br />
*Note: If you did not already find the bones in Scenario 10, moving to the bones at 16,21 will cause a chocobone to appear and allow you to recruit chocobones.<br />
<br />
This scenario is extremely hard - you'll be attacked from all directions by gryphons, which have good defense everywhere and are extremely mobile. There are two gryphon leaders, one in the northwest and one in the northeast. The best way to kill gryphons is to zap them with the necromancers' magical attack, but using skeleton archer types can work as well. Ghosts and their advancements are extremely useful due to their mobility, especially spectres/wraiths because their drain attack makes them harder to kill.<br />
<br />
If you're low on starting gold or are getting overwhelmed by gryphons, one way to make this scenario much more manageable is to assassinate the northwest gryphon leader using leveled ghosts. Recall all your wraiths, shadows etc., and send them straight northwest. They should reach the enemy gryphon keep during the night, and kill the leader fairly easily especially if you have shadows or nightgaunts. The downside of this tactic is that you will likely lose several of your leveled ghosts in the process.<br />
<br />
===S16 The Mage===<br />
*Objectives: Defeat Crelanu.<br />
*Note: Moving a unit onto a bottle of holy water will remove the bottle. A living unit can do this safely, but any undead unit will be destroyed.<br />
<br />
This is an easy scenario. Send a couple bats along the edges of the map to village grab, and just have Ras Tabahn move to the village near your keep and stay there for the scenario. You'll be facing high level mages, but only a few at a time. If you wait until night to engage, you'll easily demolish them with skeletons backed by leadership. Necromancers are also very effective here, since they have high HP, no fire weakness, and resistance to arcane. Don't bother with ghostly units because they will just get fried by mages. The mages absolutely love attacking walking corpses, so if you use walking corpses or your necromancers' plague staff to zombify some enemies, your other units probably won't even be attacked.<br />
<br />
===S17 Mortality===<br />
Story.<br />
<br />
===S18 Abandoned Outpost===<br />
*Objectives: Reach the end of the western tunnel with both Ardryn-Na and Ras-Tabahn, or defeat every enemy unit.<br />
<br />
This is a very tough scenario - you'll have to fight your way through two hordes of level 3 giant spiders, in a relatively short amount of turns. By far the best units to use here are spectres, and liches are also useful. You'll also want a bat or two to grab villages near the starting area.<br />
<br />
The key to getting rid of the spiders quickly is to get them onto flat terrain, where they only have 30% defense and are easy prey for spectres. A good place to form your line is on the village in the southern tunnel (at 30,12) and the three cave hexes to the right of the village, so that the spiders will attack from the nearby 3 hexes of flat terrain. The spiders tend to be reluctant to attack spectres and liches, so you may want to use bait such as skeletons to lure them onto the flat terrain.<br />
<br />
Once you get rid of the first wave of spiders, hopefully you still have about half of the turns remaining, because there is a second horde of spiders in the west blocking the exit. It's actually possible to sneak past them without fighting - send Ardryn-Na, Ras-Tabahn and a spectre or two through the northern 1-hex tunnel (the spiders will probably just ignore them), and then use some bait in the east to lure the spider blocking the tunnel exit away. Then your two leaders can head toward the exit tunnel behind the spiders, while the spectres position themselves so the spiders can't block your leaders from escaping into the exit tunnel next turn.<br />
<br />
===S19 Lava and Stone===<br />
*Objectives: Defeat all enemy leaders.<br />
<br />
You'll be fighting trolls which are weak to arcane, so wraiths/spectres and liches are the best units to use here. Both units are vulnerable to the troll shamans' fire damage though, so try to kill the shamans quickly using spectres or backstab with shadows/nightgaunts. When you reach the lava chasm in the beginning, the path will branch west, where the main battle will take place, and southeast. The southeastern path leads to a small lake, so you can send a couple spectres/wraiths there to easily pick off trolls in the water.<br />
<br />
There are 3 troll leaders in total: a troll shaman leader in the northwest, a great troll in the center, and another troll shaman leader in the southeast corner. This scenario is a good opportunity to try to level some ancient liches, which will be extremely useful next scenario. Finish early, because you get almost no starting gold next scenario, so you will need a pretty high gold carryover (about 150 gold or more).<br />
<br />
===S20 North Knalga===<br />
*Objectives: Defeat the enemy leader.<br />
<br />
You will be fighting an army of high level dwarves, which have good resistances and extremely high HP. Hopefully you have several ancient liches, because they are basically the only way to kill the level 3 dwarvish lords. Spectres are also very useful since they can help shield your liches. The biggest threats to your units are the lords and runemasters which have a high damage melee impact attack, so focus on killing those first using your ancient liches. Try to put your liches on hills where they have 50% terrain defense - one place to form your line is the small clump of rubble and hills in the center (around 15,7).<br />
<br />
When you get near the enemy keep in the southeast, the dwarf leader will recruit some reinforcements. Try the finish as fast as you can, because the early finish bonus in this scenario is huge.<br />
<br />
===S21 Against the World===<br />
*Objectives: Defeat all enemy leaders.<br />
*Notes:<br />
**On turn 2, a saurian leader will appear in the eastern swamp castle.<br />
**On turn 4 (turn 3 on easy), a dwarf leader will appear in the southwest mountains.<br />
**On turn 12, a mage leader will appear in the northwest.<br />
**On turn 13, an elf leader will appear in the southeastern forest.<br />
<br />
This is the final scenario, so just recall all your best veterans, and recruit some cannon fodder (skeletons are a good choice, since many of the starting enemies do blade/pierce damage) with any remaining gold. Since there's no turn limit, patience and playing defensively will guarantee you eventual victory. Attack all out during the night, then retreat and heal during the day, and eventually the enemy armies will start to thin out. Don't try to block the enemy leaders' keeps before they arrive, because this will just cause them to appear with a full keep of units already recruited.<br />
<br />
In the beginning you'll just want to hang around the starting keep, and let the knights and nagas come to you so you can wipe them out during the first night. After that you can split your army in half, with one group remaining north of the river to clear out the saurians and later the mermen, and another group heading south of the river to deal with the dwarves and kill the southern knight leader. The mages and elves which arrive last are extremely easy to kill if you meet them on flat terrain during the night. It's best to save the dwarf leader for last, because his keep is surrounded by rough terrain which will take a long time to cross.<br />
<br />
[[Category: User-made Campaigns - Walkthroughs]]</div>Inkyhttps://wiki.wesnoth.org/index.php?title=Secrets_of_the_Ancients_Walkthrough&diff=58024Secrets of the Ancients Walkthrough2016-11-10T02:40:29Z<p>Inky: /* S10 Merfolk Revenge */ typo</p>
<hr />
<div>This is a walkthrough for ''Secrets of the Ancients'', a 21 scenario (18 playable, 3 dialogue only) add-on campaign by beetlenaut featuring the undead. The campaign is playable on both Wesnoth versions 1.12 and 1.13, and the campaign's discussion thread on the forums can be found [https://forums.wesnoth.org/viewtopic.php?f=8&t=40545 here.]<br />
<br />
==General==<br />
<br />
Although this campaign is listed as intermediate level, it is very challenging and closer in difficulty to the expert level mainline campaigns. Throughout the campaign you will get several loyal units, which are recalled for free in all future scenarios. It is highly recommended to keep them all alive, especially the saurian healer because later scenarios will be difficult or impossible without a healer.<br />
<br />
===Units===<br />
<br />
Over the course of the campaign you'll gain access to the following recruits:<br />
<br />
*'''Bats''' are useful in most scenarios for village grabbing and distracting enemies. Their main asset is their cheap recruit cost and zero upkeep, so it is generally not worth it to level them.<br />
*'''Walking corpses''' can be a lifesaver in difficult scenarios, being dirt cheap and able to zombify enemy units so the enemies will focus on killing their own corpses rather than killing your veterans. The downside is that corpses are not worth leveling since their maximum level is 1, so the experience they get from zombifying enemy units is wasted.<br />
*'''Skeletons and skeleton archers''' will be your main units in the first half of the campaign. They have great resistances to blade, pierce, and cold damage, but are vulnerable to fire, impact and arcane. In this campaign, revenants (level 2 skeletons) can advance to death knights which have level 3 leadership, so getting one early on will be very useful.<br />
*'''Ghouls''' can poison enemies but do very little damage, so they are generally not so useful because you will usually kill enemy units before the poison can take effect.<br />
*'''Ghosts''' can either level into wraiths which have an arcane drain attack, or shadows which can do huge amounts of damage through backstab. Later in the campaign many enemies (such as giant spiders and trolls) do impact damage which will destroy skeletal undead, so wraiths/spectres are essential against them. Shadows/nightgaunts are useful for quickly taking out high priority targets such as mages, and their skirmishing ability can help break through deadlocks.<br />
*'''Dark adepts''' are difficult to level because they are fragile and you can only recruit them later in the campaign, but it is very much worth the trouble. At first they can only advance to necromancers, but late in the campaign necromancers can be converted to liches, which can advance to the rather overpowered level 4 ancient lich.<br />
*'''Chocobones''' are not worth using due to their extremely high cost and low HP. Revenants/death knights can do similar melee damage while being much more durable.<br />
<br />
==Chapter One: Unlawful Research==<br />
<br />
===S1 Slipping Away===<br />
*Objectives: Move Ardonna to the signpost in the northeast.<br />
<br />
You'll be attacked by tons of wolves and rats, and in order to survive you'll need to turn some enemies into walking corpses by finishing them with the undead bat or with another walking corpse. Use Ardonna and the regular bats to soften up the enemies so that your corpses can zombify them.<br />
<br />
Try to also get Ardonna some kills, because you'll have a much easier time next scenario if you can get her to level 2 during that scenario.<br />
<br />
===S2 Dark Business===<br />
*Objectives: Kill all the guards, and occupy the guardhouse.<br />
<br />
You don't get much starting gold, so you'll mainly be relying on recruiting walking corpses and creating corpses out of the enemy units. Maybe recall a soulless if you have one for the extra damage per hex, but recalling more than one unit may leave you with too few units to win with. You can stay back at first and let the guards get close to you, so that you get to strike first.<br />
<br />
Focus on zombifying the bowmen first, since they are weak in melee and can kill your corpses without taking retaliation damage. It helps to get Ardonna to level 2 - if she got some kills in the previous scenario and you can get her to kill the enemy Lieutenant, she should be most of the way there.<br />
<br />
Be very careful when moving to the guardhouse, because several spearmen (5 on hard!) will surround the guardhouse when you do. If Ardonna is level 2 she should easily make short work of the spearmen; otherwise she will need to be carefully protected because the spearmen will tend to focus on her. Moving to the guardhouse will allow Ardonna to use the graves to recruit skeletons and skeleton archers, both of which are highly effective against spearmen with their 60% pierce resistance, so it is a good idea to save up 14-15 gold to recruit one.<br />
<br />
===S3 Bandits===<br />
*Objectives: Defeat the enemy leader.<br />
<br />
This scenario can be challenging, because the thugs and footpads do impact damage, which your bats and skeletons are weak to. The key is to recruit/recall several bats and send them up the eastern side of the map to village grab, which will not only generate a high income to recruit reinforcements with, but also split up the bandits' forces since many of them will go northeast to get rid of the bats.<br />
<br />
Meanwhile your main force (consisting mostly of skeleton archers to kill thugs, and skeletons to kill footpads/poachers) can hold off the bandits in the forests northeast of the keep. If possible, try to make it so the bandits have to attack you from flat terrain. There will be heavy losses, so it's a good idea to have Ardonna stay near the keep for the first ten or so turns, and pump out reinforcements until you have the clear advantage.<br />
<br />
===S4 Becalmed===<br />
*Objectives: Defeat the enemy leader.<br />
<br />
This is a relatively easy scenario. The enemies all do blade damage so your skeletal undead units with their 40% blade resistance will easily destroy them. Remember to also pay attention to the lower deck, because the enemies can use the trapdoors too.<br />
<br />
===S5 Blackwater===<br />
*Objectives: Kill all enemy units.<br />
<br />
This scenario is very difficult due to the lack of healing, so try to manage your experience so that your units heal by leveling up. Start by sending some bats around the edges of the map to grab villages and distract enemy units. After that, skeletal undead should be your main recruits, since they resist pierce and blade damage - anything else (corpses, bats, ghouls) is likely to just get killed in one shot by charging horsemen. However skeletal undead are very vulnerable to mages, so killing mages should be always be your top priority.<br />
<br />
It's tempting to just block the bridge chokepoints, but sometimes you may want to deliberately let the enemies flood onto the ship so that you'll have more hexes to attack them from. Use Rudic's level 2 leadership on your lower level units for the extra damage, or even better, level a revenant into a death knight for level 3 leadership.<br />
<br />
Try to end the battle as quickly as possible, because without villages you will lose in a war of attrition. If you push hard during the nights (and your bats are doing a good job luring enemies to the edges of the map), you can break through the main loyalist force in the center and attack the loyalist castle as early as the third day (around turn 14).<br />
<br />
===S6 Following the Shadow===<br />
*Objectives: Move Ardonna to the tunnel in the southeast of the cave.<br />
<br />
There are two main battles in this scenario: you'll first fight the wolves outside the cave, and then after entering the cave you'll have to fight your way through a horde of bats. You'll probably need to spend all your gold at the beginning; you'll want a good mix of veterans (a death knight if you have one is very helpful for leadership) for damage dealing, and expendable fresh recruits to hopefully keep the wolves distracted. Walking corpses are a good choice, being cheap and able to zombify wolves.<br />
<br />
Send bats to the corners of the map to village grab. The rest of your units can occupy the hilly terrain to the northeast and wait for the wolves to arrive. The main threats are the goblin pillagers, which are deadly in melee with their fire attack, so it is safest to attack them in ranged with Ardonna or bone shooters. You could also poison them with ghouls, which have +10% fire resistance. Killing the wolf leader is not mandatory, but it is very helpful to do so, because you will then be able to safely focus on the cave enemies without wolves harassing you, and Ardonna can also use the wolf's keep to recruit reinforcements since you'll likely take heavy losses from the wolves. The turn limit in this scenario is a little tight, especially if you go to kill the wolf leader, so you can't afford to waste too much time healing. (If you kill the wolf leader before turn 25, you should be fine.)<br />
<br />
After Ardonna has spent 2 turns in the cave (or, when six nonbat units enter the cave), a large amount of vampire bats, blood bats and dread bats will appear in the cave. The bats should not be a problem for your skeletal undead, which resist blade and cannot be drained.<br />
<br />
===S7 Meeting of the Minds===<br />
Story.<br />
<br />
==Chapter Two: Two Missions==<br />
<br />
===S8 Carcyn===<br />
*Objectives: Own every village on the map, or kill every enemy unit.<br />
<br />
You will control Ras-Tabahn for the next three scenarios. He has a separate recall list (which will be added to Ardonna's recall list when the two join together in Chapter 3) and starts this scenario with a predefined amount of gold. This is a tough scenario due to the sheer number of enemy units, especially on Hard. Since the enemy only recruits spearmen, bowmen and cavalrymen, you'll want to recruit almost exclusively skeletons and skeleton archers for their high resistance vs. blade and pierce. It is also very helpful to get a corpse or two so you can zombify enemies as a distraction. Ghosts are expensive and do very little damage, so they're not very useful here, though you could get one to village grab in the north and try distracting the enemy cavalrymen in the beginning. It's also a good idea to recall the shadow and the half-leveled skeleton, and focus on feeding kills to the skeleton so it can level up quickly.<br />
<br />
During the first afternoon and dusk, you can just passively hang around the initial keep, keeping your units on good terrain like the forests and village around the keep, and wait for the loyalists to come to you. During the night be as aggressive as possible - try to make it so that every single one of your units attacks something, and as always try to manage your experience so that some of your units heal by leveling up. By the time the second day arrives, most of the loyalist army should be gone and you should have several level 2's, so after that the battle will only go one way.<br />
<br />
It's probably easier and faster to just kill every enemy unit. When you move to the jailhouse in the west, two loyal level 0 units will join you (if you don't find them during the scenario, they join after you win the scenario). It is strongly recommended to level both of them into dark adepts, so that later in the campaign they may become level 4 ancient liches.<br />
<br />
===S9 Training Session===<br />
*Objectives: Destroy all 3 waves of undead.<br />
<br />
All three undead waves consist of a mix of walking corpses and soulless, or just soulless on Hard. The first wave of undead which arrives during the day is a good opportunity to try to get some experience for your two new level 0 units. For recruits, bone shooters are nice since they can kill soulless without taking retaliation, and ghosts with their 50% impact resistance are pretty good at blocking the soulless from your more fragile units. You'll probably end up losing most of your recruits though, because skeletal undead are weak to impact and ghosts have such low HP. Try to keep most of the dark adepts alive (use them from the back, and then put your undead units in front to shield them) because unlike the undead, adepts will turn into walking corpses when killed with plague.<br />
<br />
===S10 Merfolk Revenge===<br />
*Objectives: Defeat the enemy leader.<br />
*Note: Moving to the bones at 32,12 will cause a chocobone to appear and allow you to recruit chocobones.<br />
<br />
The gold carryover from this scenario will carry over to S14 (Entering the Northlands), so make sure you get at least some carryover here or you may end up having to replay several scenarios to fix it. The dialogue recommends at least 50 carryover gold, though it is possible to make do with less even on hard. <br />
<br />
The merfolk army consists of fighters and hunters which do pierce damage, and netcasters and initiates which do impact damage. Focus on killing the netcasters and initiates first, because they are the most dangerous units against your skeletal undead. Ghosts are very useful in this scenario because they resist both types of damage. <br />
<br />
Try to lure the mermen onto land during dusk so that you can make quick work of them during the night. During the day, just retreat into the villages and heal your units so you can strike again at night. The mermen can be reluctant to come onto land so you may have to use some units as bait to lure them out - skeletons are good at luring out the ranged mermen units and dark adepts are good at luring out melee units. The merman leader will also sometimes come out to attack a unit on the southeast sand village (at 29,11), so if you can trap and kill him there it will save you the trouble of having to wade through water to reach his keep.<br />
<br />
===S11 Battleground===<br />
*Objectives: Defeat both enemy leaders.<br />
<br />
You now switch back to controlling Ardonna. This is an easy scenario, because the saurians recruit only augurs and soothsayers, whose cold damage is laughably ineffective against your skeletal undead's 60% cold resistance. Skeletal undead are also great versus the nagas which do blade damage.<br />
<br />
Your enemies have good defense in swamp and water terrain, so if possible try to avoid putting your units next to these terrains and let the enemies come onto land where they are easily killed. A good place to put your units is in the middle of the patch of flat terrain directly northeast of your keep. The nagas have pretty high HP so it can be very effective to recruit a couple ghouls and use them as bait for the nagas - by the time the ghouls are killed almost the entire naga army will be poisoned.<br />
<br />
===S12 Walking Trees===<br />
*Objectives: Move Ardonna to the northeast corner of the map.<br />
<br />
You will be fighting woses, which can be drained and have a glaring weakness to arcane damage, making this the perfect chance to level some ghosts. Recall any wraiths or experienced ghosts, and you may also want a death knight for leadership, and then just start mass recruiting ghosts. It is very difficult to get any gold carryover from this scenario, so you may want to just forget about carryover and spend all your gold at the beginning.<br />
<br />
Every few turns a bunch of woses will spawn somewhere in the forest. They are invisible in the forest due to their ambush ability, but when a wose moves from its starting location it leaves behind a patch of dirt so you should have a rough idea of which direction it will come from. Pay special attention to your loyal saurian healer, because he can be killed by a single wose attack - try to always keep him protected by ghosts on all sides. In the later half of the scenario, level 2 elder woses will spawn instead of level 1 woses, so hopefully by that time Ardonna is already very close to the northeast corner. Since you probably won't get any gold carryover anyway, you could potentially stay for a couple extra turns killing elder woses for experience.<br />
<br />
===S13 Together Again===<br />
Story.<br />
<br />
==Chapter Three: To Conquer Death==<br />
===S14 Entering the Northlands===<br />
*Objectives: Defeat both enemy leaders.<br />
<br />
There is a lot of experience available in this scenario from the high level orcs. Some good units to focus on leveling are spectres and necromancers, because these units will be the most helpful in later scenarios. Try not to go too negative on gold because you will probably need about 150 gold carryover (100 at the very least) to manage the next scenario on Hard. A couple vampire bats are very helpful for grabbing out of the way villages. <br />
<br />
Since the eastern leader is fairly close to you, you should be able to take him out relatively quickly if you send your entire army that way. You can then turn you army northwest to deal with the other army, which should arrive around the time you get rid of the eastern orc. Be careful of the orcish archers and crossbowmen, because your ghosts are very vulnerable to their fire arrows. The orcs will do extremely high damage especially at night, so it really helps to have some expendable cannon fodder units as distractions.<br />
<br />
===S15 Mountain Pass===<br />
*Objectives: Move Ardryn-Na and Ras-Tabahn to the flat terrain in the northeast corner.<br />
*Note: If you did not already find the bones in Scenario 10, moving to the bones at 16,21 will cause a chocobone to appear and allow you to recruit chocobones.<br />
<br />
This scenario is extremely hard - you'll be attacked from all directions by gryphons, which have good defense everywhere and are extremely mobile. There are two gryphon leaders, one in the northwest and one in the northeast. The best way to kill gryphons is to zap them with the necromancers' magical attack, but using skeleton archer types can work as well. Ghosts and their advancements are extremely useful due to their mobility, especially spectres/wraiths because their drain attack makes them harder to kill.<br />
<br />
If you're low on starting gold or are getting overwhelmed by gryphons, one way to make this scenario much more manageable is to assassinate the northwest gryphon leader using leveled ghosts. Recall all your wraiths, shadows etc., and send them straight northwest. They should reach the enemy gryphon keep during the night, and kill the leader fairly easily especially if you have shadows or nightgaunts. The downside of this tactic is that you will likely lose several of your leveled ghosts in the process.<br />
<br />
===S16 The Mage===<br />
*Objectives: Defeat Crelanu.<br />
*Note: Moving a unit onto a bottle of holy water will remove the bottle. A living unit can do this safely, but any undead unit will be destroyed.<br />
<br />
This is an easy scenario. Send a couple bats along the edges of the map to village grab, and just have Ras Tabahn move to the village near your keep and stay there for the scenario. You'll be facing high level mages, but only a few at a time. If you wait until night to engage, you'll easily demolish them with skeletons backed by leadership. Necromancers are also very effective here, since they have high HP, no fire weakness, and resistance to arcane. Don't bother with ghostly units because they will just get fried by mages. The mages absolutely love attacking walking corpses, so if you use walking corpses or your necromancers' plague staff to zombify some enemies, your other units probably won't even be attacked.<br />
<br />
===S17 Mortality===<br />
Story.<br />
<br />
===S18 Abandoned Outpost===<br />
*Objectives: Reach the end of the western tunnel with both Ardryn-Na and Ras-Tabahn, or defeat every enemy unit.<br />
<br />
This is a very tough scenario - you'll have to fight your way through two hordes of level 3 giant spiders, in a relatively short amount of turns. By far the best units to use here are spectres, and liches are also useful. You'll also want a bat or two to grab villages near the starting area.<br />
<br />
The key to getting rid of the spiders quickly is to get them onto flat terrain, where they only have 30% defense and are easy prey for spectres. A good place to form your line is on the village in the southern tunnel (at 30,12) and the three cave hexes to the right of the village, so that the spiders will attack from the nearby 3 hexes of flat terrain. The spiders tend to be reluctant to attack spectres and liches, so you may want to use bait such as skeletons to lure them onto the flat terrain.<br />
<br />
Once you get rid of the first wave of spiders, hopefully you still have about half of the turns remaining, because there is a second horde of spiders in the west blocking the exit. It's actually possible to sneak past them without fighting - send Ardryn-Na, Ras-Tabahn and a spectre or two through the northern 1-hex tunnel (the spiders will probably just ignore them), and then use some bait in the east to lure the spider blocking the tunnel exit away. Then your two leaders can head toward the exit tunnel behind the spiders, while the spectres position themselves so the spiders can't block your leaders from escaping into the exit tunnel next turn.<br />
<br />
===S19 Lava and Stone===<br />
*Objectives: Defeat all enemy leaders.<br />
<br />
You'll be fighting trolls which are weak to arcane, so wraiths/spectres and liches are the best units to use here. Both units are vulnerable to the troll shamans' fire damage though, so try to kill the shamans quickly using spectres or backstab with shadows/nightgaunts. When you reach the lava chasm in the beginning, the path will branch west, where the main battle will take place, and southeast. The southeastern path leads to a small lake, so you can send a couple spectres/wraiths there to easily pick off trolls in the water.<br />
<br />
There are 3 troll leaders in total: a troll shaman leader in the northwest, a great troll in the center, and another troll shaman leader in the southeast corner. This scenario is a good opportunity to try to level some ancient liches, which will be extremely useful next scenario. Finish early, because you get almost no starting gold next scenario, so you will need a pretty high gold carryover (about 150 gold or more).<br />
<br />
===S20 North Knalga===<br />
*Objectives: Defeat the enemy leader.<br />
<br />
You will be fighting an army of high level dwarves, which have good resistances and extremely high HP. Hopefully you have several ancient liches, because they are basically the only way to kill the level 3 dwarvish lords. Spectres are also very useful since they can help shield your liches. The biggest threats to your units are the lords and runemasters which have a high damage melee impact attack, so focus on killing those first using your ancient liches. Try to put your liches on hills where they have 50% terrain defense - one place to form your line is the small clump of rubble and hills in the center (around 15,7).<br />
<br />
When you get near the enemy keep in the southeast, the dwarf leader will recruit some reinforcements. Try the finish as fast as you can, because the early finish bonus in this scenario is huge.<br />
<br />
===S21 Against the World===<br />
*Objectives: Defeat all enemy leaders.<br />
*Notes:<br />
**On turn 2, a saurian leader will appear in the eastern swamp castle.<br />
**On turn 4 (turn 3 on easy), a dwarf leader will appear in the southwest mountains.<br />
**On turn 12, a mage leader will appear in the northwest.<br />
**On turn 13, an elf leader will appear in the southeastern forest.<br />
<br />
This is the final scenario, so just recall all your best veterans, and recruit some cannon fodder (skeletons are a good choice, since many of the starting enemies do blade/pierce damage) with any remaining gold. Since there's no turn limit, patience and playing defensively will guarantee you eventual victory. Attack all out during the night, then retreat and heal during the day, and eventually the enemy armies will start to thin out. Don't try to block the enemy leaders' keeps before they arrive, because this will just cause them to appear with a full keep of units already recruited.<br />
<br />
In the beginning you'll just want to hang around the starting keep, and let the knights and nagas come to you so you can wipe them out during the first night. After that you can split your army in half, with one group remaining north of the river to clear out the saurians and later the mermen, and another group heading south of the river to deal with the dwarves and kill the southern knight leader. The mages and elves which arrive last are extremely easy to kill if you meet them on flat terrain during the night. It's best to save the dwarf leader for last, because his keep is surrounded by rough terrain which will take a long time to cross.<br />
<br />
[[Category: User-made Campaigns - Walkthroughs]]</div>Inkyhttps://wiki.wesnoth.org/index.php?title=Secrets_of_the_Ancients_Walkthrough&diff=58021Secrets of the Ancients Walkthrough2016-11-09T23:24:41Z<p>Inky: /* S15 Mountain Pass */ typo</p>
<hr />
<div>This is a walkthrough for ''Secrets of the Ancients'', a 21 scenario (18 playable, 3 dialogue only) add-on campaign by beetlenaut featuring the undead. The campaign is playable on both Wesnoth versions 1.12 and 1.13, and the campaign's discussion thread on the forums can be found [https://forums.wesnoth.org/viewtopic.php?f=8&t=40545 here.]<br />
<br />
==General==<br />
<br />
Although this campaign is listed as intermediate level, it is very challenging and closer in difficulty to the expert level mainline campaigns. Throughout the campaign you will get several loyal units, which are recalled for free in all future scenarios. It is highly recommended to keep them all alive, especially the saurian healer because later scenarios will be difficult or impossible without a healer.<br />
<br />
===Units===<br />
<br />
Over the course of the campaign you'll gain access to the following recruits:<br />
<br />
*'''Bats''' are useful in most scenarios for village grabbing and distracting enemies. Their main asset is their cheap recruit cost and zero upkeep, so it is generally not worth it to level them.<br />
*'''Walking corpses''' can be a lifesaver in difficult scenarios, being dirt cheap and able to zombify enemy units so the enemies will focus on killing their own corpses rather than killing your veterans. The downside is that corpses are not worth leveling since their maximum level is 1, so the experience they get from zombifying enemy units is wasted.<br />
*'''Skeletons and skeleton archers''' will be your main units in the first half of the campaign. They have great resistances to blade, pierce, and cold damage, but are vulnerable to fire, impact and arcane. In this campaign, revenants (level 2 skeletons) can advance to death knights which have level 3 leadership, so getting one early on will be very useful.<br />
*'''Ghouls''' can poison enemies but do very little damage, so they are generally not so useful because you will usually kill enemy units before the poison can take effect.<br />
*'''Ghosts''' can either level into wraiths which have an arcane drain attack, or shadows which can do huge amounts of damage through backstab. Later in the campaign many enemies (such as giant spiders and trolls) do impact damage which will destroy skeletal undead, so wraiths/spectres are essential against them. Shadows/nightgaunts are useful for quickly taking out high priority targets such as mages, and their skirmishing ability can help break through deadlocks.<br />
*'''Dark adepts''' are difficult to level because they are fragile and you can only recruit them later in the campaign, but it is very much worth the trouble. At first they can only advance to necromancers, but late in the campaign necromancers can be converted to liches, which can advance to the rather overpowered level 4 ancient lich.<br />
*'''Chocobones''' are not worth using due to their extremely high cost and low HP. Revenants/death knights can do similar melee damage while being much more durable.<br />
<br />
==Chapter One: Unlawful Research==<br />
<br />
===S1 Slipping Away===<br />
*Objectives: Move Ardonna to the signpost in the northeast.<br />
<br />
You'll be attacked by tons of wolves and rats, and in order to survive you'll need to turn some enemies into walking corpses by finishing them with the undead bat or with another walking corpse. Use Ardonna and the regular bats to soften up the enemies so that your corpses can zombify them.<br />
<br />
Try to also get Ardonna some kills, because you'll have a much easier time next scenario if you can get her to level 2 during that scenario.<br />
<br />
===S2 Dark Business===<br />
*Objectives: Kill all the guards, and occupy the guardhouse.<br />
<br />
You don't get much starting gold, so you'll mainly be relying on recruiting walking corpses and creating corpses out of the enemy units. Maybe recall a soulless if you have one for the extra damage per hex, but recalling more than one unit may leave you with too few units to win with. You can stay back at first and let the guards get close to you, so that you get to strike first.<br />
<br />
Focus on zombifying the bowmen first, since they are weak in melee and can kill your corpses without taking retaliation damage. It helps to get Ardonna to level 2 - if she got some kills in the previous scenario and you can get her to kill the enemy Lieutenant, she should be most of the way there.<br />
<br />
Be very careful when moving to the guardhouse, because several spearmen (5 on hard!) will surround the guardhouse when you do. If Ardonna is level 2 she should easily make short work of the spearmen; otherwise she will need to be carefully protected because the spearmen will tend to focus on her. Moving to the guardhouse will allow Ardonna to use the graves to recruit skeletons and skeleton archers, both of which are highly effective against spearmen with their 60% pierce resistance, so it is a good idea to save up 14-15 gold to recruit one.<br />
<br />
===S3 Bandits===<br />
*Objectives: Defeat the enemy leader.<br />
<br />
This scenario can be challenging, because the thugs and footpads do impact damage, which your bats and skeletons are weak to. The key is to recruit/recall several bats and send them up the eastern side of the map to village grab, which will not only generate a high income to recruit reinforcements with, but also split up the bandits' forces since many of them will go northeast to get rid of the bats.<br />
<br />
Meanwhile your main force (consisting mostly of skeleton archers to kill thugs, and skeletons to kill footpads/poachers) can hold off the bandits in the forests northeast of the keep. If possible, try to make it so the bandits have to attack you from flat terrain. There will be heavy losses, so it's a good idea to have Ardonna stay near the keep for the first ten or so turns, and pump out reinforcements until you have the clear advantage.<br />
<br />
===S4 Becalmed===<br />
*Objectives: Defeat the enemy leader.<br />
<br />
This is a relatively easy scenario. The enemies all do blade damage so your skeletal undead units with their 40% blade resistance will easily destroy them. Remember to also pay attention to the lower deck, because the enemies can use the trapdoors too.<br />
<br />
===S5 Blackwater===<br />
*Objectives: Kill all enemy units.<br />
<br />
This scenario is very difficult due to the lack of healing, so try to manage your experience so that your units heal by leveling up. Start by sending some bats around the edges of the map to grab villages and distract enemy units. After that, skeletal undead should be your main recruits, since they resist pierce and blade damage - anything else (corpses, bats, ghouls) is likely to just get killed in one shot by charging horsemen. However skeletal undead are very vulnerable to mages, so killing mages should be always be your top priority.<br />
<br />
It's tempting to just block the bridge chokepoints, but sometimes you may want to deliberately let the enemies flood onto the ship so that you'll have more hexes to attack them from. Use Rudic's level 2 leadership on your lower level units for the extra damage, or even better, level a revenant into a death knight for level 3 leadership.<br />
<br />
Try to end the battle as quickly as possible, because without villages you will lose in a war of attrition. If you push hard during the nights (and your bats are doing a good job luring enemies to the edges of the map), you can break through the main loyalist force in the center and attack the loyalist castle as early as the third day (around turn 14).<br />
<br />
===S6 Following the Shadow===<br />
*Objectives: Move Ardonna to the tunnel in the southeast of the cave.<br />
<br />
There are two main battles in this scenario: you'll first fight the wolves outside the cave, and then after entering the cave you'll have to fight your way through a horde of bats. You'll probably need to spend all your gold at the beginning; you'll want a good mix of veterans (a death knight if you have one is very helpful for leadership) for damage dealing, and expendable fresh recruits to hopefully keep the wolves distracted. Walking corpses are a good choice, being cheap and able to zombify wolves.<br />
<br />
Send bats to the corners of the map to village grab. The rest of your units can occupy the hilly terrain to the northeast and wait for the wolves to arrive. The main threats are the goblin pillagers, which are deadly in melee with their fire attack, so it is safest to attack them in ranged with Ardonna or bone shooters. You could also poison them with ghouls, which have +10% fire resistance. Killing the wolf leader is not mandatory, but it is very helpful to do so, because you will then be able to safely focus on the cave enemies without wolves harassing you, and Ardonna can also use the wolf's keep to recruit reinforcements since you'll likely take heavy losses from the wolves. The turn limit in this scenario is a little tight, especially if you go to kill the wolf leader, so you can't afford to waste too much time healing. (If you kill the wolf leader before turn 25, you should be fine.)<br />
<br />
After Ardonna has spent 2 turns in the cave (or, when six nonbat units enter the cave), a large amount of vampire bats, blood bats and dread bats will appear in the cave. The bats should not be a problem for your skeletal undead, which resist blade and cannot be drained.<br />
<br />
===S7 Meeting of the Minds===<br />
Story.<br />
<br />
==Chapter Two: Two Missions==<br />
<br />
===S8 Carcyn===<br />
*Objectives: Own every village on the map, or kill every enemy unit.<br />
<br />
You will control Ras-Tabahn for the next three scenarios. He has a separate recall list (which will be added to Ardonna's recall list when the two join together in Chapter 3) and starts this scenario with a predefined amount of gold. This is a tough scenario due to the sheer number of enemy units, especially on Hard. Since the enemy only recruits spearmen, bowmen and cavalrymen, you'll want to recruit almost exclusively skeletons and skeleton archers for their high resistance vs. blade and pierce. It is also very helpful to get a corpse or two so you can zombify enemies as a distraction. Ghosts are expensive and do very little damage, so they're not very useful here, though you could get one to village grab in the north and try distracting the enemy cavalrymen in the beginning. It's also a good idea to recall the shadow and the half-leveled skeleton, and focus on feeding kills to the skeleton so it can level up quickly.<br />
<br />
During the first afternoon and dusk, you can just passively hang around the initial keep, keeping your units on good terrain like the forests and village around the keep, and wait for the loyalists to come to you. During the night be as aggressive as possible - try to make it so that every single one of your units attacks something, and as always try to manage your experience so that some of your units heal by leveling up. By the time the second day arrives, most of the loyalist army should be gone and you should have several level 2's, so after that the battle will only go one way.<br />
<br />
It's probably easier and faster to just kill every enemy unit. When you move to the jailhouse in the west, two loyal level 0 units will join you (if you don't find them during the scenario, they join after you win the scenario). It is strongly recommended to level both of them into dark adepts, so that later in the campaign they may become level 4 ancient liches.<br />
<br />
===S9 Training Session===<br />
*Objectives: Destroy all 3 waves of undead.<br />
<br />
All three undead waves consist of a mix of walking corpses and soulless, or just soulless on Hard. The first wave of undead which arrives during the day is a good opportunity to try to get some experience for your two new level 0 units. For recruits, bone shooters are nice since they can kill soulless without taking retaliation, and ghosts with their 50% impact resistance are pretty good at blocking the soulless from your more fragile units. You'll probably end up losing most of your recruits though, because skeletal undead are weak to impact and ghosts have such low HP. Try to keep most of the dark adepts alive (use them from the back, and then put your undead units in front to shield them) because unlike the undead, adepts will turn into walking corpses when killed with plague.<br />
<br />
===S10 Merfolk Revenge===<br />
*Objectives: Defeat the enemy leader.<br />
*Note: Moving to the bones at 32,12 will cause a chocobone to appear and allow you to recruit chocobones.<br />
<br />
The gold carryover from this scenario will carry over to S14 (Entering the Northlands), so make sure you get at least some carryover here or you may end up having to replay several scenarios to fix it. The dialogue recommends at least 50 carryover gold, though it is possible to make do with less even on hard. <br />
<br />
The merfolk army consists of fighters and hunters which do pierce damage, and netcasters and initiates which do impact damage. Focus on killing the netcasters and initiates first, because they are only dangerous units against your skeletal undead. Ghosts are very useful in this scenario because they resist both types of damage. <br />
<br />
Try to lure the mermen onto land during dusk so that you can make quick work of them during the night. During the day, just retreat into the villages and heal your units so you can strike again at night. The mermen can be reluctant to come onto land so you may have to use some units as bait to lure them out - skeletons are good at luring out the ranged mermen units and dark adepts are good at luring out melee units. The merman leader will also sometimes come out to attack a unit on the southeast sand village (at 29,11), so if you can trap and kill him there it will save you the trouble of having to wade through water to reach his keep.<br />
<br />
===S11 Battleground===<br />
*Objectives: Defeat both enemy leaders.<br />
<br />
You now switch back to controlling Ardonna. This is an easy scenario, because the saurians recruit only augurs and soothsayers, whose cold damage is laughably ineffective against your skeletal undead's 60% cold resistance. Skeletal undead are also great versus the nagas which do blade damage.<br />
<br />
Your enemies have good defense in swamp and water terrain, so if possible try to avoid putting your units next to these terrains and let the enemies come onto land where they are easily killed. A good place to put your units is in the middle of the patch of flat terrain directly northeast of your keep. The nagas have pretty high HP so it can be very effective to recruit a couple ghouls and use them as bait for the nagas - by the time the ghouls are killed almost the entire naga army will be poisoned.<br />
<br />
===S12 Walking Trees===<br />
*Objectives: Move Ardonna to the northeast corner of the map.<br />
<br />
You will be fighting woses, which can be drained and have a glaring weakness to arcane damage, making this the perfect chance to level some ghosts. Recall any wraiths or experienced ghosts, and you may also want a death knight for leadership, and then just start mass recruiting ghosts. It is very difficult to get any gold carryover from this scenario, so you may want to just forget about carryover and spend all your gold at the beginning.<br />
<br />
Every few turns a bunch of woses will spawn somewhere in the forest. They are invisible in the forest due to their ambush ability, but when a wose moves from its starting location it leaves behind a patch of dirt so you should have a rough idea of which direction it will come from. Pay special attention to your loyal saurian healer, because he can be killed by a single wose attack - try to always keep him protected by ghosts on all sides. In the later half of the scenario, level 2 elder woses will spawn instead of level 1 woses, so hopefully by that time Ardonna is already very close to the northeast corner. Since you probably won't get any gold carryover anyway, you could potentially stay for a couple extra turns killing elder woses for experience.<br />
<br />
===S13 Together Again===<br />
Story.<br />
<br />
==Chapter Three: To Conquer Death==<br />
===S14 Entering the Northlands===<br />
*Objectives: Defeat both enemy leaders.<br />
<br />
There is a lot of experience available in this scenario from the high level orcs. Some good units to focus on leveling are spectres and necromancers, because these units will be the most helpful in later scenarios. Try not to go too negative on gold because you will probably need about 150 gold carryover (100 at the very least) to manage the next scenario on Hard. A couple vampire bats are very helpful for grabbing out of the way villages. <br />
<br />
Since the eastern leader is fairly close to you, you should be able to take him out relatively quickly if you send your entire army that way. You can then turn you army northwest to deal with the other army, which should arrive around the time you get rid of the eastern orc. Be careful of the orcish archers and crossbowmen, because your ghosts are very vulnerable to their fire arrows. The orcs will do extremely high damage especially at night, so it really helps to have some expendable cannon fodder units as distractions.<br />
<br />
===S15 Mountain Pass===<br />
*Objectives: Move Ardryn-Na and Ras-Tabahn to the flat terrain in the northeast corner.<br />
*Note: If you did not already find the bones in Scenario 10, moving to the bones at 16,21 will cause a chocobone to appear and allow you to recruit chocobones.<br />
<br />
This scenario is extremely hard - you'll be attacked from all directions by gryphons, which have good defense everywhere and are extremely mobile. There are two gryphon leaders, one in the northwest and one in the northeast. The best way to kill gryphons is to zap them with the necromancers' magical attack, but using skeleton archer types can work as well. Ghosts and their advancements are extremely useful due to their mobility, especially spectres/wraiths because their drain attack makes them harder to kill.<br />
<br />
If you're low on starting gold or are getting overwhelmed by gryphons, one way to make this scenario much more manageable is to assassinate the northwest gryphon leader using leveled ghosts. Recall all your wraiths, shadows etc., and send them straight northwest. They should reach the enemy gryphon keep during the night, and kill the leader fairly easily especially if you have shadows or nightgaunts. The downside of this tactic is that you will likely lose several of your leveled ghosts in the process.<br />
<br />
===S16 The Mage===<br />
*Objectives: Defeat Crelanu.<br />
*Note: Moving a unit onto a bottle of holy water will remove the bottle. A living unit can do this safely, but any undead unit will be destroyed.<br />
<br />
This is an easy scenario. Send a couple bats along the edges of the map to village grab, and just have Ras Tabahn move to the village near your keep and stay there for the scenario. You'll be facing high level mages, but only a few at a time. If you wait until night to engage, you'll easily demolish them with skeletons backed by leadership. Necromancers are also very effective here, since they have high HP, no fire weakness, and resistance to arcane. Don't bother with ghostly units because they will just get fried by mages. The mages absolutely love attacking walking corpses, so if you use walking corpses or your necromancers' plague staff to zombify some enemies, your other units probably won't even be attacked.<br />
<br />
===S17 Mortality===<br />
Story.<br />
<br />
===S18 Abandoned Outpost===<br />
*Objectives: Reach the end of the western tunnel with both Ardryn-Na and Ras-Tabahn, or defeat every enemy unit.<br />
<br />
This is a very tough scenario - you'll have to fight your way through two hordes of level 3 giant spiders, in a relatively short amount of turns. By far the best units to use here are spectres, and liches are also useful. You'll also want a bat or two to grab villages near the starting area.<br />
<br />
The key to getting rid of the spiders quickly is to get them onto flat terrain, where they only have 30% defense and are easy prey for spectres. A good place to form your line is on the village in the southern tunnel (at 30,12) and the three cave hexes to the right of the village, so that the spiders will attack from the nearby 3 hexes of flat terrain. The spiders tend to be reluctant to attack spectres and liches, so you may want to use bait such as skeletons to lure them onto the flat terrain.<br />
<br />
Once you get rid of the first wave of spiders, hopefully you still have about half of the turns remaining, because there is a second horde of spiders in the west blocking the exit. It's actually possible to sneak past them without fighting - send Ardryn-Na, Ras-Tabahn and a spectre or two through the northern 1-hex tunnel (the spiders will probably just ignore them), and then use some bait in the east to lure the spider blocking the tunnel exit away. Then your two leaders can head toward the exit tunnel behind the spiders, while the spectres position themselves so the spiders can't block your leaders from escaping into the exit tunnel next turn.<br />
<br />
===S19 Lava and Stone===<br />
*Objectives: Defeat all enemy leaders.<br />
<br />
You'll be fighting trolls which are weak to arcane, so wraiths/spectres and liches are the best units to use here. Both units are vulnerable to the troll shamans' fire damage though, so try to kill the shamans quickly using spectres or backstab with shadows/nightgaunts. When you reach the lava chasm in the beginning, the path will branch west, where the main battle will take place, and southeast. The southeastern path leads to a small lake, so you can send a couple spectres/wraiths there to easily pick off trolls in the water.<br />
<br />
There are 3 troll leaders in total: a troll shaman leader in the northwest, a great troll in the center, and another troll shaman leader in the southeast corner. This scenario is a good opportunity to try to level some ancient liches, which will be extremely useful next scenario. Finish early, because you get almost no starting gold next scenario, so you will need a pretty high gold carryover (about 150 gold or more).<br />
<br />
===S20 North Knalga===<br />
*Objectives: Defeat the enemy leader.<br />
<br />
You will be fighting an army of high level dwarves, which have good resistances and extremely high HP. Hopefully you have several ancient liches, because they are basically the only way to kill the level 3 dwarvish lords. Spectres are also very useful since they can help shield your liches. The biggest threats to your units are the lords and runemasters which have a high damage melee impact attack, so focus on killing those first using your ancient liches. Try to put your liches on hills where they have 50% terrain defense - one place to form your line is the small clump of rubble and hills in the center (around 15,7).<br />
<br />
When you get near the enemy keep in the southeast, the dwarf leader will recruit some reinforcements. Try the finish as fast as you can, because the early finish bonus in this scenario is huge.<br />
<br />
===S21 Against the World===<br />
*Objectives: Defeat all enemy leaders.<br />
*Notes:<br />
**On turn 2, a saurian leader will appear in the eastern swamp castle.<br />
**On turn 4 (turn 3 on easy), a dwarf leader will appear in the southwest mountains.<br />
**On turn 12, a mage leader will appear in the northwest.<br />
**On turn 13, an elf leader will appear in the southeastern forest.<br />
<br />
This is the final scenario, so just recall all your best veterans, and recruit some cannon fodder (skeletons are a good choice, since many of the starting enemies do blade/pierce damage) with any remaining gold. Since there's no turn limit, patience and playing defensively will guarantee you eventual victory. Attack all out during the night, then retreat and heal during the day, and eventually the enemy armies will start to thin out. Don't try to block the enemy leaders' keeps before they arrive, because this will just cause them to appear with a full keep of units already recruited.<br />
<br />
In the beginning you'll just want to hang around the starting keep, and let the knights and nagas come to you so you can wipe them out during the first night. After that you can split your army in half, with one group remaining north of the river to clear out the saurians and later the mermen, and another group heading south of the river to deal with the dwarves and kill the southern knight leader. The mages and elves which arrive last are extremely easy to kill if you meet them on flat terrain during the night. It's best to save the dwarf leader for last, because his keep is surrounded by rough terrain which will take a long time to cross.<br />
<br />
[[Category: User-made Campaigns - Walkthroughs]]</div>Inkyhttps://wiki.wesnoth.org/index.php?title=Secrets_of_the_Ancients_Walkthrough&diff=58020Secrets of the Ancients Walkthrough2016-11-09T22:43:52Z<p>Inky: Created page with "This is a walkthrough for ''Secrets of the Ancients'', a 21 scenario (18 playable, 3 dialogue only) add-on campaign by beetlenaut featuring the undead. The campaign is playabl..."</p>
<hr />
<div>This is a walkthrough for ''Secrets of the Ancients'', a 21 scenario (18 playable, 3 dialogue only) add-on campaign by beetlenaut featuring the undead. The campaign is playable on both Wesnoth versions 1.12 and 1.13, and the campaign's discussion thread on the forums can be found [https://forums.wesnoth.org/viewtopic.php?f=8&t=40545 here.]<br />
<br />
==General==<br />
<br />
Although this campaign is listed as intermediate level, it is very challenging and closer in difficulty to the expert level mainline campaigns. Throughout the campaign you will get several loyal units, which are recalled for free in all future scenarios. It is highly recommended to keep them all alive, especially the saurian healer because later scenarios will be difficult or impossible without a healer.<br />
<br />
===Units===<br />
<br />
Over the course of the campaign you'll gain access to the following recruits:<br />
<br />
*'''Bats''' are useful in most scenarios for village grabbing and distracting enemies. Their main asset is their cheap recruit cost and zero upkeep, so it is generally not worth it to level them.<br />
*'''Walking corpses''' can be a lifesaver in difficult scenarios, being dirt cheap and able to zombify enemy units so the enemies will focus on killing their own corpses rather than killing your veterans. The downside is that corpses are not worth leveling since their maximum level is 1, so the experience they get from zombifying enemy units is wasted.<br />
*'''Skeletons and skeleton archers''' will be your main units in the first half of the campaign. They have great resistances to blade, pierce, and cold damage, but are vulnerable to fire, impact and arcane. In this campaign, revenants (level 2 skeletons) can advance to death knights which have level 3 leadership, so getting one early on will be very useful.<br />
*'''Ghouls''' can poison enemies but do very little damage, so they are generally not so useful because you will usually kill enemy units before the poison can take effect.<br />
*'''Ghosts''' can either level into wraiths which have an arcane drain attack, or shadows which can do huge amounts of damage through backstab. Later in the campaign many enemies (such as giant spiders and trolls) do impact damage which will destroy skeletal undead, so wraiths/spectres are essential against them. Shadows/nightgaunts are useful for quickly taking out high priority targets such as mages, and their skirmishing ability can help break through deadlocks.<br />
*'''Dark adepts''' are difficult to level because they are fragile and you can only recruit them later in the campaign, but it is very much worth the trouble. At first they can only advance to necromancers, but late in the campaign necromancers can be converted to liches, which can advance to the rather overpowered level 4 ancient lich.<br />
*'''Chocobones''' are not worth using due to their extremely high cost and low HP. Revenants/death knights can do similar melee damage while being much more durable.<br />
<br />
==Chapter One: Unlawful Research==<br />
<br />
===S1 Slipping Away===<br />
*Objectives: Move Ardonna to the signpost in the northeast.<br />
<br />
You'll be attacked by tons of wolves and rats, and in order to survive you'll need to turn some enemies into walking corpses by finishing them with the undead bat or with another walking corpse. Use Ardonna and the regular bats to soften up the enemies so that your corpses can zombify them.<br />
<br />
Try to also get Ardonna some kills, because you'll have a much easier time next scenario if you can get her to level 2 during that scenario.<br />
<br />
===S2 Dark Business===<br />
*Objectives: Kill all the guards, and occupy the guardhouse.<br />
<br />
You don't get much starting gold, so you'll mainly be relying on recruiting walking corpses and creating corpses out of the enemy units. Maybe recall a soulless if you have one for the extra damage per hex, but recalling more than one unit may leave you with too few units to win with. You can stay back at first and let the guards get close to you, so that you get to strike first.<br />
<br />
Focus on zombifying the bowmen first, since they are weak in melee and can kill your corpses without taking retaliation damage. It helps to get Ardonna to level 2 - if she got some kills in the previous scenario and you can get her to kill the enemy Lieutenant, she should be most of the way there.<br />
<br />
Be very careful when moving to the guardhouse, because several spearmen (5 on hard!) will surround the guardhouse when you do. If Ardonna is level 2 she should easily make short work of the spearmen; otherwise she will need to be carefully protected because the spearmen will tend to focus on her. Moving to the guardhouse will allow Ardonna to use the graves to recruit skeletons and skeleton archers, both of which are highly effective against spearmen with their 60% pierce resistance, so it is a good idea to save up 14-15 gold to recruit one.<br />
<br />
===S3 Bandits===<br />
*Objectives: Defeat the enemy leader.<br />
<br />
This scenario can be challenging, because the thugs and footpads do impact damage, which your bats and skeletons are weak to. The key is to recruit/recall several bats and send them up the eastern side of the map to village grab, which will not only generate a high income to recruit reinforcements with, but also split up the bandits' forces since many of them will go northeast to get rid of the bats.<br />
<br />
Meanwhile your main force (consisting mostly of skeleton archers to kill thugs, and skeletons to kill footpads/poachers) can hold off the bandits in the forests northeast of the keep. If possible, try to make it so the bandits have to attack you from flat terrain. There will be heavy losses, so it's a good idea to have Ardonna stay near the keep for the first ten or so turns, and pump out reinforcements until you have the clear advantage.<br />
<br />
===S4 Becalmed===<br />
*Objectives: Defeat the enemy leader.<br />
<br />
This is a relatively easy scenario. The enemies all do blade damage so your skeletal undead units with their 40% blade resistance will easily destroy them. Remember to also pay attention to the lower deck, because the enemies can use the trapdoors too.<br />
<br />
===S5 Blackwater===<br />
*Objectives: Kill all enemy units.<br />
<br />
This scenario is very difficult due to the lack of healing, so try to manage your experience so that your units heal by leveling up. Start by sending some bats around the edges of the map to grab villages and distract enemy units. After that, skeletal undead should be your main recruits, since they resist pierce and blade damage - anything else (corpses, bats, ghouls) is likely to just get killed in one shot by charging horsemen. However skeletal undead are very vulnerable to mages, so killing mages should be always be your top priority.<br />
<br />
It's tempting to just block the bridge chokepoints, but sometimes you may want to deliberately let the enemies flood onto the ship so that you'll have more hexes to attack them from. Use Rudic's level 2 leadership on your lower level units for the extra damage, or even better, level a revenant into a death knight for level 3 leadership.<br />
<br />
Try to end the battle as quickly as possible, because without villages you will lose in a war of attrition. If you push hard during the nights (and your bats are doing a good job luring enemies to the edges of the map), you can break through the main loyalist force in the center and attack the loyalist castle as early as the third day (around turn 14).<br />
<br />
===S6 Following the Shadow===<br />
*Objectives: Move Ardonna to the tunnel in the southeast of the cave.<br />
<br />
There are two main battles in this scenario: you'll first fight the wolves outside the cave, and then after entering the cave you'll have to fight your way through a horde of bats. You'll probably need to spend all your gold at the beginning; you'll want a good mix of veterans (a death knight if you have one is very helpful for leadership) for damage dealing, and expendable fresh recruits to hopefully keep the wolves distracted. Walking corpses are a good choice, being cheap and able to zombify wolves.<br />
<br />
Send bats to the corners of the map to village grab. The rest of your units can occupy the hilly terrain to the northeast and wait for the wolves to arrive. The main threats are the goblin pillagers, which are deadly in melee with their fire attack, so it is safest to attack them in ranged with Ardonna or bone shooters. You could also poison them with ghouls, which have +10% fire resistance. Killing the wolf leader is not mandatory, but it is very helpful to do so, because you will then be able to safely focus on the cave enemies without wolves harassing you, and Ardonna can also use the wolf's keep to recruit reinforcements since you'll likely take heavy losses from the wolves. The turn limit in this scenario is a little tight, especially if you go to kill the wolf leader, so you can't afford to waste too much time healing. (If you kill the wolf leader before turn 25, you should be fine.)<br />
<br />
After Ardonna has spent 2 turns in the cave (or, when six nonbat units enter the cave), a large amount of vampire bats, blood bats and dread bats will appear in the cave. The bats should not be a problem for your skeletal undead, which resist blade and cannot be drained.<br />
<br />
===S7 Meeting of the Minds===<br />
Story.<br />
<br />
==Chapter Two: Two Missions==<br />
<br />
===S8 Carcyn===<br />
*Objectives: Own every village on the map, or kill every enemy unit.<br />
<br />
You will control Ras-Tabahn for the next three scenarios. He has a separate recall list (which will be added to Ardonna's recall list when the two join together in Chapter 3) and starts this scenario with a predefined amount of gold. This is a tough scenario due to the sheer number of enemy units, especially on Hard. Since the enemy only recruits spearmen, bowmen and cavalrymen, you'll want to recruit almost exclusively skeletons and skeleton archers for their high resistance vs. blade and pierce. It is also very helpful to get a corpse or two so you can zombify enemies as a distraction. Ghosts are expensive and do very little damage, so they're not very useful here, though you could get one to village grab in the north and try distracting the enemy cavalrymen in the beginning. It's also a good idea to recall the shadow and the half-leveled skeleton, and focus on feeding kills to the skeleton so it can level up quickly.<br />
<br />
During the first afternoon and dusk, you can just passively hang around the initial keep, keeping your units on good terrain like the forests and village around the keep, and wait for the loyalists to come to you. During the night be as aggressive as possible - try to make it so that every single one of your units attacks something, and as always try to manage your experience so that some of your units heal by leveling up. By the time the second day arrives, most of the loyalist army should be gone and you should have several level 2's, so after that the battle will only go one way.<br />
<br />
It's probably easier and faster to just kill every enemy unit. When you move to the jailhouse in the west, two loyal level 0 units will join you (if you don't find them during the scenario, they join after you win the scenario). It is strongly recommended to level both of them into dark adepts, so that later in the campaign they may become level 4 ancient liches.<br />
<br />
===S9 Training Session===<br />
*Objectives: Destroy all 3 waves of undead.<br />
<br />
All three undead waves consist of a mix of walking corpses and soulless, or just soulless on Hard. The first wave of undead which arrives during the day is a good opportunity to try to get some experience for your two new level 0 units. For recruits, bone shooters are nice since they can kill soulless without taking retaliation, and ghosts with their 50% impact resistance are pretty good at blocking the soulless from your more fragile units. You'll probably end up losing most of your recruits though, because skeletal undead are weak to impact and ghosts have such low HP. Try to keep most of the dark adepts alive (use them from the back, and then put your undead units in front to shield them) because unlike the undead, adepts will turn into walking corpses when killed with plague.<br />
<br />
===S10 Merfolk Revenge===<br />
*Objectives: Defeat the enemy leader.<br />
*Note: Moving to the bones at 32,12 will cause a chocobone to appear and allow you to recruit chocobones.<br />
<br />
The gold carryover from this scenario will carry over to S14 (Entering the Northlands), so make sure you get at least some carryover here or you may end up having to replay several scenarios to fix it. The dialogue recommends at least 50 carryover gold, though it is possible to make do with less even on hard. <br />
<br />
The merfolk army consists of fighters and hunters which do pierce damage, and netcasters and initiates which do impact damage. Focus on killing the netcasters and initiates first, because they are only dangerous units against your skeletal undead. Ghosts are very useful in this scenario because they resist both types of damage. <br />
<br />
Try to lure the mermen onto land during dusk so that you can make quick work of them during the night. During the day, just retreat into the villages and heal your units so you can strike again at night. The mermen can be reluctant to come onto land so you may have to use some units as bait to lure them out - skeletons are good at luring out the ranged mermen units and dark adepts are good at luring out melee units. The merman leader will also sometimes come out to attack a unit on the southeast sand village (at 29,11), so if you can trap and kill him there it will save you the trouble of having to wade through water to reach his keep.<br />
<br />
===S11 Battleground===<br />
*Objectives: Defeat both enemy leaders.<br />
<br />
You now switch back to controlling Ardonna. This is an easy scenario, because the saurians recruit only augurs and soothsayers, whose cold damage is laughably ineffective against your skeletal undead's 60% cold resistance. Skeletal undead are also great versus the nagas which do blade damage.<br />
<br />
Your enemies have good defense in swamp and water terrain, so if possible try to avoid putting your units next to these terrains and let the enemies come onto land where they are easily killed. A good place to put your units is in the middle of the patch of flat terrain directly northeast of your keep. The nagas have pretty high HP so it can be very effective to recruit a couple ghouls and use them as bait for the nagas - by the time the ghouls are killed almost the entire naga army will be poisoned.<br />
<br />
===S12 Walking Trees===<br />
*Objectives: Move Ardonna to the northeast corner of the map.<br />
<br />
You will be fighting woses, which can be drained and have a glaring weakness to arcane damage, making this the perfect chance to level some ghosts. Recall any wraiths or experienced ghosts, and you may also want a death knight for leadership, and then just start mass recruiting ghosts. It is very difficult to get any gold carryover from this scenario, so you may want to just forget about carryover and spend all your gold at the beginning.<br />
<br />
Every few turns a bunch of woses will spawn somewhere in the forest. They are invisible in the forest due to their ambush ability, but when a wose moves from its starting location it leaves behind a patch of dirt so you should have a rough idea of which direction it will come from. Pay special attention to your loyal saurian healer, because he can be killed by a single wose attack - try to always keep him protected by ghosts on all sides. In the later half of the scenario, level 2 elder woses will spawn instead of level 1 woses, so hopefully by that time Ardonna is already very close to the northeast corner. Since you probably won't get any gold carryover anyway, you could potentially stay for a couple extra turns killing elder woses for experience.<br />
<br />
===S13 Together Again===<br />
Story.<br />
<br />
==Chapter Three: To Conquer Death==<br />
===S14 Entering the Northlands===<br />
*Objectives: Defeat both enemy leaders.<br />
<br />
There is a lot of experience available in this scenario from the high level orcs. Some good units to focus on leveling are spectres and necromancers, because these units will be the most helpful in later scenarios. Try not to go too negative on gold because you will probably need about 150 gold carryover (100 at the very least) to manage the next scenario on Hard. A couple vampire bats are very helpful for grabbing out of the way villages. <br />
<br />
Since the eastern leader is fairly close to you, you should be able to take him out relatively quickly if you send your entire army that way. You can then turn you army northwest to deal with the other army, which should arrive around the time you get rid of the eastern orc. Be careful of the orcish archers and crossbowmen, because your ghosts are very vulnerable to their fire arrows. The orcs will do extremely high damage especially at night, so it really helps to have some expendable cannon fodder units as distractions.<br />
<br />
===S15 Mountain Pass===<br />
*Objectives: Move Ardryn-Na and Ras-Tabahn to the flat terrain in the northeast corner.<br />
*Note: If you did not already find the bones in Scenario 10, moving to the bones at 16,21 will cause a chocobone to appear and allow you to recruit chocobones.<br />
<br />
This scenario is extremely hard - you'll be attacked from all directions by gryphons, which have good defense everywhere and are extremely mobile. There are two gryphon leaders, one in the northwest and one in the northeast. The best way to kill gryphons is to zap them with the necromancers' magical attack, but using skeleton archer types can work as well. Ghosts and their advancements are extremely useful due to their mobility, especially spectres/wraiths because their drain attack makes the harder to kill.<br />
<br />
If you're low on starting gold or are getting overwhelmed by gryphons, one way to make this scenario much more manageable is to assassinate the northwest gryphon leader using leveled ghosts. Recall all your wraiths, shadows etc., and send them straight northwest. They should reach the enemy gryphon keep during the night, and kill the leader fairly easily especially if you have shadows or nightgaunts. The downside of this tactic is that you will likely lose several of your leveled ghosts in the process.<br />
<br />
===S16 The Mage===<br />
*Objectives: Defeat Crelanu.<br />
*Note: Moving a unit onto a bottle of holy water will remove the bottle. A living unit can do this safely, but any undead unit will be destroyed.<br />
<br />
This is an easy scenario. Send a couple bats along the edges of the map to village grab, and just have Ras Tabahn move to the village near your keep and stay there for the scenario. You'll be facing high level mages, but only a few at a time. If you wait until night to engage, you'll easily demolish them with skeletons backed by leadership. Necromancers are also very effective here, since they have high HP, no fire weakness, and resistance to arcane. Don't bother with ghostly units because they will just get fried by mages. The mages absolutely love attacking walking corpses, so if you use walking corpses or your necromancers' plague staff to zombify some enemies, your other units probably won't even be attacked.<br />
<br />
===S17 Mortality===<br />
Story.<br />
<br />
===S18 Abandoned Outpost===<br />
*Objectives: Reach the end of the western tunnel with both Ardryn-Na and Ras-Tabahn, or defeat every enemy unit.<br />
<br />
This is a very tough scenario - you'll have to fight your way through two hordes of level 3 giant spiders, in a relatively short amount of turns. By far the best units to use here are spectres, and liches are also useful. You'll also want a bat or two to grab villages near the starting area.<br />
<br />
The key to getting rid of the spiders quickly is to get them onto flat terrain, where they only have 30% defense and are easy prey for spectres. A good place to form your line is on the village in the southern tunnel (at 30,12) and the three cave hexes to the right of the village, so that the spiders will attack from the nearby 3 hexes of flat terrain. The spiders tend to be reluctant to attack spectres and liches, so you may want to use bait such as skeletons to lure them onto the flat terrain.<br />
<br />
Once you get rid of the first wave of spiders, hopefully you still have about half of the turns remaining, because there is a second horde of spiders in the west blocking the exit. It's actually possible to sneak past them without fighting - send Ardryn-Na, Ras-Tabahn and a spectre or two through the northern 1-hex tunnel (the spiders will probably just ignore them), and then use some bait in the east to lure the spider blocking the tunnel exit away. Then your two leaders can head toward the exit tunnel behind the spiders, while the spectres position themselves so the spiders can't block your leaders from escaping into the exit tunnel next turn.<br />
<br />
===S19 Lava and Stone===<br />
*Objectives: Defeat all enemy leaders.<br />
<br />
You'll be fighting trolls which are weak to arcane, so wraiths/spectres and liches are the best units to use here. Both units are vulnerable to the troll shamans' fire damage though, so try to kill the shamans quickly using spectres or backstab with shadows/nightgaunts. When you reach the lava chasm in the beginning, the path will branch west, where the main battle will take place, and southeast. The southeastern path leads to a small lake, so you can send a couple spectres/wraiths there to easily pick off trolls in the water.<br />
<br />
There are 3 troll leaders in total: a troll shaman leader in the northwest, a great troll in the center, and another troll shaman leader in the southeast corner. This scenario is a good opportunity to try to level some ancient liches, which will be extremely useful next scenario. Finish early, because you get almost no starting gold next scenario, so you will need a pretty high gold carryover (about 150 gold or more).<br />
<br />
===S20 North Knalga===<br />
*Objectives: Defeat the enemy leader.<br />
<br />
You will be fighting an army of high level dwarves, which have good resistances and extremely high HP. Hopefully you have several ancient liches, because they are basically the only way to kill the level 3 dwarvish lords. Spectres are also very useful since they can help shield your liches. The biggest threats to your units are the lords and runemasters which have a high damage melee impact attack, so focus on killing those first using your ancient liches. Try to put your liches on hills where they have 50% terrain defense - one place to form your line is the small clump of rubble and hills in the center (around 15,7).<br />
<br />
When you get near the enemy keep in the southeast, the dwarf leader will recruit some reinforcements. Try the finish as fast as you can, because the early finish bonus in this scenario is huge.<br />
<br />
===S21 Against the World===<br />
*Objectives: Defeat all enemy leaders.<br />
*Notes:<br />
**On turn 2, a saurian leader will appear in the eastern swamp castle.<br />
**On turn 4 (turn 3 on easy), a dwarf leader will appear in the southwest mountains.<br />
**On turn 12, a mage leader will appear in the northwest.<br />
**On turn 13, an elf leader will appear in the southeastern forest.<br />
<br />
This is the final scenario, so just recall all your best veterans, and recruit some cannon fodder (skeletons are a good choice, since many of the starting enemies do blade/pierce damage) with any remaining gold. Since there's no turn limit, patience and playing defensively will guarantee you eventual victory. Attack all out during the night, then retreat and heal during the day, and eventually the enemy armies will start to thin out. Don't try to block the enemy leaders' keeps before they arrive, because this will just cause them to appear with a full keep of units already recruited.<br />
<br />
In the beginning you'll just want to hang around the starting keep, and let the knights and nagas come to you so you can wipe them out during the first night. After that you can split your army in half, with one group remaining north of the river to clear out the saurians and later the mermen, and another group heading south of the river to deal with the dwarves and kill the southern knight leader. The mages and elves which arrive last are extremely easy to kill if you meet them on flat terrain during the night. It's best to save the dwarf leader for last, because his keep is surrounded by rough terrain which will take a long time to cross.<br />
<br />
[[Category: User-made Campaigns - Walkthroughs]]</div>Inkyhttps://wiki.wesnoth.org/index.php?title=A_Song_of_Fire_Walkthrough&diff=57967A Song of Fire Walkthrough2016-10-16T21:46:45Z<p>Inky: added info about a bug reported on the forums</p>
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<div>This is a walkthrough for ''A Song of Fire'' (ASoF), an add-on campaign for Wesnoth 1.12 by revansurik with 36 scenarios (5 dialogue only), featuring the Elementals, Aragwaithi and Windsong from the War of Legends era. This campaign is the first part of the Dragon Trilogy; the next two campaigns are ''War of the Jewel'' and ''Aria of the Dragonslayer''. The forum thread for the campaign can be found [https://forums.wesnoth.org/viewtopic.php?f=8&t=38210 here].<br />
<br />
This walkthrough was written by Inky based on ASoF version 0.5.8 on Hard. Feel free to make corrections or add your own advice.<br />
<br />
==Known Bugs==<br />
<br />
There are a couple bugs in ASoF version 0.5.8 (the latest version as of September 2016), but they're pretty easy to fix/avoid:<br />
*On Hard difficulty only, there are a couple typos with the gold. To fix these, open the scenario .cfg files (located in the ''data/add-ons/A_Song_of_Fire/scenarios'' folder - if you don't know where your add-ons folder is, open Wesnoth, go to Preferences -> General and click on the Paths button) in a text editor such as Notepad, but preferably something which displays line numbers, such as Notepad++.<br />
**Scenario 1: Line 77 of 01_Rain_of_Fire.cfg should be {GOLD 180 160 140} instead of {GOLD 180 160 14}.<br />
**Scenaro 13: Line 365 of 13_Twilight_Of_The_Kingdoms.cfg should be {GOLD 550 500 450} instead of {GOLD 550 500 4500}.<br />
*In [[#S11 Legend of the Water Dragon|Scenario 11 (Legend of the Water Dragon)]], you'll be unable to finish the scenario if you move Myra back to her keep before visiting the fountain. More details and a fix here: https://forums.wesnoth.org/viewtopic.php?f=8&t=38210&start=240#p580591.<br />
*In [[#S13 Twilight of the Kingdoms|Scenario 13 (Twilight of the Kingdoms)]], you will lose the dwarf leader Dvalin for the rest of the campaign if you end the scenario before he shows up (by killing all enemy leaders before turn 15).<br />
<br />
==Unit Overview==<br />
<br />
This is a chart to keep track of the various recalls which change many times throughout the campaign. The campaign is divided into three parts, but recalls carry over between parts. In certain scenarios some of the other races will have their own separate side, but will remain under the player's control.<br />
<br />
{| style="border-width: 1px; border-color: #333;border-style: solid;padding:8px;"<br />
!Race<br />
! colspan="31"|Playable scenarios <br /> <span style="font-weight:normal">The darker shades indicate that while recalls of that race are available, new recruits are not.</span><br />
|-<br />
|<br />
|[[#S1 Rain of Fire|1]]<br />
|[[#S2 A Common Cause|2]]<br />
|[[#S3 Monstrous Help|3]]<br />
|[[#S4 Lightning Strike|4]]<br />
|[[#S5 Forest Ablaze|5]]<br />
|[[#S7 Rise of the Dragons|7]]<br />
|[[#S9 Bitter Return|9]]<br />
|[[#S10 The Wilderness|10]]<br />
|[[#S11 Legend of the Water Dragon|11]]<br />
|[[#S12 Burning Revenge|12]]<br />
|[[#S13 Twilight of the Kingdoms|13]]<br />
|[[#S14 The Sky Dragon Descends|14]]<br />
|[[#S15 Farewell|15*]]<br />
|[[#S16 Blood of the Steppes|16]]<br />
|[[#S17 Ashes of the War|17]]<br />
|[[#S18 Besieged|18]]<br />
|[[#S19 Fires of Hope|19]]<br />
|[[#S20 Ring of Fire|20]]<br />
|[[#S21 The Will of the Naiad|21]]<br />
|[[#S22 Where the Sun is Born|22]]<br />
|[[#S23 Holy Fire|23]]<br />
|[[#S24 The Sun Path|24]]<br />
|[[#S25 Wings of Rebellion|25]]<br />
|[[#S26 The Conquest of the Promised Land|26]]<br />
|[[#S27 The Rise of Maat'Kare|27]]<br />
|[[#S28 Embers of War|28]]<br />
|[[#S29 Forging Alliances|29]]<br />
|[[#S31 Night Fire|31]]<br />
|[[#S32 Fading of a Flame|32]]<br />
|[[#S33 The Valley of Silence|33]]<br />
|[[#S35 Wrath of the Heavens|35]]<br />
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<br />
<span style="font-size:85%">*Scenario 15 is unique in that you may not recruit or recall, but start the scenario with every single unit on your recall list.</span><br />
<br />
In the first half of the campaign (up to [[#S19 Fires of Hope|Scenario 19]]) you will fight drakes almost exclusively. In the later half of the campaign you will mostly be fighting minotaurs, vampires, and celestials.<br />
<br />
====Elementals====<br />
*'''Wisps:''' These are extremely important since they level into your only healers, the Ethereal Orb. Try to start leveling them in the first two scenarios; you'll want several by Scenario 4. The Ethereal Orb's maximum level is 1, but their AMLA (After maximum level advancement) gives +5 HP and +1 damage, so it's worth it to keep giving them XP. Combined with leadership, they can even be extremely potent damage dealers, especially against units weak to arcane such as drakes.<br />
*'''Brazier Imps:''' Their fire damage is ineffective against the drakes in the beginning, but they become very useful later against other units such as undead and trolls. It's recommended to level them into Furnace Beasts, which are much more durable than Fire Wisps and can also reach level 4 (Lava Behemoth).<br />
*'''Kobolds:''' These (along with Lava Behemoths) are your main tanking units, with extremely high resistances, especially to pierce. However they are very slow since they never get above 4 movement, so their usefulness depends on the map. They are essential in [[#S3 Monstrous Help|Scenario 3]] against saurians, and very useful in defense scenarios (there are plenty in this campaign) such as [[#S4 Lightning Strike|Scenario 4]].<br />
*'''Razorbirds:''' These are only good for scouting or village grabbing, but wisps can usually do the job just as well, and without the upkeep costs.<br />
*'''Sylphs:''' With their cold marksman damage they are your main damage dealers against drakes, and they also have excellent mobility since they can fly. However they are quite fragile, so they need to be used carefully.<br />
*'''Tidals:''' These are water based elementals and have poor movement and defense on land, so they are not very useful due to the general lack of water terrain. (There is one water based scenario, [[#S20 Ring of Fire|Scenario 20]], but it can be completed just as well with flying units like ethereal orbs and leveled sylphs.) While the Ice Crab advancement can move well on land, it is still not really worth using due to its extreme weakness to fire damage, which is very common in this campaign.<br />
*'''Vine Beasts:''' These are not useful due to a general lack of forest terrain, lack of durability (they only reach level 2) and a weakness to drakes' fire damage.<br />
<br />
====Dwarves====<br />
<br />
Dwarvish units, especially Lords and Dragonguards, are extremely useful for their durability and good movement through rough terrain. In Scenarios [[#S13 Twilight of the Kingdoms|13]] and [[#S14 The Sky Dragon Descends|14]] you temporarily gain the ability to recruit high level dwarves, so after Scenario 14 you should have plenty of level 3 dwarves on your recall list. Dwarvish Thunderguards/Dragonguards (which you can temporarily recruit in scenarios 13/14) are also the only dwarvish units which will be available in [[#S19 Fires of Hope|Scenario 19]], an extremely difficult defense scenario against drakes.<br />
<br />
====Aragwaithi====<br />
<br />
Aragwaithi Guardians (level 3 spearmen) are probably the most useful unit type, being quite durable and effective against all the drakes you'll be facing in the first half of the campaign. Spearmen can also advance to Ancient Banners which have level 4 leadership. You already get an Aragwaithi Captain hero, Ravyan (and after Scenario 21 Myra gets access to level 5 leadership), but it can be worthwhile to have a second level 4 leader in large battles such as [[#S19 Fires of Hope|Scenario 19]].<br />
<br />
====Windsong====<br />
<br />
Leveled scribes (Arbiters/Librarians) with their powerful arcane slowing attack will absolutely destroy drakes. It can be helpful to recruit some savants in [[#S14 The Sky Dragon Descends|Scenario 14]] when you can temporarily recruit level 2 Windsong, and level them to arbiters by [[#S19 Fires of Hope|Scenario 19 (Fires of Hope)]]. However, arbiters/librarians become pretty useless in the last part of the campaign against celestials, which are almost immune to arcane damage.<br />
<br />
Other useful units include leveled gatekeepers (for defense) and envoys (cold damage against drakes, and teleport).<br />
<br />
====Hannuks====<br />
*'''Charioteers:''' These mostly end up being useless due to their bad movetype (they're extremely slowed down by rough terrain, and only have 5 base movement at level 3), and weakness to fire.<br />
*'''Horse archers:''' They have a lawful ranged based advancement (Mangudai -> Tarkan) and a chaotic melee advancement (Raider -> Conqueror), both of which can be useful for their mobility, especially in sand covered scenarios such as [[#S25 Wings of Rebellion|Scenario 25]] and the last scenario, [[#S35 Wrath of the Heavens|Scenario 35]]. The lawful Tarkan is probably the more useful of the two advancements, since the last scenario features a time of day schedule which heavily favors lawful units.<br />
*'''Wood hunters:''' These are extremely useful for scenarios with forests, such as [[#S23 Holy Fire|Scenario 23]] and [[#S24 The Sun Path|Scenario 24]]. They're great damage dealers and despite their weakness to physical attacks, they are quite durable due to their high evasion and ability to slow.<br />
<br />
====Humans====<br />
<br />
In Scenario 27 only, you can recruit spearmen, bowmen and infantrymen. By this time you will already have plenty of more powerful veterans though, so it may not be worth bothering with them. Some royal guards/halberdiers can be useful for tanking and lawful damage though. Avoid the chevalier/crusader advancement of the infantryman because their arcane damage is useless against celestials.<br />
<br />
==Part I: The Last War==<br />
<br />
===S1 Rain of Fire===<br />
*Objectives: Defeat the drake leader.<br />
<br />
Drakes are extremely weak to cold damage, so your main recruits here should be sylphs. The wisp's arcane damage is also good against drakes. Send a wisp up the right side to grab your ally's villages, since you can put the gold to better use.<br />
<br />
Try to get your wisps some XP, since you'll want a +8 healer soon. Try to feed some kills to Veela also, since she'll need the HP boost from leveling up.<br />
<br />
===S2 A Common Cause===<br />
*Objectives: Defeat the drake leader.<br />
<br />
The dwarves and trolls start out hostile, but on Turn 2 will both ally with you against the drakes.<br />
As usual, sylphs are your most effective unit against drakes. Send a fast unit like a wisp or razorbird to steal the eastern ally's villages. Myra can also borrow the dwarf leader's keep to recruit reinforcements.<br />
<br />
During the day when the drakes are strongest, you can back off and let your allies take most of the hits. Your allies will do most of the work in this scenario; just try to sneak in and finish off wounded drakes.<br />
<br />
===S3 Monstrous Help===<br />
*Objectives: Defeat the two enemy leaders in the north.<br />
*Notes:<br />
**On turn 12 a second saurian leader will show up.<br />
**On turn 14, Myra will summon a large group of loyal giant spiders in the center of the map. They will not come with you later, so they are expendable.<br />
<br />
This is a very difficult scenario; hopefully you have 400+ starting gold, and you'll probably have to spend most of it. However, try to avoid going negative on income, since next scenario is even harder and you will need decent carryover. You'll mainly be facing saurian skirmishers and saurian oracles, which have very high mobility and defense in caves.<br />
<br />
The hard counter for saurians is kobolds, which have 60% pierce resistance to the skirmishers and 20% cold resistance to the oracles. In addition, the kobolds heal 5 HP per turn on cave terrain. Your army should consist of mainly kobolds, maybe with some dwarvish fighters mixed in. Leveled sylphs with their cold marksman damage will be useful for killing off those dodgy skirmishers, but they are fragile and have terrible defense on cave terrain so they'll need to be protected. Brazier imps are also very mobile in caves and do good damage against saurians, but they are very weak to cold damage so they need to be used with care.<br />
<br />
Try to fight the saurians in the chokepoints, so that the skirmishers can't gang up on you. Also, be wary of skirmishers popping out of the shroud since they're very fast and you often won't be able to see them- if you have an important wounded unit try to cover it from all sides. Once Myra's spiders arrive on turn 14, you can use them aggressively since they only join for this scenario.<br />
<br />
You will need some tanks (leveled kobolds, or leveled dwarvish fighters) and healers (ethereal orbs) for next scenario.<br />
<br />
===S4 Lightning Strike===<br />
<br />
*Objectives: Survive until the end of turns.<br />
*Notes:<br />
**On turn 10, the two drake enemy leaders get some major reinforcements (600 gold each).<br />
**On turn 11, Dvalin will show up in the south with some loyal dwarvish veterans.<br />
<br />
This is an extremely difficult scenario, one of the most difficult in the entire campaign. Hopefully you have 400+ starting gold; if not you may need to replay the previous scenario for more gold. Don't worry about gold carryover; you probably can't avoid going very negative and next scenario is easy even with minimum gold. The southwest saurian leader will flee once he is attacked, so if you can sneak a unit next to him you can get rid of him pretty early on.<br />
<br />
On turn 1, you can either recall some units to deal with the saurians and then run Myra north, or run Myra straight north to the city without recalling anything. Either way Myra should head straight for the city, since the defenses there won't last long. Once she's there, recall all your veterans (leveled kobolds or leveled dwarvish fighters are essential) and recruit kobold spam with any extra gold. Although sylphs are usually good against drakes, it may not be a good idea to recruit them here since they are expensive and fragile, and your main focus should be on surviving instead of making kills, since there's no way you will come close to getting rid of all the drakes. Zephyrs and djinns can be very useful though, since they are much more likely to survive being attacked by the drakes.<br />
<br />
Form lines on good terrain backed by healers, and try to take advantage of the patches of impassible mountain terrain. Put the kobolds in the mountains, and block the northern bridge bottleneck by placing durable units (preferably dwarvish steelclads/lords, because kobolds only have 40% defense in castle tiles) in the castle hexes on either side. Focus only on defense; often it's better to just have a unit do nothing rather than attack and lose HP in the process, especially during the day. It's inevitable that you'll lose a lot of units, even veterans, but don't worry too much because the next few scenarios are quite easy and offer plenty of XP to level new veterans. Just try to keep the loyal dwarves alive, since they'll save you a lot of money in later scenarios.<br />
<br />
What makes this scenario much more difficult than it should be is that the allied leader will sometimes charge into danger to attack if a drake is in her range. You can try to prevent this by mousing over her to view her movement range, and then covering the hexes she is likely to attack from with your own units. Try to also leave her some villages so she can heal from them. Hopefully it won't be a big problem, if you are doing a good job of keeping the drakes out of the fortress.<br />
<br />
===S5 Forest Ablaze===<br />
*Objectives: Defeat the drake leader.<br />
<br />
This is a pretty easy breather scenario compared to the last two. Units which can move quickly through forest, such as sylphs, dwarves and ethereal orbs will be most helpful here. The main challenge is surviving the initial daytime assault of the drakes. Form a line in the forest along the river's edge with durable units like dwarves in front, and it also helps to have a few expendable recruits for distraction.<br />
<br />
===S6 Council with the King===<br />
Story.<br />
<br />
===S7 Rise of the Dragons===<br />
*Objectives: Kill Shek'har.<br />
*Note: You have control over the allied Aragwaithi side. They do not come with you so they are expendable.<br />
<br />
This is a relatively easy scenario, since you can use the allied Aragwaithi units as cannon fodder (just don't get Abhai or Aracyn killed since their death causes a defeat). You'll be facing mostly drakes and a few undead, so spam spearmen with the Aragwaithi and use Abhai's level 4 leadership on them to do tremendous damage to the drakes.<br />
<br />
There aren't many villages so don't overrecruit with Myra, and give all the villages to Myra's side. As usual sylphs and their advancements are the best units for damaging drakes. You also temporarily control Maat, an extremely overpowered unit with level 5 leadership, great resistances and very powerful attacks, so use her to lead your units and slow powerful enemies.<br />
<br />
Once the main army is gone, you can march into the fortress and kill Shek'har. The other two leaders will just flee when attacked, though Assix will leave behind some high level undead when fleeing. After this scenario Dvalin will leave for a few scenarios and you won't be able to recruit new dwarves during that time (though you can still recall your veterans), so you may wish to recruit some extras now.<br />
<br />
===S8 The Kalian of Garet-Desh===<br />
Story.<br />
<br />
===S9 Bitter Return===<br />
*Objectives: Defeat the enemy leader.<br />
<br />
This is an easy experience gathering scenario, as you will face only level 1 undead. You may now recruit Aragwaithi, but their pierce damage is pretty useless against the undead and trolls in the next few scenarios, and you will have a much better opportunity to level fresh Aragwaithi recruits in [[#S12 Burning Revenge|Scenario 12]].<br />
<br />
On turn 1 you can just recruit a wisp or two to village grab, and then move Myra to the center keeps to recall from there. Watch out for the skeleton riders and their charge attack; they are the biggest threats so try to take them out first. Focus on getting some experience for your two new hero units, who do arcane damage for this scenario only. This scenario is also a perfect opportunity to level some brazier imps.<br />
<br />
===S10 The Wilderness===<br />
*Objectives: Kill the enemy leader, then move Myra to the cave entrance in the southwest mountains.<br />
<br />
This is another relatively easy experience gathering scenario. Groups of wild animals (wolves, ogres, scorpions and mudcrawlers) will periodically spawn all over the map, and they will all fight each other so will mostly leave you alone. Due to the spawns you will probably lose most of your villages, so don't recruit a ton of units or you'll end up very negative on income. It helps to get a Razorbird for scout out the map.<br />
<br />
Head southeast across the river, where you'll encounter a horde of level 1 undead - this is another great opportunity to level fire elementals, which are also the best units to use against the scorpions and mudcrawlers. The enemy leader is far in the southeast; once you defeat him you can move Myra to the exit in the southwest (marked by a red icon), or if your income is not too bad you could stick around for a while and kill some wildlife for the experience.<br />
<br />
===S11 Legend of the Water Dragon===<br />
*Objectives: Find the Fountain of Life (with any unit), then move Myra back to the starting keep. ''(Note: Do not move Myra back onto the keep before discovering the fountain, or you won't be able to end the scenario due to a bug.)''<br />
<br />
You'll be fighting trolls and later undead. Leveled fire elementals, dwarves and kobolds will be the most useful units here with their good damage types, high HP and cave mobility.<br />
<br />
There are 3 paths from the starting keep:<br />
<br />
'''West:''' This path will split into an upper and lower path. The upper path curves to the west and eventually leads to a fight with the green trolls (it's a long hike, so send your faster units this way). The lower path is just a dead end with some villages (just grab them with a wisp).<br />
<br />
'''Southeast:''' This is where the main battle takes place, so send most units this way. You'll be facing green trolls coming from the left and blue trolls from the right.<br />
<br />
'''East:''' There is practically nothing here, just a village and river in the east leading south where there are some water villages and blue trolls. Just send a wisp to explore.<br />
<br />
Make sure you are ready before moving to the fountain (the light blue lake in the very southern edge of the map), because several things will happen:<br />
*High level undead will appear all over the cave. Make sure none of your units are wandering off on their own.<br />
*A powerful saurian leader and some guards will appear in the southwest cave (the one with 5 villages). Make sure your units are not in this area or they'll probably get trapped.<br />
*The blue trolls in the southeast get a bunch of gold; you may want to kill the leader beforehand.<br />
*Your hero units will automatically move to the fountain, and several saurian flankers will appear in the tunnel. Some kobolds will also appear to help you. Slow the flankers with Veela and Alenya, and use Ravyan's leadership on the kobolds and have them pound the flankers.<br />
<br />
The saurians and green trolls in the southwest will mostly distract one another, so focus on clearing away the blue trolls and undead so that Myra has a clear path back to the keep.<br />
<br />
===S12 Burning Revenge===<br />
*Objectives: Kill Lados with Myra.<br />
<br />
A new Aragwaithi captain, Prince Varthan, will join you, but he'll only be with you up to Scenario 15 so whether you want to take the trouble to level him is up to you.<br />
<br />
Spam Aragwaithi spearmen and archers (mostly spearmen, since they're much more durable) and fill up the outer walls. When the drakes attack from 20% defense water, use the spearmen/archers backed by leadership to demolish them. Move Myra, Varthan and Ravyan behind your lines to give leadership to as many units as possible. There will be very high casualties but you should also be able to level up several spearmen in the process. Remember to have Myra deal the killing blow to Lados, or he'll just heal to full.<br />
<br />
===S13 Twilight of the Kingdoms===<br />
*Objectives: Resist until the end of turns. ''Note: Do not kill all enemy leaders before Dvalin shows up on turn 15, or you will lose him for the rest of the campaign due to a bug.''<br />
*Notes:<br />
**Turn 6: Allied elves arrive in the keep southeast of King Dashien.<br />
**Turn 9: Allied trolls arrive in the keep northeast of King Dashien.<br />
**Turn 12: Both drake leaders get some reinforcements, and the elven allies also get some reinforcements.<br />
**Turn 15: Dvalin returns with 400 gold, and you can now recruit level 2 dwarves.<br />
**Turn 16: Another enemy leader arrives in the southeast.<br />
<br />
The easiest way to play this scenario is to just stay inside the city and defend it (if you get too close to the enemy leaders, they will get a large amount of reinforcements). The first thing to do is start stealing all of your ally's villages. Send wisps in all directions to village grab. Try not to recall above your village limit in order to maximize your income.<br />
<br />
The allied Aragwaithi will mostly keep the first wave of drakes occupied during the second day; retreat your troops to the inner walls and engage them during the night. By now you should have a mix of damage dealers (leveled spearmen and sylphs) and tanks (dwarvish lords, stone titans) so with the help of the allied elves and trolls acting as cannon fodder the first wave of drakes shouldn't be too difficult.<br />
<br />
The second wave of drakes is more problematic because they arrive during daytime and the allied units will be dead by then, but you should have plenty of cash from high income and Dvalin's 400 gold. One approach is to spam dwarvish steelclads and line them up along the walls to delay the drakes - they can take plenty of damage and distract large amounts of drakes even during the day, and the surviving ones can be recalled for only 20 gold next scenario.<br />
<br />
===S14 The Sky Dragon Descends===<br />
*Survive for until turn 22 (18 turns initially), then use Maat to defeat Svarballi.<br />
*Notes:<br />
**On turn 20 Svarballi will arrive in the southwest.<br />
**On turn 22 Maat gets a huge powerup, and all of your units will leave except for the shield guards (including Dashien) and Aracyn.<br />
<br />
Note that this scenario features an unusual time of day schedule: lawful units get a slight damage penalty during stormy day, a slight bonus during stormy dawn and night, and a huge penalty during stormy night (the reverse is true for chaotic units). So you'll want to be more passive during dawn and dusk, and very aggressive during the night.<br />
<br />
This is quite a difficult scenario so some losses of veterans is to be expected. However you should also be able to level up plenty of new veterans in this scenario.<br />
<br />
'''Recruits:'''<br />
*You also have control of the allied Aragwaithi and dwarf sides, and any veterans from these sides (besides shield guards) will be added to your recall list so they are worth preserving. This is also the only time when you'll be able to directly recruit the higher level units, so it's a good opportunity for getting some already leveled Windsong/Aragwaithi/Dwarves onto your recall list.<br />
<br />
*For Myra's side, get plenty of tanking units (Stone Titans, Lava Behemoths) and plenty of Ethereal Orbs for healing (note that your orbs can heal the allied units too). It's also a good opportunity to recruit and level some Windsong Savants, which are extremely effective against drakes. Windsong Envoys with their cold damage are also good, and can reinforce anywhere with their teleport ability. Another thing to note is that after this scenario you won't be able to recruit new elementals for a while (until Scenario 22) so you mainly want to make sure you have enough healers (4-5 ethereal orbs is a good number).<br />
<br />
*For the allied sides, Aragwaithi Pikemen and Dwarvish Steelclads / Thunderguards are the most useful recruits (it's more cost effective to recruit the level 2s instead of level 3s, and you should be able to level plenty of them in this scenario). Dvalin may also recall your dwarvish veterans.<br />
<br />
The drakes won't arrive for a few turns so you could wait for a bit before recruiting to let your income work. It's better to defend along the moat than the outer wall, because it's less area to defend and the drakes in the water have 20% defense rather than 40% in the chasm. The biggest assault will come from the western side. Try to have the shield guards take most of the hits, since they won't come with you anyway. The biggest threat will come from the Fire Dragons; use Maat to heavily damage and slow them. Form a solid line on the walls and constantly rotate and heal, and the drake assault will eventually die out. It's best to just stay in the city and defend there, because getting close to the enemy leaders will cause them to get a large amount of gold.<br />
<br />
On Turn 22, all your units except Maat and the shield guards will leave and you'll have to use Maat to defeat Svarballi. Try to use the shield guards to distract the drakes while Maat hits Svarballi with her arcane attack. Maat can also recruit Sky Crystals now, if you still have any gold left.<br />
<br />
===S15 Farewell===<br />
*Move Jevyan to the land between the two rivers to the east (the area around 45, 19).<br />
<br />
Every single veteran on your recall list will be recalled at the beginning. Every few turns, groups of high level drakes and saurians will spawn in the surrounding forest. The most difficult part of this scenario is the beginning, when they'll all come for you at once. Don't advance too far in the beginning, and just stay back and let them come to you. By far the most useful units here are dwarvish lords and leveled sylphs for their mobility in forests.<br />
<br />
Once you've dealt with the initial wave, send small groups in each direction backed by ethereal orbs to hold off the new spawns while some units escort Jevyan to the east - there aren't any enemy spawns in the eastern part of the map so it should be a pretty safe trip.<br />
<br />
===S15b Farewell, Part 2===<br />
*Objectives: Move Myra to the city's center (marked by a red icon).<br />
<br />
This is mostly a cutscene scenario. You'll get surrounded by a bunch of fire elementals in the beginning, but they won't attack so they're not a threat. Your leaders should be able to kill about one fire elemental each per turn, so they'll soon run out.<br />
<br />
==Part II: Towards the Rising Sun==<br />
<br />
===S16 Blood of the Steppes===<br />
*Objectives: Defeat the two eastern enemy leaders, Bleda and Denziq.<br />
<br />
In this scenario enemy leaders will appear when you get close to their keep, so do not send units scouting too far ahead on their own!<br />
<br />
The first enemy leader is directly to your southeast; you'll face Hannuk horse archers and charioteers, which are lawful. The main threat is the charioteers' dangerous charging melee attack, but if you put powerful melee units in front the charioteers will likely decide to use their weaker ranged attack instead. Charioteers are resistant to physical damage but weak to fire, so furnace beasts and their advancements are useful against them. Since the enemies are lawful, just retreat back near the starting keep during the day so that most of the fighting will take place at night.<br />
<br />
After defeating the first leader and heading east, the path will split into a northern and southern area divided by the river. In the southern area, getting close to the keep in the swamp will trigger some ogres to appear. There's no reward for defeating the ogres so it may be best just to head north and ignore them. The northern area leads to another Hannuk leader, who should be relatively easy to defeat if you made sure to have most of your units in the area before triggering him, since he has a small keep and can only recruit a few units at a time. Defeating him is worthwhile because it gives you 250 gold, which will help with defeating the last two leaders.<br />
<br />
Scouting the eastern part of the map will trigger the appearance of a friendly Hannuk leader, Tarkyn, and two hostile leaders to the north and south of him. Make sure you are ready before doing this, because Tarkyn's death causes a defeat and the two enemy sides will overwhelm him quickly if you aren't nearby to reinforce. Myra can use the keeps in the outer edges of Tarkyn's fortress to recruit reinforcements if needed.<br />
<br />
===S17 Ashes of the War===<br />
*Objectives: Destroy Assix with Myra's arcane attack.<br />
<br />
This is a very easy XP gathering scenario, good for leveling Windsong savants/arbiters. Get some leveled dwarves and/or leveled furnace beasts and move everyone into the central mountains. The undead army will reach you at around dawn, and you can then demolish most of them during the day. Use Myra's soul explosion attack to finish off Assix, otherwise he'll just heal back to full.<br />
<br />
===S18 Besieged===<br />
*Objectives: Defeat the two eastern enemy leaders.<br />
<br />
This scenario is quite difficult. It's a race against time to kill the two eastern leaders before the hordes of drakes and charioteers from the west catch up to you. On turn 1, recruit some durable sacrificial units (such as Windsong gatekeepers) to block the central bridge for a couple turns, and immediately move Myra northeast toward the keep on the eastern wall. On turn 2 Myra should move to the northeastern keep and fill the eastern wall with cannon fodder mixed with veterans. Fire elementals will be especially useful for dealing with the charioteers from the southeast enemy leader.<br />
<br />
The northeastern leader should come out to attack your units on the wall, so on turn 3 you should be able to kill him and most of his units. After that most of your units should rush south toward the other leader, because the western and central armies will be catching up since your units blocking the bridge are probably dead. Hold off the western forces with either some durable units (dwarvish lords/stone titans) or cannon fodder (Hannuk wood hunters have 70% defense in castles/villages, so with luck they can soak up some charioteer attacks), while some powerful veterans like dwarvish lords and lava behemoths force their way south to the last leader.<br />
<br />
===S19 Fires of Hope===<br />
*Objectives: Resist until the end of turns.<br />
*Notes:<br />
**On turn 5 (on normal or hard difficulty only), a merman leader with 300 gold will show up in the northeast, and will offer to help you if you pay him 100 gold.<br />
**All drake leaders will receive reinforcements on turns 9 and 12.<br />
<br />
This is possibly the most difficult scenario in the entire campaign. But take heart, for this is the last time in the campaign you will see these pesky overgrown lizards! Don't worry about gold carryover - next scenario is extremely easy with minimum gold. Since carryover is not an issue, you might as well go very negative and recall your best veterans. It's recommended to take the mermen leader up on his offer since he will help take the pressure off the later waves of drakes (he will still offer to help if you don't have 100 gold on turn 5; you'll just go more deeply negative on gold).<br />
<br />
'''Recruits:''' You will not have access to your dwarvish fighters, scouts and advancements for the entire scenario. You also cannot recruit or recall Hannuk charioteers for the first 3 turns, but due to their fire weakness they are not worth using here anyway.<br />
<br />
These units are especially useful:<br />
*Dwarvish Thunderguards / Dragonguards - good resistances, and can often kill drakes without taking any retaliation. They do very well in the hills to the north.<br />
*Windsong Arbiters / Librarians - they are able to slow drakes while doing tremendous damage at the same time.<br />
*Aragwaithi Pikemen / Guardians - high damage, and they also act as meatshields. A second ancient banner if you have one will also be helpful for leadership.<br />
*Zephyrs / Djinns - huge damage and mobility; they are very fragile though so you should cover them with durable units like Guardians, or use them mainly at night.<br />
*Ethereal orbs - besides healing, they can also do major damage if you use leadership on them.<br />
It can also help to get some cannon fodder like Aragwaithi spearmen or Hannuk wood hunters to distract the drakes during their initial daytime assault.<br />
<br />
The first wave of drakes is the most brutal, since they arrive during the day. Form your lines on good terrain such as the patch of forest to the west and the hills to the north, and slow the drakes with arbiters / wood hunters. Often it's better to leave a slowed drake alone, especially during the day, because by killing it you will only be making room for a healthy unslowed drake to take its place. You'll likely take some heavy losses during the first daytime attack (hopefully most of the losses will be your cannon fodder recruits), but once night comes you should be able to strike back and wipe out most of the initial wave of drakes.<br />
<br />
Once you survive the first wave, the scenario becomes easier - the reinforcements which come later will be much weaker than the initial wave, and a large portion of them will have gone east to fight the mermen.<br />
<br />
===S20 Ring of Fire===<br />
*Objectives: Defeat all three naga leaders.<br />
<br />
''(Note: If the weather effects in this scenario are causing lag, unchecking "animate map" in preferences can help.)''<br />
<br />
This is a very easy scenario. You'll have to cross some mountains to the south, and the main battle takes place in the water, so don't bother with land units at all. In the beginning, just recruit some ethereal orbs and zephyrs/djinns, and don't forget to send a flying unit to grab the water villages north of starting keep.<br />
<br />
Heading south past some simian enemies, you'll come to a large lake with some naga enemies and friendly mermen. There are three naga leaders: one in the northeast of the lake, on in the southeast, and one way in the south. There are some small keeps in the water where Myra can recall reinforcements such as water elementals or other flying units such as Windsong couriers. The ally is actually quite powerful and should do a good job weakening the enemies for you to finish off. It's possible to finish very early for a huge gold bonus.<br />
<br />
===S21 The Will of the Naiad===<br />
*Objectives: Move Myra to the whirlpool in the center south, then pick up the trident.<br />
<br />
This is another easy scenario. You can't recruit/recall, but most villages will spawn friendly water elementals when you occupy them (even the already flagged village in the north where you start!) The elementals don't come with you, so there's no need to manage experience or try to preserve them. The main difficulty is getting through the tight bottlenecks - try to lure the enemies to places where you can attack them from multiple hexes.<br />
<br />
Myra should constantly be moving toward the center south. Once she reaches the whirlpool (at 15, 35) she'll teleport to an area with a trident. Simply move to the trident to end the scenario. You will now have one of the most overpowered units in Wesnoth!<br />
<br />
===S22 Where the Sun is Born===<br />
*Objectives: Defeat Bagrar, the orcish leader in the south.<br />
<br />
This is a relatively easy scenario. You'll probably have extremely high starting gold, but 2-3 keeps of recruits/recalls should be enough. It's a good opportunity to level some Hannuk horse archers and wood hunters (charioteers are not really recommended because you'll have to cross some rough terrain to reach the southern area, including some shallow water where they have 5 movement cost).<br />
<br />
There is a minotaur leader directly to the south. He only recruits level 1 units but they can be very damaging especially at night - watch out for the boar riders (charging melee attack) and behemoths (berserk melee attack) especially. Form a line in the woods/hills south of the keep with durable units like dwarves on the hills and wait out the night, then strike back at day.<br />
<br />
When you scout the area directly west of the minotaurs, a carapace leader will appear. Carapaces are extremely hard to kill, and they will mostly stay clustered near their keep, so it's probably most convenient to just ignore them and send everyone south across the river. For most units the fastest way to cross the river is to head southwest from the minotaur keep, going left around the big swamp.<br />
<br />
When you start scouting south of the river, a friendly orc leader will appear as well as a hostile orc leader to the south. Defeating the enemy orcs shouldn't be too much of a problem, since the allied orc is quite powerful. Hannuk wood hunters and Alenya do very well in hunting orcs in the large western forest, while your orcish allies will mostly hold off the right flank. Myra is also almost invincible now, so you can send her in alone against hordes of orcs at night and they will usually ignore her.<br />
<br />
===S23 Holy Fire===<br />
*Objectives: Defeat the southeast leader, Liliel.<br />
<br />
Start by stealing your ally's villages, since you can put the gold to much better use. The minotaurs in the southwest are the weaker enemy and you don't have to defeat them, so it's sufficient to send some powerful units to defend the orcish fort's western walls. The bulk of your army should head southeast and try to wait until night to engage the lawful celestials. Celestials are extremely resistant to arcane damage, so don't bother with arbiters/librarians. Akashia's berserk melee attack is great for instantly killing the lantern archons.<br />
<br />
The large forest in the southeast is perfect for Hannuk wood hunters and their advancements. The celestials are quite powerful so it helps to recruit some expendable wood hunters to slow as many units as possible. Dwarvish lords also have good forest mobility and are very durable, and as usual Myra can act as the ultimate blocking unit.<br />
<br />
===S24 The Sun Path===<br />
*Objectives: Explore to the east, then defeat the eastern leader (Garmo) with Myra, then move any unit to the southeastern river edge.<br />
<br />
The main battle in the first part of the scenario will take place in the northern mountains, so you mostly want to use dwarvish and flying units. About 2 keeps of recalls should be sufficient. There are some minotaurs to the southeast; if you are very fast you can fight them and mostly wipe them out in the first few turns during the day - if you send Liliel straight southeast on turn 1, she should see the minotaur camp and trigger them to start recruiting at dawn.<br />
<br />
After defeating the minotaurs everyone can head northeast (you can just send a wisp or something to grab some villages south of the river; the mountains far to the south are mostly empty). You'll come across a vampire leader in the mountains, who mostly recruits very weak units which are absolutely no match for dwarves in the mountains. Attacking the vampire leader will cause another vampire leader to show up nearby to the northeast. This leader has much more powerful units, but you can take advantage of their terrible mobility in mountains to only engage them at favorable times of day. Once you start fighting the northeastern vampires, an allied dwarvish leader will appear in the keep to the south, though since he's so far away his troops will likely not reach the battle until it's already over.<br />
<br />
Once you get rid of all the vampires, the allied dwarves will leave, along with Dvalin and all your dwarves, so you'll probably have to recruit some reinforcements since there's one more enemy leader to fight. The fight will mostly be in the forest, so wood hunters and their advancements will be very useful. When you scout the island to the east, an enemy warg leader will appear. Wargs are quite powerful especially at night so just try to form a defensive line in the forest. Myra can venture out on her own though (even at night) and blast about one warg per turn, so they should run out pretty quickly. Once you defeat the Warg leader (make sure to have Myra finish him), just send any unit south along the river to the southern edge of the map.<br />
<br />
===S25 Wings of Rebellion===<br />
*Objectives:<br />
**Defeat all enemy leaders (early finish bonus).<br />
**Alternative objective: Resist until the end of turns.<br />
*Notes:<br />
**If you kill the southwestern or southeastern orc leader (Erudush or Garag) before turn 16, the southern orc leader will get 1500 gold.<br />
**Otherwise (if Erudush or Garag are both alive on turn 16), all orc leaders will receive several hundred gold on turn 16.<br />
<br />
'''Recruits:''' Aragwaithi are great in this scenario for their good movement and defense on sand. Fire elementals also move well on sand and regenerate 5 HP on sand terrain. Hannuk wood hunters, horse archers and their advancements are also very mobile on sand, though their terrain defense is rather low. As usual, zephyrs/djinns are also great for damage and high mobility.<br />
<br />
It's best to just move Myra straight south to the large castle and do your recalling there (most of the central castle is made of keeps which you can recruit from). Focus most of your recalls in the northeast so you can deal with Zaal first (the allies should keep the southern orcs busy for a while), and also recruit some wisps/orbs in the west to grab your ally's villages.<br />
<br />
Zaal's celestials should arrive around the first night, when you should be able to almost completely wipe them out. Most of your units can then rush back to the fortress while a few units go to kill Zaal. The orcs should arrive at the castle around dawn; you can move Myra to the castle and recruit more reinforcements directly into the southern walls of the castle to hold them off (veterans mixed with some cannon fodder recruits works well, and you'll probably even manage to level some of the recruits). Then during the day, your entire army can focus on aggressively wiping out the orcs (use Myra's level 5 leadership as much as possible). The orcs should mostly be gone by the second night (turn 11).<br />
<br />
It's recommended to defeat the orcish leaders early on (before turn 16), because not only will the early finish bonus be helpful for next scenario, you will also avoid the second wave of orcish reinforcements on turn 16. The southern orc leader will get 1500 gold when you kill one of the other orcish leaders, but he can be lured out of his keep (for example he will come out to use his ranged attack on a Guardian), so it's possible to kill him before he spends most of his gold. Ideally your assault on the orcish leaders will take place during the day, on turns 14-15.<br />
<br />
===S26 The Conquest of the Promised Land===<br />
*Objectives: Defeat all enemy leaders.<br />
**On turn 4, Dvalin shows up in the southwest with about 500 gold and you can recruit/recall your dwarvish veterans with him.<br />
<br />
The loyal wargs and nymph only join for this scenario so don't worry about leveling or preserving them. The most difficult part of this scenario is surviving the first night, when the army of high level vampires and minotaurs will likely reach you. Get some durable tanking units (Stone titans, Lava behemoths) and plenty of healers, and head straight south towards the hills; this way Dvalin's huge army of dwarves can reinforce when they show up in the southwest. The carapaces are extremely resistant to damage types besides arcane and cold, so some djinns or librarians can head south to help the dwarves deal with them.<br />
<br />
Try to stay back and hold the line for the first night. You can put Myra in the most dangerous positions, and also use the wargs and nymph as cannon fodder. During the next day, strike back hard with the help of Dvalin's massive army of dwarves which should have reached the front lines by now. Focus on the vampires and minotaurs since they are the biggest threat. During the next night, you should mostly just have the carapaces left to deal with.<br />
<br />
==Part III: Raging Skies==<br />
<br />
===S27 The Rise of Maat'Kare===<br />
*Objectives: Defeat all enemy leaders.<br />
<br />
In this scenario only, you may recruit infantrymen, spearmen and bowmen. The enemies here are mostly level 1, so you can use this opportunity to recruit and level up some humans. You'll be fighting vampires and minotaurs so the main challenge here is surviving the first night. You can send everyone towards the large clump of forest/hills to the northwest, and use Myra and a forest bane to block the minotaurs coming from the north while a durable unit such as a lava behemoth holds off the vampires in the south.<br />
<br />
Once dawn/day comes you should easily wipe out most of the enemies - the human recruits do tremendous damage under Myra or Ravyan's leadership. Then you can split your army in half to take care of the two enemy leaders.<br />
<br />
===S28 Embers of War===<br />
*Objectives: Defeat all enemy leaders.<br />
<br />
On turn 3 the fog will lift to reveal the map: you'll be facing vampires in the north and orcs in the southwest, and there is an allied orc leader in the central fortress. Myra should move to the fort to recall some veterans to help defend the ally, though he should be able to take care of himself for a while. You can wait on the fortress walls initially and defend there until it is safe to venture out and counterattack.<br />
<br />
Try not to let your income go too negative, since next scenario is difficult so it will help to have good gold carryover. The southwestern orc leader will immediately flee when attacked.<br />
<br />
===S29 Forging Alliances===<br />
*Objectives: Defeat the southern leader (Ronak) with Myra.<br />
<br />
This is a rather difficult scenario, so hopefully you have something like 350+ starting gold. Don't worry about gold carryover - it's probably unavoidable to go deeply negative here, and minimum gold is sufficient for next scenario. You'll be facing wolves (goblin knights and pillagers) and lots and lots of goblins, so units with resistance to blade and especially pierce damage will be essential for holding the line at night. Stone titans and halberdiers have especially good pierce resistance, and lava behemoths are quite durable as well. Djinns are excellent for quickly taking out enemies which enter the hills and forests.<br />
<br />
One way to form your defensive line is to make a solid arrow formation along the southern edge of the hills just south of the starting keep, so that the enemies will attack from flat terrain. Myra or a stone titan works well for holding the southern tip of the formation which is exposed to attack from 3 sides. Just rotate and heal there until the number of enemies becomes manageable - this will probably take quite a while because the enemies keep arriving in waves.<br />
<br />
By turn 20 most of the enemies should be gone and your army can start heading south and splitting up to take out the enemy leaders. (It's not necessary to kill every leader but it's probably easier, to stop them from constantly recruiting.) Make sure to use Myra to finish off Ronak.<br />
<br />
===S30 Old Friends===<br />
Story.<br />
<br />
===S31 Night Fire===<br />
*Objectives: Defeat the enemy leader.<br />
*Notes:<br />
**The gold carryover from Dvalin's side will be the starting gold for Akashia's allied Windsong side (which you will control) next scenario.<br />
**On turn 7 the vampire leader will get about 500 gold.<br />
<br />
Despite the enemy's massive amount of gold, this battle is not as hard as it looks. Vampires do very poorly on frozen terrain, so if you block the bridge most of them will end up fighting from the ice (though some will spill over into the mountain area to the west).<br />
<br />
For Dvalin, 1-2 keeps of recalls (mostly dwarvish lords) is sufficient. For Myra, you can recall some flying units such as ethereal orbs and djinns (and maybe recruit a wisp or two for village grabbing), and then move her to the 2-hex keep in the north to recruit closer to the battle. This scenario is perfect for ice crab recruits which move and defend well on ice. They are very weak to the vampires' fire damage though, so expect losses, but this is the only scenario where they'll be useful anyway. Let the ice crabs and allied wargs do most of the dangerous work on the frontlines, while your ethereal orbs and djinns zap vampires from safer positions.<br />
<br />
It's possible to finish quite early (before turn 20) for a large gold bonus for both sides, which will make next scenario quite easy.<br />
<br />
===S32 Fading of a Flame===<br />
*Objectives: Resist until the end of turns.<br />
*Notes:<br />
**The gold carryover for Akashia's side will be added to Alenya's AI controlled allied side next scenario.<br />
**Getting close to the enemy leader's keep will cause him to receive about 800 gold.<br />
<br />
This is a relatively easy scenario, so it's possible to spend very little gold with Myra's side. Akashia's gold carryover is unimportant since Alenya doesn't need the extra gold next scenario (the suicidal AI will waste the gold anyway) so you can do most of your recruiting with Akashia and give all the villages to Myra's side.<br />
<br />
Get some tanks (stone titans on the mountains, Windsong oathkeepers, etc.) and try to focus on killing the mystics since they are by far the biggest threats. Warmongers such as Akashia are good for killing mystics, and Myra can also zap one per turn. One good place to form your defensive lines is on either side of the 3-hex patch of impassible mountains in the center south of the fortress.<br />
<br />
With your defensive advantage it should be easy to survive since the turn limit is quite short. Recruiting some cannon fodder units such as kobolds or Windsong gatekeepers will help with preserving your veterans, especially during the stormy dawn/dusk. Since the fortress is so large you can even recruit directly into the enemy lines.<br />
<br />
===S33 The Valley of Silence===<br />
*Objectives: Defeat the enemy leader.<br />
*Note: On turn 6 Alenya will leave, and her units and villages will come under Myra's control.<br />
<br />
This is a relatively easy scenario; for Myra, about one keep of veterans should be enough. For Dvalin, one full keep of Dwarvish Lords (preferably quick ones) is plenty to win with, though his carryover is irrelevant so you could spend all his gold if you don't mind the tedium of moving all those slow dwarves to the battle. Note that there are already several dwarves in the south which are under Dvalin's control.<br />
<br />
A good place to defend against the initial assault is behind the large patch of impassible mountains south of Alenya's keep. The dwarves can attack from the western mountains while Myra's troops hold them off in the east. Alenya's sprites which join Myra's side will not come with you so go ahead and use them on the front lines - they are especially effective when under Myra's leadership. Once Dvalin's huge army of dwarves arrives, the battle will be over quickly. It's possible to finish very early (around turn 13) for a large gold bonus.<br />
<br />
===S34 Last Revelations===<br />
Story.<br />
<br />
===S35 Wrath of the Heavens===<br />
*Objectives: Defeat Grigorius.<br />
*Notes:<br />
**On turn 5, Tarkyn will arrive and you may recall your Hannuk veterans. The gold for Myra's side will be set to 500.<br />
**On turn 7, Ravyan will arrive and you may recall your Aragwaithi veterans. The gold for Myra's side will be set to 500.<br />
**On turn 8, Grigorius will appear with about 1000 gold in the southern part of the large central castle.<br />
<br />
This is the final battle! This scenario has a unique time of day schedule: lawful units gain a tremendous bonus during dusk/dawn, and during the stormy day they get a small bonus instead of a penalty. The stormy night is unaffected.<br />
<br />
For your initial recalls, units which move quickly over sand such as lava behemoths, quick dwarvish lords, ethereal orbs and djinns are best. You can wait until you get to the keeps in the south to recall the slower units. The enemy units will mostly stay where they are until you get within their range. Since your gold gets set to 500 on turns 5 and 7 it's a good idea to spend all your gold before then so it doesn't go to waste.<br />
<br />
With all your veterans it should be easy to win the battle in the traditional Wesnoth fashion of hacking through Grigorius' army before converging on him.<br />
<br />
''Alternate leader assassination strategy:'' It is also possible to win quickly and almost completely skip the battle with Grigorius' army, though it is risky. Recall your most powerful veterans for the first two turns, then rush south and start recalling directly into the large central keep on turns 6-7 using the extra gold. When Grigorius arrives on turn 8, immediately surround him from as many hexes as you can and begin whittling him down with Myra and other strong units. Some of these units will likely be killed, but you should still have some hexes available next turn during Sacred Dawn. You can then begin chain attacking Grigorius with djinns led by Myra, since Grigorius now has a very high chance to kill them on retaliation. If he is not dead this turn he should be dead the next.<br />
<br />
Once you defeat Grigorius, he will transform and everyone except Myra will leave the battlefield. Just keep attacking him with Myra's ranged attack - Myra is much weaker so she will quickly reach 0 HP, but she will then transform into a much more powerful unit. She will now have a powerful berserk magical attack which has something like a 99.9% chance to kill Grigorius, and in Wesnoth, it just doesn't get much better than that!<br />
<br />
===S36 A New Legend Rises===<br />
Story. Enjoy the ending!<br />
<br />
[[Category:User-made Campaigns - Walkthroughs]]</div>Inkyhttps://wiki.wesnoth.org/index.php?title=A_Song_of_Fire_Walkthrough&diff=57909A Song of Fire Walkthrough2016-09-16T01:18:35Z<p>Inky: Added recommendations to use Dwarvish Thunderguards (thanks to TripleSnail)</p>
<hr />
<div>This is a walkthrough for ''A Song of Fire'' (ASoF), an add-on campaign for Wesnoth 1.12 by revansurik with 36 scenarios (5 dialogue only), featuring the Elementals, Aragwaithi and Windsong from the War of Legends era. This campaign is the first part of the Dragon Trilogy; the next two campaigns are ''War of the Jewel'' and ''Aria of the Dragonslayer''. The forum thread for the campaign can be found [https://forums.wesnoth.org/viewtopic.php?f=8&t=38210 here].<br />
<br />
This walkthrough was written by Inky based on ASoF version 0.5.8 on Hard. Feel free to make corrections or add your own advice.<br />
<br />
==Known Bugs==<br />
<br />
There are a couple bugs in ASoF version 0.5.8 (the latest version as of September 2016), but they're pretty easy to fix/avoid:<br />
*On Hard difficulty only, there are a couple typos with the gold. To fix these, open the scenario .cfg files (located in the ''data/add-ons/A_Song_of_Fire/scenarios'' folder - if you don't know where your add-ons folder is, open Wesnoth, go to Preferences -> General and click on the Paths button) in a text editor such as Notepad, but preferably something which displays line numbers, such as Notepad++.<br />
**Scenario 1: Line 77 of 01_Rain_of_Fire.cfg should be {GOLD 180 160 140} instead of {GOLD 180 160 14}.<br />
**Scenaro 13: Line 365 of 13_Twilight_Of_The_Kingdoms.cfg should be {GOLD 550 500 450} instead of {GOLD 550 500 4500}.<br />
*In [[#S11 Legend of the Water Dragon|Scenario 11 (Legend of the Water Dragon)]], you'll be unable to finish the scenario if you move Myra back to her keep before visiting the fountain. More details and a fix here: https://forums.wesnoth.org/viewtopic.php?f=8&t=38210&start=240#p580591.<br />
<br />
==Unit Overview==<br />
<br />
This is a chart to keep track of the various recalls which change many times throughout the campaign. The campaign is divided into three parts, but recalls carry over between parts. In certain scenarios some of the other races will have their own separate side, but will remain under the player's control.<br />
<br />
{| style="border-width: 1px; border-color: #333;border-style: solid;padding:8px;"<br />
!Race<br />
! colspan="31"|Playable scenarios <br /> <span style="font-weight:normal">The darker shades indicate that while recalls of that race are available, new recruits are not.</span><br />
|-<br />
|<br />
|[[#S1 Rain of Fire|1]]<br />
|[[#S2 A Common Cause|2]]<br />
|[[#S3 Monstrous Help|3]]<br />
|[[#S4 Lightning Strike|4]]<br />
|[[#S5 Forest Ablaze|5]]<br />
|[[#S7 Rise of the Dragons|7]]<br />
|[[#S9 Bitter Return|9]]<br />
|[[#S10 The Wilderness|10]]<br />
|[[#S11 Legend of the Water Dragon|11]]<br />
|[[#S12 Burning Revenge|12]]<br />
|[[#S13 Twilight of the Kingdoms|13]]<br />
|[[#S14 The Sky Dragon Descends|14]]<br />
|[[#S15 Farewell|15*]]<br />
|[[#S16 Blood of the Steppes|16]]<br />
|[[#S17 Ashes of the War|17]]<br />
|[[#S18 Besieged|18]]<br />
|[[#S19 Fires of Hope|19]]<br />
|[[#S20 Ring of Fire|20]]<br />
|[[#S21 The Will of the Naiad|21]]<br />
|[[#S22 Where the Sun is Born|22]]<br />
|[[#S23 Holy Fire|23]]<br />
|[[#S24 The Sun Path|24]]<br />
|[[#S25 Wings of Rebellion|25]]<br />
|[[#S26 The Conquest of the Promised Land|26]]<br />
|[[#S27 The Rise of Maat'Kare|27]]<br />
|[[#S28 Embers of War|28]]<br />
|[[#S29 Forging Alliances|29]]<br />
|[[#S31 Night Fire|31]]<br />
|[[#S32 Fading of a Flame|32]]<br />
|[[#S33 The Valley of Silence|33]]<br />
|[[#S35 Wrath of the Heavens|35]]<br />
|-<br />
|Elementals<br />
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<br />
<span style="font-size:85%">*Scenario 15 is unique in that you may not recruit or recall, but start the scenario with every single unit on your recall list.</span><br />
<br />
In the first half of the campaign (up to [[#S19 Fires of Hope|Scenario 19]]) you will fight drakes almost exclusively. In the later half of the campaign you will mostly be fighting minotaurs, vampires, and celestials.<br />
<br />
====Elementals====<br />
*'''Wisps:''' These are extremely important since they level into your only healers, the Ethereal Orb. Try to start leveling them in the first two scenarios; you'll want several by Scenario 4. The Ethereal Orb's maximum level is 1, but their AMLA (After maximum level advancement) gives +5 HP and +1 damage, so it's worth it to keep giving them XP. Combined with leadership, they can even be extremely potent damage dealers, especially against units weak to arcane such as drakes.<br />
*'''Brazier Imps:''' Their fire damage is ineffective against the drakes in the beginning, but they become very useful later against other units such as undead and trolls. It's recommended to level them into Furnace Beasts, which are much more durable than Fire Wisps and can also reach level 4 (Lava Behemoth).<br />
*'''Kobolds:''' These (along with Lava Behemoths) are your main tanking units, with extremely high resistances, especially to pierce. However they are very slow since they never get above 4 movement, so their usefulness depends on the map. They are essential in [[#S3 Monstrous Help|Scenario 3]] against saurians, and very useful in defense scenarios (there are plenty in this campaign) such as [[#S4 Lightning Strike|Scenario 4]].<br />
*'''Razorbirds:''' These are only good for scouting or village grabbing, but wisps can usually do the job just as well, and without the upkeep costs.<br />
*'''Sylphs:''' With their cold marksman damage they are your main damage dealers against drakes, and they also have excellent mobility since they can fly. However they are quite fragile, so they need to be used carefully.<br />
*'''Tidals:''' These are water based elementals and have poor movement and defense on land, so they are not very useful due to the general lack of water terrain. (There is one water based scenario, [[#S20 Ring of Fire|Scenario 20]], but it can be completed just as well with flying units like ethereal orbs and leveled sylphs.) While the Ice Crab advancement can move well on land, it is still not really worth using due to its extreme weakness to fire damage, which is very common in this campaign.<br />
*'''Vine Beasts:''' These are not useful due to a general lack of forest terrain, lack of durability (they only reach level 2) and a weakness to drakes' fire damage.<br />
<br />
====Dwarves====<br />
<br />
Dwarvish units, especially Lords and Dragonguards, are extremely useful for their durability and good movement through rough terrain. In Scenarios [[#S13 Twilight of the Kingdoms|13]] and [[#S14 The Sky Dragon Descends|14]] you temporarily gain the ability to recruit high level dwarves, so after Scenario 14 you should have plenty of level 3 dwarves on your recall list. Dwarvish Thunderguards/Dragonguards (which you can temporarily recruit in scenarios 13/14) are also the only dwarvish units which will be available in [[#S19 Fires of Hope|Scenario 19]], an extremely difficult defense scenario against drakes.<br />
<br />
====Aragwaithi====<br />
<br />
Aragwaithi Guardians (level 3 spearmen) are probably the most useful unit type, being quite durable and effective against all the drakes you'll be facing in the first half of the campaign. Spearmen can also advance to Ancient Banners which have level 4 leadership. You already get an Aragwaithi Captain hero, Ravyan (and after Scenario 21 Myra gets access to level 5 leadership), but it can be worthwhile to have a second level 4 leader in large battles such as [[#S19 Fires of Hope|Scenario 19]].<br />
<br />
====Windsong====<br />
<br />
Leveled scribes (Arbiters/Librarians) with their powerful arcane slowing attack will absolutely destroy drakes. It can be helpful to recruit some savants in [[#S14 The Sky Dragon Descends|Scenario 14]] when you can temporarily recruit level 2 Windsong, and level them to arbiters by [[#S19 Fires of Hope|Scenario 19 (Fires of Hope)]]. However, arbiters/librarians become pretty useless in the last part of the campaign against celestials, which are almost immune to arcane damage.<br />
<br />
Other useful units include leveled gatekeepers (for defense) and envoys (cold damage against drakes, and teleport).<br />
<br />
====Hannuks====<br />
*'''Charioteers:''' These mostly end up being useless due to their bad movetype (they're extremely slowed down by rough terrain, and only have 5 base movement at level 3), and weakness to fire.<br />
*'''Horse archers:''' They have a lawful ranged based advancement (Mangudai -> Tarkan) and a chaotic melee advancement (Raider -> Conqueror), both of which can be useful for their mobility, especially in sand covered scenarios such as [[#S25 Wings of Rebellion|Scenario 25]] and the last scenario, [[#S35 Wrath of the Heavens|Scenario 35]]. The lawful Tarkan is probably the more useful of the two advancements, since the last scenario features a time of day schedule which heavily favors lawful units.<br />
*'''Wood hunters:''' These are extremely useful for scenarios with forests, such as [[#S23 Holy Fire|Scenario 23]] and [[#S24 The Sun Path|Scenario 24]]. They're great damage dealers and despite their weakness to physical attacks, they are quite durable due to their high evasion and ability to slow.<br />
<br />
====Humans====<br />
<br />
In Scenario 27 only, you can recruit spearmen, bowmen and infantrymen. By this time you will already have plenty of more powerful veterans though, so it may not be worth bothering with them. Some royal guards/halberdiers can be useful for tanking and lawful damage though. Avoid the chevalier/crusader advancement of the infantryman because their arcane damage is useless against celestials.<br />
<br />
==Part I: The Last War==<br />
<br />
===S1 Rain of Fire===<br />
*Objectives: Defeat the drake leader.<br />
<br />
Drakes are extremely weak to cold damage, so your main recruits here should be sylphs. The wisp's arcane damage is also good against drakes. Send a wisp up the right side to grab your ally's villages, since you can put the gold to better use.<br />
<br />
Try to get your wisps some XP, since you'll want a +8 healer soon. Try to feed some kills to Veela also, since she'll need the HP boost from leveling up.<br />
<br />
===S2 A Common Cause===<br />
*Objectives: Defeat the drake leader.<br />
<br />
The dwarves and trolls start out hostile, but on Turn 2 will both ally with you against the drakes.<br />
As usual, sylphs are your most effective unit against drakes. Send a fast unit like a wisp or razorbird to steal the eastern ally's villages. Myra can also borrow the dwarf leader's keep to recruit reinforcements.<br />
<br />
During the day when the drakes are strongest, you can back off and let your allies take most of the hits. Your allies will do most of the work in this scenario; just try to sneak in and finish off wounded drakes.<br />
<br />
===S3 Monstrous Help===<br />
*Objectives: Defeat the two enemy leaders in the north.<br />
*Notes:<br />
**On turn 12 a second saurian leader will show up.<br />
**On turn 14, Myra will summon a large group of loyal giant spiders in the center of the map. They will not come with you later, so they are expendable.<br />
<br />
This is a very difficult scenario; hopefully you have 400+ starting gold, and you'll probably have to spend most of it. However, try to avoid going negative on income, since next scenario is even harder and you will need decent carryover. You'll mainly be facing saurian skirmishers and saurian oracles, which have very high mobility and defense in caves.<br />
<br />
The hard counter for saurians is kobolds, which have 60% pierce resistance to the skirmishers and 20% cold resistance to the oracles. In addition, the kobolds heal 5 HP per turn on cave terrain. Your army should consist of mainly kobolds, maybe with some dwarvish fighters mixed in. Leveled sylphs with their cold marksman damage will be useful for killing off those dodgy skirmishers, but they are fragile and have terrible defense on cave terrain so they'll need to be protected. Brazier imps are also very mobile in caves and do good damage against saurians, but they are very weak to cold damage so they need to be used with care.<br />
<br />
Try to fight the saurians in the chokepoints, so that the skirmishers can't gang up on you. Also, be wary of skirmishers popping out of the shroud since they're very fast and you often won't be able to see them- if you have an important wounded unit try to cover it from all sides. Once Myra's spiders arrive on turn 14, you can use them aggressively since they only join for this scenario.<br />
<br />
You will need some tanks (leveled kobolds, or leveled dwarvish fighters) and healers (ethereal orbs) for next scenario.<br />
<br />
===S4 Lightning Strike===<br />
<br />
*Objectives: Survive until the end of turns.<br />
*Notes:<br />
**On turn 10, the two drake enemy leaders get some major reinforcements (600 gold each).<br />
**On turn 11, Dvalin will show up in the south with some loyal dwarvish veterans.<br />
<br />
This is an extremely difficult scenario, one of the most difficult in the entire campaign. Hopefully you have 400+ starting gold; if not you may need to replay the previous scenario for more gold. Don't worry about gold carryover; you probably can't avoid going very negative and next scenario is easy even with minimum gold. The southwest saurian leader will flee once he is attacked, so if you can sneak a unit next to him you can get rid of him pretty early on.<br />
<br />
On turn 1, you can either recall some units to deal with the saurians and then run Myra north, or run Myra straight north to the city without recalling anything. Either way Myra should head straight for the city, since the defenses there won't last long. Once she's there, recall all your veterans (leveled kobolds or leveled dwarvish fighters are essential) and recruit kobold spam with any extra gold. Although sylphs are usually good against drakes, it may not be a good idea to recruit them here since they are expensive and fragile, and your main focus should be on surviving instead of making kills, since there's no way you will come close to getting rid of all the drakes. Zephyrs and djinns can be very useful though, since they are much more likely to survive being attacked by the drakes.<br />
<br />
Form lines on good terrain backed by healers, and try to take advantage of the patches of impassible mountain terrain. Put the kobolds in the mountains, and block the northern bridge bottleneck by placing durable units (preferably dwarvish steelclads/lords, because kobolds only have 40% defense in castle tiles) in the castle hexes on either side. Focus only on defense; often it's better to just have a unit do nothing rather than attack and lose HP in the process, especially during the day. It's inevitable that you'll lose a lot of units, even veterans, but don't worry too much because the next few scenarios are quite easy and offer plenty of XP to level new veterans. Just try to keep the loyal dwarves alive, since they'll save you a lot of money in later scenarios.<br />
<br />
What makes this scenario much more difficult than it should be is that the allied leader will sometimes charge into danger to attack if a drake is in her range. You can try to prevent this by mousing over her to view her movement range, and then covering the hexes she is likely to attack from with your own units. Try to also leave her some villages so she can heal from them. Hopefully it won't be a big problem, if you are doing a good job of keeping the drakes out of the fortress.<br />
<br />
===S5 Forest Ablaze===<br />
*Objectives: Defeat the drake leader.<br />
<br />
This is a pretty easy breather scenario compared to the last two. Units which can move quickly through forest, such as sylphs, dwarves and ethereal orbs will be most helpful here. The main challenge is surviving the initial daytime assault of the drakes. Form a line in the forest along the river's edge with durable units like dwarves in front, and it also helps to have a few expendable recruits for distraction.<br />
<br />
===S6 Council with the King===<br />
Story.<br />
<br />
===S7 Rise of the Dragons===<br />
*Objectives: Kill Shek'har.<br />
*Note: You have control over the allied Aragwaithi side. They do not come with you so they are expendable.<br />
<br />
This is a relatively easy scenario, since you can use the allied Aragwaithi units as cannon fodder (just don't get Abhai or Aracyn killed since their death causes a defeat). You'll be facing mostly drakes and a few undead, so spam spearmen with the Aragwaithi and use Abhai's level 4 leadership on them to do tremendous damage to the drakes.<br />
<br />
There aren't many villages so don't overrecruit with Myra, and give all the villages to Myra's side. As usual sylphs and their advancements are the best units for damaging drakes. You also temporarily control Maat, an extremely overpowered unit with level 5 leadership, great resistances and very powerful attacks, so use her to lead your units and slow powerful enemies.<br />
<br />
Once the main army is gone, you can march into the fortress and kill Shek'har. The other two leaders will just flee when attacked, though Assix will leave behind some high level undead when fleeing. After this scenario Dvalin will leave for a few scenarios and you won't be able to recruit new dwarves during that time (though you can still recall your veterans), so you may wish to recruit some extras now.<br />
<br />
===S8 The Kalian of Garet-Desh===<br />
Story.<br />
<br />
===S9 Bitter Return===<br />
*Objectives: Defeat the enemy leader.<br />
<br />
This is an easy experience gathering scenario, as you will face only level 1 undead. You may now recruit Aragwaithi, but their pierce damage is pretty useless against the undead and trolls in the next few scenarios, and you will have a much better opportunity to level fresh Aragwaithi recruits in [[#S12 Burning Revenge|Scenario 12]].<br />
<br />
On turn 1 you can just recruit a wisp or two to village grab, and then move Myra to the center keeps to recall from there. Watch out for the skeleton riders and their charge attack; they are the biggest threats so try to take them out first. Focus on getting some experience for your two new hero units, who do arcane damage for this scenario only. This scenario is also a perfect opportunity to level some brazier imps.<br />
<br />
===S10 The Wilderness===<br />
*Objectives: Kill the enemy leader, then move Myra to the cave entrance in the southwest mountains.<br />
<br />
This is another relatively easy experience gathering scenario. Groups of wild animals (wolves, ogres, scorpions and mudcrawlers) will periodically spawn all over the map, and they will all fight each other so will mostly leave you alone. Due to the spawns you will probably lose most of your villages, so don't recruit a ton of units or you'll end up very negative on income. It helps to get a Razorbird for scout out the map.<br />
<br />
Head southeast across the river, where you'll encounter a horde of level 1 undead - this is another great opportunity to level fire elementals, which are also the best units to use against the scorpions and mudcrawlers. The enemy leader is far in the southeast; once you defeat him you can move Myra to the exit in the southwest (marked by a red icon), or if your income is not too bad you could stick around for a while and kill some wildlife for the experience.<br />
<br />
===S11 Legend of the Water Dragon===<br />
*Objectives: Find the Fountain of Life (with any unit), then move Myra back to the starting keep. ''(Note: Do not move Myra back onto the keep before discovering the fountain, or you won't be able to end the scenario due to a bug.)''<br />
<br />
You'll be fighting trolls and later undead. Leveled fire elementals, dwarves and kobolds will be the most useful units here with their good damage types, high HP and cave mobility.<br />
<br />
There are 3 paths from the starting keep:<br />
<br />
'''West:''' This path will split into an upper and lower path. The upper path curves to the west and eventually leads to a fight with the green trolls (it's a long hike, so send your faster units this way). The lower path is just a dead end with some villages (just grab them with a wisp).<br />
<br />
'''Southeast:''' This is where the main battle takes place, so send most units this way. You'll be facing green trolls coming from the left and blue trolls from the right.<br />
<br />
'''East:''' There is practically nothing here, just a village and river in the east leading south where there are some water villages and blue trolls. Just send a wisp to explore.<br />
<br />
Make sure you are ready before moving to the fountain (the light blue lake in the very southern edge of the map), because several things will happen:<br />
*High level undead will appear all over the cave. Make sure none of your units are wandering off on their own.<br />
*A powerful saurian leader and some guards will appear in the southwest cave (the one with 5 villages). Make sure your units are not in this area or they'll probably get trapped.<br />
*The blue trolls in the southeast get a bunch of gold; you may want to kill the leader beforehand.<br />
*Your hero units will automatically move to the fountain, and several saurian flankers will appear in the tunnel. Some kobolds will also appear to help you. Slow the flankers with Veela and Alenya, and use Ravyan's leadership on the kobolds and have them pound the flankers.<br />
<br />
The saurians and green trolls in the southwest will mostly distract one another, so focus on clearing away the blue trolls and undead so that Myra has a clear path back to the keep.<br />
<br />
===S12 Burning Revenge===<br />
*Objectives: Kill Lados with Myra.<br />
<br />
A new Aragwaithi captain, Prince Varthan, will join you, but he'll only be with you up to Scenario 15 so whether you want to take the trouble to level him is up to you.<br />
<br />
Spam Aragwaithi spearmen and archers (mostly spearmen, since they're much more durable) and fill up the outer walls. When the drakes attack from 20% defense water, use the spearmen/archers backed by leadership to demolish them. Move Myra, Varthan and Ravyan behind your lines to give leadership to as many units as possible. There will be very high casualties but you should also be able to level up several spearmen in the process. Remember to have Myra deal the killing blow to Lados, or he'll just heal to full.<br />
<br />
===S13 Twilight of the Kingdoms===<br />
*Objectives: Resist until the end of turns.<br />
*Notes:<br />
**Turn 6: Allied elves arrive in the keep southeast of King Dashien.<br />
**Turn 9: Allied trolls arrive in the keep northeast of King Dashien.<br />
**Turn 12: Both drake leaders get some reinforcements, and the elven allies also get some reinforcements.<br />
**Turn 15: Dvalin returns with 400 gold, and you can now recruit level 2 dwarves.<br />
**Turn 16: Another enemy leader arrives in the southeast.<br />
<br />
The easiest way to play this scenario is to just stay inside the city and defend it (if you get too close to the enemy leaders, they will get a large amount of reinforcements). The first thing to do is start stealing all of your ally's villages. Send wisps in all directions to village grab. Try not to recall above your village limit in order to maximize your income.<br />
<br />
The allied Aragwaithi will mostly keep the first wave of drakes occupied during the second day; retreat your troops to the inner walls and engage them during the night. By now you should have a mix of damage dealers (leveled spearmen and sylphs) and tanks (dwarvish lords, stone titans) so with the help of the allied elves and trolls acting as cannon fodder the first wave of drakes shouldn't be too difficult.<br />
<br />
The second wave of drakes is more problematic because they arrive during daytime and the allied units will be dead by then, but you should have plenty of cash from high income and Dvalin's 400 gold. One approach is to spam dwarvish steelclads and line them up along the walls to delay the drakes - they can take plenty of damage and distract large amounts of drakes even during the day, and the surviving ones can be recalled for only 20 gold next scenario.<br />
<br />
===S14 The Sky Dragon Descends===<br />
*Survive for until turn 22 (18 turns initially), then use Maat to defeat Svarballi.<br />
*Notes:<br />
**On turn 20 Svarballi will arrive in the southwest.<br />
**On turn 22 Maat gets a huge powerup, and all of your units will leave except for the shield guards (including Dashien) and Aracyn.<br />
<br />
Note that this scenario features an unusual time of day schedule: lawful units get a slight damage penalty during stormy day, a slight bonus during stormy dawn and night, and a huge penalty during stormy night (the reverse is true for chaotic units). So you'll want to be more passive during dawn and dusk, and very aggressive during the night.<br />
<br />
This is quite a difficult scenario so some losses of veterans is to be expected. However you should also be able to level up plenty of new veterans in this scenario.<br />
<br />
'''Recruits:'''<br />
*You also have control of the allied Aragwaithi and dwarf sides, and any veterans from these sides (besides shield guards) will be added to your recall list so they are worth preserving. This is also the only time when you'll be able to directly recruit the higher level units, so it's a good opportunity for getting some already leveled Windsong/Aragwaithi/Dwarves onto your recall list.<br />
<br />
*For Myra's side, get plenty of tanking units (Stone Titans, Lava Behemoths) and plenty of Ethereal Orbs for healing (note that your orbs can heal the allied units too). It's also a good opportunity to recruit and level some Windsong Savants, which are extremely effective against drakes. Windsong Envoys with their cold damage are also good, and can reinforce anywhere with their teleport ability. Another thing to note is that after this scenario you won't be able to recruit new elementals for a while (until Scenario 22) so you mainly want to make sure you have enough healers (4-5 ethereal orbs is a good number).<br />
<br />
*For the allied sides, Aragwaithi Pikemen and Dwarvish Steelclads / Thunderguards are the most useful recruits (it's more cost effective to recruit the level 2s instead of level 3s, and you should be able to level plenty of them in this scenario). Dvalin may also recall your dwarvish veterans.<br />
<br />
The drakes won't arrive for a few turns so you could wait for a bit before recruiting to let your income work. It's better to defend along the moat than the outer wall, because it's less area to defend and the drakes in the water have 20% defense rather than 40% in the chasm. The biggest assault will come from the western side. Try to have the shield guards take most of the hits, since they won't come with you anyway. The biggest threat will come from the Fire Dragons; use Maat to heavily damage and slow them. Form a solid line on the walls and constantly rotate and heal, and the drake assault will eventually die out. It's best to just stay in the city and defend there, because getting close to the enemy leaders will cause them to get a large amount of gold.<br />
<br />
On Turn 22, all your units except Maat and the shield guards will leave and you'll have to use Maat to defeat Svarballi. Try to use the shield guards to distract the drakes while Maat hits Svarballi with her arcane attack. Maat can also recruit Sky Crystals now, if you still have any gold left.<br />
<br />
===S15 Farewell===<br />
*Move Jevyan to the land between the two rivers to the east (the area around 45, 19).<br />
<br />
Every single veteran on your recall list will be recalled at the beginning. Every few turns, groups of high level drakes and saurians will spawn in the surrounding forest. The most difficult part of this scenario is the beginning, when they'll all come for you at once. Don't advance too far in the beginning, and just stay back and let them come to you. By far the most useful units here are dwarvish lords and leveled sylphs for their mobility in forests.<br />
<br />
Once you've dealt with the initial wave, send small groups in each direction backed by ethereal orbs to hold off the new spawns while some units escort Jevyan to the east - there aren't any enemy spawns in the eastern part of the map so it should be a pretty safe trip.<br />
<br />
===S15b Farewell, Part 2===<br />
*Objectives: Move Myra to the city's center (marked by a red icon).<br />
<br />
This is mostly a cutscene scenario. You'll get surrounded by a bunch of fire elementals in the beginning, but they won't attack so they're not a threat. Your leaders should be able to kill about one fire elemental each per turn, so they'll soon run out.<br />
<br />
==Part II: Towards the Rising Sun==<br />
<br />
===S16 Blood of the Steppes===<br />
*Objectives: Defeat the two eastern enemy leaders, Bleda and Denziq.<br />
<br />
In this scenario enemy leaders will appear when you get close to their keep, so do not send units scouting too far ahead on their own!<br />
<br />
The first enemy leader is directly to your southeast; you'll face Hannuk horse archers and charioteers, which are lawful. The main threat is the charioteers' dangerous charging melee attack, but if you put powerful melee units in front the charioteers will likely decide to use their weaker ranged attack instead. Charioteers are resistant to physical damage but weak to fire, so furnace beasts and their advancements are useful against them. Since the enemies are lawful, just retreat back near the starting keep during the day so that most of the fighting will take place at night.<br />
<br />
After defeating the first leader and heading east, the path will split into a northern and southern area divided by the river. In the southern area, getting close to the keep in the swamp will trigger some ogres to appear. There's no reward for defeating the ogres so it may be best just to head north and ignore them. The northern area leads to another Hannuk leader, who should be relatively easy to defeat if you made sure to have most of your units in the area before triggering him, since he has a small keep and can only recruit a few units at a time. Defeating him is worthwhile because it gives you 250 gold, which will help with defeating the last two leaders.<br />
<br />
Scouting the eastern part of the map will trigger the appearance of a friendly Hannuk leader, Tarkyn, and two hostile leaders to the north and south of him. Make sure you are ready before doing this, because Tarkyn's death causes a defeat and the two enemy sides will overwhelm him quickly if you aren't nearby to reinforce. Myra can use the keeps in the outer edges of Tarkyn's fortress to recruit reinforcements if needed.<br />
<br />
===S17 Ashes of the War===<br />
*Objectives: Destroy Assix with Myra's arcane attack.<br />
<br />
This is a very easy XP gathering scenario, good for leveling Windsong savants/arbiters. Get some leveled dwarves and/or leveled furnace beasts and move everyone into the central mountains. The undead army will reach you at around dawn, and you can then demolish most of them during the day. Use Myra's soul explosion attack to finish off Assix, otherwise he'll just heal back to full.<br />
<br />
===S18 Besieged===<br />
*Objectives: Defeat the two eastern enemy leaders.<br />
<br />
This scenario is quite difficult. It's a race against time to kill the two eastern leaders before the hordes of drakes and charioteers from the west catch up to you. On turn 1, recruit some durable sacrificial units (such as Windsong gatekeepers) to block the central bridge for a couple turns, and immediately move Myra northeast toward the keep on the eastern wall. On turn 2 Myra should move to the northeastern keep and fill the eastern wall with cannon fodder mixed with veterans. Fire elementals will be especially useful for dealing with the charioteers from the southeast enemy leader.<br />
<br />
The northeastern leader should come out to attack your units on the wall, so on turn 3 you should be able to kill him and most of his units. After that most of your units should rush south toward the other leader, because the western and central armies will be catching up since your units blocking the bridge are probably dead. Hold off the western forces with either some durable units (dwarvish lords/stone titans) or cannon fodder (Hannuk wood hunters have 70% defense in castles/villages, so with luck they can soak up some charioteer attacks), while some powerful veterans like dwarvish lords and lava behemoths force their way south to the last leader.<br />
<br />
===S19 Fires of Hope===<br />
*Objectives: Resist until the end of turns.<br />
*Notes:<br />
**On turn 5 (on normal or hard difficulty only), a merman leader with 300 gold will show up in the northeast, and will offer to help you if you pay him 100 gold.<br />
**All drake leaders will receive reinforcements on turns 9 and 12.<br />
<br />
This is possibly the most difficult scenario in the entire campaign. But take heart, for this is the last time in the campaign you will see these pesky overgrown lizards! Don't worry about gold carryover - next scenario is extremely easy with minimum gold. Since carryover is not an issue, you might as well go very negative and recall your best veterans. It's recommended to take the mermen leader up on his offer since he will help take the pressure off the later waves of drakes (he will still offer to help if you don't have 100 gold on turn 5; you'll just go more deeply negative on gold).<br />
<br />
'''Recruits:''' You will not have access to your dwarvish fighters, scouts and advancements for the entire scenario. You also cannot recruit or recall Hannuk charioteers for the first 3 turns, but due to their fire weakness they are not worth using here anyway.<br />
<br />
These units are especially useful:<br />
*Dwarvish Thunderguards / Dragonguards - good resistances, and can often kill drakes without taking any retaliation. They do very well in the hills to the north.<br />
*Windsong Arbiters / Librarians - they are able to slow drakes while doing tremendous damage at the same time.<br />
*Aragwaithi Pikemen / Guardians - high damage, and they also act as meatshields. A second ancient banner if you have one will also be helpful for leadership.<br />
*Zephyrs / Djinns - huge damage and mobility; they are very fragile though so you should cover them with durable units like Guardians, or use them mainly at night.<br />
*Ethereal orbs - besides healing, they can also do major damage if you use leadership on them.<br />
It can also help to get some cannon fodder like Aragwaithi spearmen or Hannuk wood hunters to distract the drakes during their initial daytime assault.<br />
<br />
The first wave of drakes is the most brutal, since they arrive during the day. Form your lines on good terrain such as the patch of forest to the west and the hills to the north, and slow the drakes with arbiters / wood hunters. Often it's better to leave a slowed drake alone, especially during the day, because by killing it you will only be making room for a healthy unslowed drake to take its place. You'll likely take some heavy losses during the first daytime attack (hopefully most of the losses will be your cannon fodder recruits), but once night comes you should be able to strike back and wipe out most of the initial wave of drakes.<br />
<br />
Once you survive the first wave, the scenario becomes easier - the reinforcements which come later will be much weaker than the initial wave, and a large portion of them will have gone east to fight the mermen.<br />
<br />
===S20 Ring of Fire===<br />
*Objectives: Defeat all three naga leaders.<br />
<br />
''(Note: If the weather effects in this scenario are causing lag, unchecking "animate map" in preferences can help.)''<br />
<br />
This is a very easy scenario. You'll have to cross some mountains to the south, and the main battle takes place in the water, so don't bother with land units at all. In the beginning, just recruit some ethereal orbs and zephyrs/djinns, and don't forget to send a flying unit to grab the water villages north of starting keep.<br />
<br />
Heading south past some simian enemies, you'll come to a large lake with some naga enemies and friendly mermen. There are three naga leaders: one in the northeast of the lake, on in the southeast, and one way in the south. There are some small keeps in the water where Myra can recall reinforcements such as water elementals or other flying units such as Windsong couriers. The ally is actually quite powerful and should do a good job weakening the enemies for you to finish off. It's possible to finish very early for a huge gold bonus.<br />
<br />
===S21 The Will of the Naiad===<br />
*Objectives: Move Myra to the whirlpool in the center south, then pick up the trident.<br />
<br />
This is another easy scenario. You can't recruit/recall, but most villages will spawn friendly water elementals when you occupy them (even the already flagged village in the north where you start!) The elementals don't come with you, so there's no need to manage experience or try to preserve them. The main difficulty is getting through the tight bottlenecks - try to lure the enemies to places where you can attack them from multiple hexes.<br />
<br />
Myra should constantly be moving toward the center south. Once she reaches the whirlpool (at 15, 35) she'll teleport to an area with a trident. Simply move to the trident to end the scenario. You will now have one of the most overpowered units in Wesnoth!<br />
<br />
===S22 Where the Sun is Born===<br />
*Objectives: Defeat Bagrar, the orcish leader in the south.<br />
<br />
This is a relatively easy scenario. You'll probably have extremely high starting gold, but 2-3 keeps of recruits/recalls should be enough. It's a good opportunity to level some Hannuk horse archers and wood hunters (charioteers are not really recommended because you'll have to cross some rough terrain to reach the southern area, including some shallow water where they have 5 movement cost).<br />
<br />
There is a minotaur leader directly to the south. He only recruits level 1 units but they can be very damaging especially at night - watch out for the boar riders (charging melee attack) and behemoths (berserk melee attack) especially. Form a line in the woods/hills south of the keep with durable units like dwarves on the hills and wait out the night, then strike back at day.<br />
<br />
When you scout the area directly west of the minotaurs, a carapace leader will appear. Carapaces are extremely hard to kill, and they will mostly stay clustered near their keep, so it's probably most convenient to just ignore them and send everyone south across the river. For most units the fastest way to cross the river is to head southwest from the minotaur keep, going left around the big swamp.<br />
<br />
When you start scouting south of the river, a friendly orc leader will appear as well as a hostile orc leader to the south. Defeating the enemy orcs shouldn't be too much of a problem, since the allied orc is quite powerful. Hannuk wood hunters and Alenya do very well in hunting orcs in the large western forest, while your orcish allies will mostly hold off the right flank. Myra is also almost invincible now, so you can send her in alone against hordes of orcs at night and they will usually ignore her.<br />
<br />
===S23 Holy Fire===<br />
*Objectives: Defeat the southeast leader, Liliel.<br />
<br />
Start by stealing your ally's villages, since you can put the gold to much better use. The minotaurs in the southwest are the weaker enemy and you don't have to defeat them, so it's sufficient to send some powerful units to defend the orcish fort's western walls. The bulk of your army should head southeast and try to wait until night to engage the lawful celestials. Celestials are extremely resistant to arcane damage, so don't bother with arbiters/librarians. Akashia's berserk melee attack is great for instantly killing the lantern archons.<br />
<br />
The large forest in the southeast is perfect for Hannuk wood hunters and their advancements. The celestials are quite powerful so it helps to recruit some expendable wood hunters to slow as many units as possible. Dwarvish lords also have good forest mobility and are very durable, and as usual Myra can act as the ultimate blocking unit.<br />
<br />
===S24 The Sun Path===<br />
*Objectives: Explore to the east, then defeat the eastern leader (Garmo) with Myra, then move any unit to the southeastern river edge.<br />
<br />
The main battle in the first part of the scenario will take place in the northern mountains, so you mostly want to use dwarvish and flying units. About 2 keeps of recalls should be sufficient. There are some minotaurs to the southeast; if you are very fast you can fight them and mostly wipe them out in the first few turns during the day - if you send Liliel straight southeast on turn 1, she should see the minotaur camp and trigger them to start recruiting at dawn.<br />
<br />
After defeating the minotaurs everyone can head northeast (you can just send a wisp or something to grab some villages south of the river; the mountains far to the south are mostly empty). You'll come across a vampire leader in the mountains, who mostly recruits very weak units which are absolutely no match for dwarves in the mountains. Attacking the vampire leader will cause another vampire leader to show up nearby to the northeast. This leader has much more powerful units, but you can take advantage of their terrible mobility in mountains to only engage them at favorable times of day. Once you start fighting the northeastern vampires, an allied dwarvish leader will appear in the keep to the south, though since he's so far away his troops will likely not reach the battle until it's already over.<br />
<br />
Once you get rid of all the vampires, the allied dwarves will leave, along with Dvalin and all your dwarves, so you'll probably have to recruit some reinforcements since there's one more enemy leader to fight. The fight will mostly be in the forest, so wood hunters and their advancements will be very useful. When you scout the island to the east, an enemy warg leader will appear. Wargs are quite powerful especially at night so just try to form a defensive line in the forest. Myra can venture out on her own though (even at night) and blast about one warg per turn, so they should run out pretty quickly. Once you defeat the Warg leader (make sure to have Myra finish him), just send any unit south along the river to the southern edge of the map.<br />
<br />
===S25 Wings of Rebellion===<br />
*Objectives:<br />
**Defeat all enemy leaders (early finish bonus).<br />
**Alternative objective: Resist until the end of turns.<br />
*Notes:<br />
**If you kill the southwestern or southeastern orc leader (Erudush or Garag) before turn 16, the southern orc leader will get 1500 gold.<br />
**Otherwise (if Erudush or Garag are both alive on turn 16), all orc leaders will receive several hundred gold on turn 16.<br />
<br />
'''Recruits:''' Aragwaithi are great in this scenario for their good movement and defense on sand. Fire elementals also move well on sand and regenerate 5 HP on sand terrain. Hannuk wood hunters, horse archers and their advancements are also very mobile on sand, though their terrain defense is rather low. As usual, zephyrs/djinns are also great for damage and high mobility.<br />
<br />
It's best to just move Myra straight south to the large castle and do your recalling there (most of the central castle is made of keeps which you can recruit from). Focus most of your recalls in the northeast so you can deal with Zaal first (the allies should keep the southern orcs busy for a while), and also recruit some wisps/orbs in the west to grab your ally's villages.<br />
<br />
Zaal's celestials should arrive around the first night, when you should be able to almost completely wipe them out. Most of your units can then rush back to the fortress while a few units go to kill Zaal. The orcs should arrive at the castle around dawn; you can move Myra to the castle and recruit more reinforcements directly into the southern walls of the castle to hold them off (veterans mixed with some cannon fodder recruits works well, and you'll probably even manage to level some of the recruits). Then during the day, your entire army can focus on aggressively wiping out the orcs (use Myra's level 5 leadership as much as possible). The orcs should mostly be gone by the second night (turn 11).<br />
<br />
It's recommended to defeat the orcish leaders early on (before turn 16), because not only will the early finish bonus be helpful for next scenario, you will also avoid the second wave of orcish reinforcements on turn 16. The southern orc leader will get 1500 gold when you kill one of the other orcish leaders, but he can be lured out of his keep (for example he will come out to use his ranged attack on a Guardian), so it's possible to kill him before he spends most of his gold. Ideally your assault on the orcish leaders will take place during the day, on turns 14-15.<br />
<br />
===S26 The Conquest of the Promised Land===<br />
*Objectives: Defeat all enemy leaders.<br />
**On turn 4, Dvalin shows up in the southwest with about 500 gold and you can recruit/recall your dwarvish veterans with him.<br />
<br />
The loyal wargs and nymph only join for this scenario so don't worry about leveling or preserving them. The most difficult part of this scenario is surviving the first night, when the army of high level vampires and minotaurs will likely reach you. Get some durable tanking units (Stone titans, Lava behemoths) and plenty of healers, and head straight south towards the hills; this way Dvalin's huge army of dwarves can reinforce when they show up in the southwest. The carapaces are extremely resistant to damage types besides arcane and cold, so some djinns or librarians can head south to help the dwarves deal with them.<br />
<br />
Try to stay back and hold the line for the first night. You can put Myra in the most dangerous positions, and also use the wargs and nymph as cannon fodder. During the next day, strike back hard with the help of Dvalin's massive army of dwarves which should have reached the front lines by now. Focus on the vampires and minotaurs since they are the biggest threat. During the next night, you should mostly just have the carapaces left to deal with.<br />
<br />
==Part III: Raging Skies==<br />
<br />
===S27 The Rise of Maat'Kare===<br />
*Objectives: Defeat all enemy leaders.<br />
<br />
In this scenario only, you may recruit infantrymen, spearmen and bowmen. The enemies here are mostly level 1, so you can use this opportunity to recruit and level up some humans. You'll be fighting vampires and minotaurs so the main challenge here is surviving the first night. You can send everyone towards the large clump of forest/hills to the northwest, and use Myra and a forest bane to block the minotaurs coming from the north while a durable unit such as a lava behemoth holds off the vampires in the south.<br />
<br />
Once dawn/day comes you should easily wipe out most of the enemies - the human recruits do tremendous damage under Myra or Ravyan's leadership. Then you can split your army in half to take care of the two enemy leaders.<br />
<br />
===S28 Embers of War===<br />
*Objectives: Defeat all enemy leaders.<br />
<br />
On turn 3 the fog will lift to reveal the map: you'll be facing vampires in the north and orcs in the southwest, and there is an allied orc leader in the central fortress. Myra should move to the fort to recall some veterans to help defend the ally, though he should be able to take care of himself for a while. You can wait on the fortress walls initially and defend there until it is safe to venture out and counterattack.<br />
<br />
Try not to let your income go too negative, since next scenario is difficult so it will help to have good gold carryover. The southwestern orc leader will immediately flee when attacked.<br />
<br />
===S29 Forging Alliances===<br />
*Objectives: Defeat the southern leader (Ronak) with Myra.<br />
<br />
This is a rather difficult scenario, so hopefully you have something like 350+ starting gold. Don't worry about gold carryover - it's probably unavoidable to go deeply negative here, and minimum gold is sufficient for next scenario. You'll be facing wolves (goblin knights and pillagers) and lots and lots of goblins, so units with resistance to blade and especially pierce damage will be essential for holding the line at night. Stone titans and halberdiers have especially good pierce resistance, and lava behemoths are quite durable as well. Djinns are excellent for quickly taking out enemies which enter the hills and forests.<br />
<br />
One way to form your defensive line is to make a solid arrow formation along the southern edge of the hills just south of the starting keep, so that the enemies will attack from flat terrain. Myra or a stone titan works well for holding the southern tip of the formation which is exposed to attack from 3 sides. Just rotate and heal there until the number of enemies becomes manageable - this will probably take quite a while because the enemies keep arriving in waves.<br />
<br />
By turn 20 most of the enemies should be gone and your army can start heading south and splitting up to take out the enemy leaders. (It's not necessary to kill every leader but it's probably easier, to stop them from constantly recruiting.) Make sure to use Myra to finish off Ronak.<br />
<br />
===S30 Old Friends===<br />
Story.<br />
<br />
===S31 Night Fire===<br />
*Objectives: Defeat the enemy leader.<br />
*Notes:<br />
**The gold carryover from Dvalin's side will be the starting gold for Akashia's allied Windsong side (which you will control) next scenario.<br />
**On turn 7 the vampire leader will get about 500 gold.<br />
<br />
Despite the enemy's massive amount of gold, this battle is not as hard as it looks. Vampires do very poorly on frozen terrain, so if you block the bridge most of them will end up fighting from the ice (though some will spill over into the mountain area to the west).<br />
<br />
For Dvalin, 1-2 keeps of recalls (mostly dwarvish lords) is sufficient. For Myra, you can recall some flying units such as ethereal orbs and djinns (and maybe recruit a wisp or two for village grabbing), and then move her to the 2-hex keep in the north to recruit closer to the battle. This scenario is perfect for ice crab recruits which move and defend well on ice. They are very weak to the vampires' fire damage though, so expect losses, but this is the only scenario where they'll be useful anyway. Let the ice crabs and allied wargs do most of the dangerous work on the frontlines, while your ethereal orbs and djinns zap vampires from safer positions.<br />
<br />
It's possible to finish quite early (before turn 20) for a large gold bonus for both sides, which will make next scenario quite easy.<br />
<br />
===S32 Fading of a Flame===<br />
*Objectives: Resist until the end of turns.<br />
*Notes:<br />
**The gold carryover for Akashia's side will be added to Alenya's AI controlled allied side next scenario.<br />
**Getting close to the enemy leader's keep will cause him to receive about 800 gold.<br />
<br />
This is a relatively easy scenario, so it's possible to spend very little gold with Myra's side. Akashia's gold carryover is unimportant since Alenya doesn't need the extra gold next scenario (the suicidal AI will waste the gold anyway) so you can do most of your recruiting with Akashia and give all the villages to Myra's side.<br />
<br />
Get some tanks (stone titans on the mountains, Windsong oathkeepers, etc.) and try to focus on killing the mystics since they are by far the biggest threats. Warmongers such as Akashia are good for killing mystics, and Myra can also zap one per turn. One good place to form your defensive lines is on either side of the 3-hex patch of impassible mountains in the center south of the fortress.<br />
<br />
With your defensive advantage it should be easy to survive since the turn limit is quite short. Recruiting some cannon fodder units such as kobolds or Windsong gatekeepers will help with preserving your veterans, especially during the stormy dawn/dusk. Since the fortress is so large you can even recruit directly into the enemy lines.<br />
<br />
===S33 The Valley of Silence===<br />
*Objectives: Defeat the enemy leader.<br />
*Note: On turn 6 Alenya will leave, and her units and villages will come under Myra's control.<br />
<br />
This is a relatively easy scenario; for Myra, about one keep of veterans should be enough. For Dvalin, one full keep of Dwarvish Lords (preferably quick ones) is plenty to win with, though his carryover is irrelevant so you could spend all his gold if you don't mind the tedium of moving all those slow dwarves to the battle. Note that there are already several dwarves in the south which are under Dvalin's control.<br />
<br />
A good place to defend against the initial assault is behind the large patch of impassible mountains south of Alenya's keep. The dwarves can attack from the western mountains while Myra's troops hold them off in the east. Alenya's sprites which join Myra's side will not come with you so go ahead and use them on the front lines - they are especially effective when under Myra's leadership. Once Dvalin's huge army of dwarves arrives, the battle will be over quickly. It's possible to finish very early (around turn 13) for a large gold bonus.<br />
<br />
===S34 Last Revelations===<br />
Story.<br />
<br />
===S35 Wrath of the Heavens===<br />
*Objectives: Defeat Grigorius.<br />
*Notes:<br />
**On turn 5, Tarkyn will arrive and you may recall your Hannuk veterans. The gold for Myra's side will be set to 500.<br />
**On turn 7, Ravyan will arrive and you may recall your Aragwaithi veterans. The gold for Myra's side will be set to 500.<br />
**On turn 8, Grigorius will appear with about 1000 gold in the southern part of the large central castle.<br />
<br />
This is the final battle! This scenario has a unique time of day schedule: lawful units gain a tremendous bonus during dusk/dawn, and during the stormy day they get a small bonus instead of a penalty. The stormy night is unaffected.<br />
<br />
For your initial recalls, units which move quickly over sand such as lava behemoths, quick dwarvish lords, ethereal orbs and djinns are best. You can wait until you get to the keeps in the south to recall the slower units. The enemy units will mostly stay where they are until you get within their range. Since your gold gets set to 500 on turns 5 and 7 it's a good idea to spend all your gold before then so it doesn't go to waste.<br />
<br />
With all your veterans it should be easy to win the battle in the traditional Wesnoth fashion of hacking through Grigorius' army before converging on him.<br />
<br />
''Alternate leader assassination strategy:'' It is also possible to win quickly and almost completely skip the battle with Grigorius' army, though it is risky. Recall your most powerful veterans for the first two turns, then rush south and start recalling directly into the large central keep on turns 6-7 using the extra gold. When Grigorius arrives on turn 8, immediately surround him from as many hexes as you can and begin whittling him down with Myra and other strong units. Some of these units will likely be killed, but you should still have some hexes available next turn during Sacred Dawn. You can then begin chain attacking Grigorius with djinns led by Myra, since Grigorius now has a very high chance to kill them on retaliation. If he is not dead this turn he should be dead the next.<br />
<br />
Once you defeat Grigorius, he will transform and everyone except Myra will leave the battlefield. Just keep attacking him with Myra's ranged attack - Myra is much weaker so she will quickly reach 0 HP, but she will then transform into a much more powerful unit. She will now have a powerful berserk magical attack which has something like a 99.9% chance to kill Grigorius, and in Wesnoth, it just doesn't get much better than that!<br />
<br />
===S36 A New Legend Rises===<br />
Story. Enjoy the ending!<br />
<br />
[[Category:User-made Campaigns - Walkthroughs]]</div>Inkyhttps://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Content&diff=57908Guide to UMC Content2016-09-13T07:31:27Z<p>Inky: /* A Song of Fire (The Dragon Trilogy, Part I) */ added link to walkthrough; updated version number; also I think hard is a more accurate description of the difficulty.</p>
<hr />
<div>This is a guide to the current (1.12.x) user-made content for players. It provides unfamiliar players with detailed information about campaigns (including story, completion, difficulty and playing style) as well as detailed information about eras. Feel free to edit this guide, it is a wiki.<br />
<br />
When adding a campaign to the list, please place it in its alphabetically sorted location, ignoring any initial article ("A", "An", or "The").<br />
<br />
See also: <br />
* [[Player_UMC_Reviews|Player UMC Reviews]]<br />
* [[:Category:User-made Campaigns - Walkthroughs|Walkthroughs for user-made campaigns]]<br />
* [[Guide_to_UMC_Content/1.10|Guide to user-made content (UMC) for Battle for Wesnoth 1.10]]<br />
* [http://forums.wesnoth.org/viewtopic.php?f=8&t=37476 forum thread] for this page<br />
* [http://forums.wesnoth.org/viewtopic.php?f=8&t=36733 non-available content]<br />
<br />
== Blueprint for Campaigns ==<br />
<br />
* <b>Description:</b><br />
<br />
* <b>Author:</b><br />
<br />
* <b>Maintainer:</b> if not maintained by the author anymore.<br />
<br />
* <b>Status:</b><br />
** <b>Broken</b> = Does not work at all<br />
** <b>Incomplete</b> = Partially written, no progress<br />
** <b>WIP</b> = Partially written, some progress<br />
** <b>Complete</b> = Completely written, but buggy as well as potential balance issues.<br />
** <b>Finished</b> = Completely written, minimal to no bugs, slight balance issues possible. <br />
<br />
* <b>Length:</b><br />
<br />
* <b>Version:</b><br />
<br />
* <b>Requirements:</b> (only if needed)<br />
<br />
* <b>Difficulty:</b><br />
<br />
Please note: Often campaigns introducing new mechanics are listed as expert level on the add-on server, here difficulty means the raw difficulty after the mechanics are understood.<br />
<br />
** <b>Unbalanced</b> = If you can't beat the hard mode, it isn't necessarily unbalanced, but if the difficulty changes erratically from one scenario to the next and only people using the debug mode have seen the final, then it is.<br />
** <b>Easy</b><br />
** <b>Normal</b><br />
** <b>Hard</b><br />
<br />
* <b>Style:</b> <br />
<br />
Please note: Many campaigns will feature more than one style. Please list the most significant ones.<br />
<br />
** <b>Skirmish</b> = small to medium sized armies, your standard Wesnoth gameplay<br />
** <b>Dungeon</b> = long and narrow tunnels (not every underground scenario is a dungeon, a dungeon isn't necessarily underground)<br />
** <b>RPG</b> = role playing game elements such as talking with non-player-characters, item collection, dependency on a party of very few adventurers without or limited recruits<br />
** <b>Survival</b> = being exposed to changing, spawning enemies while remaining on the same map<br />
** <b>Large Battle</b> = large number of units on the battlefield, sizely maps<br />
** <b>Simulation</b> = campaigns feat. terrain modification, alternative resources<br />
** <b>Boss battle</b> = the challenge is to defeat a single powerful enemy unit<br />
** <b>Minigames</b> = there are puzzles and minigames in the campaign that significantly differ from standard Wesnoth gameplay<br />
<br />
* <b>Faction/Era:</b> Era for the whole campaign and more specifically the faction or unit composition you field.<br />
<br />
* <b>Custom units:</b> Link to the unit tree for cases that don't feel sufficiently described by Faction / Era entry.<br />
<br />
* <b>Forum:</b> Links to the feedback and development threads at forums.wesnoth.org<br />
<br />
== Blueprint for Eras ==<br />
<br />
* <b>Description:</b><br />
<br />
* <b>Author:</b><br />
<br />
* <b>Maintainer:</b> if not maintained by the author anymore.<br />
<br />
* <b>Status:</b><br />
** <b>Broken</b> = Does not work at all<br />
** <b>Incomplete</b> = Partially written, no progress<br />
** <b>WIP</b> = Partially written, progress<br />
** <b>Complete</b> = Completely written, but buggy as well as potential balance issues.<br />
** <b>Finished</b> = Completely written, minimal to no bugs, slight balance issues possible. <br />
<br />
* <b>Faction Descriptions:</b> Describe your individual factions here.<br />
<br />
* <b>Version:</b><br />
<br />
* <b>Requirements:</b> (only if needed)<br />
<br />
* <b>Forum:</b> Links to the feedback and development threads at forums.wesnoth.org<br />
<br />
== Battle for Wesnoth 1.12.x - stable ==<br />
<br />
=== Campaigns ===<br />
<br />
==== Add's Army ====<br />
<br />
''Add, a wounded paladin, is posted to the quiet and remote province of Cormell to recover. But when undead creatures start appearing, it's up to Add to do something about it... with whatever motley forces he can muster.''<br />
<br />
'''Author:''' Makepeace McEvoy<br />
<br />
'''Status:''' Complete <br />
<br />
'''Length:''' 8 scenarios<br />
<br />
'''Version:''' 1.1<br />
<br />
'''Difficulty:''' Easy (with a touch of not yet balanced)<br />
<br />
'''Style:''' Skirmish, Dungeon<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''Forum:''' https://forums.wesnoth.org/viewtopic.php?f=31&t=43806<br />
<br />
<br />
==== After the Storm ====<br />
<br />
''Follow the journey of Galas and his band following the events of <i>Invasion from the Unknown</i>''<br />
<br />
'''Author:''' shadowmaster/ShikadiLord<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 3 episodes of 13 scenarios each, some of which are multi-part<br />
<br />
'''Version:''' 0.9.9<br />
<br />
'''Difficulty:''' Medium-hard<br />
<br />
'''Style:''' Skirmish, Boss Battle, Dungeon<br />
<br />
'''Faction/Era:''' Many custom units<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=32091<br />
<br />
'''Note:''' (vultraz) Long, very enjoyable campaign with great story. (Knyghtmare) The best UMC campaign ever!<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#After_the_Storm Players’ Review(s)]'''<br />
<br />
<br />
==== Antar, Son of Rheor ====<br />
<br />
''This is the story about a young Lord and his first mission; sent by his father the young Lord Antar has to relieve his neighbours; he has to convince the Elves and Dwarves to ally him; he has to fight against hordes of Orcs and Endless Undead; and finally he has to defeat Mal Kazur, the mastermind who is behind all the evil.''<br />
<br />
'''Author:''' Adamant14<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 10 playable scenarios / 1 cutscene <br />
<br />
'''Version:''' 0.10.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Loyalists and Elves (feat. fencer as main hero + various allies)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36075<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Antar.2C_Son_of_Rheor Players’ Review(s)]'''<br />
<br />
==== Aria of the Dragon-Slayer (The Dragon Trilogy, Part III) ====<br />
<br />
''''''Part VII: Awakening from Legend''' - In ancient times, the fate of Irdya was changed in a great war against the dragons; and, in that war, the heroines Maat and Myra of Hiera'Shirsha stopped the Sky Dragon Svarballi and, unable to destroy him, locked him in a mighty prison. Now, five millennia after that war, as humans rule Irdya and two suns shine in the sky, the one with the power to finally slay the Sky Dragon may have been born as a peasant girl in the outskirts of civilization... Follow Tenma Yozora through the last days of Irdya's Golden Age and through the path to becoming the prophesied Dragon-Slayer...''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 51 scenarios<br />
<br />
'''Version:''' 0.4.2.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Default+War of Legends+Custom units<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=40389<br />
<br />
<br />
==== Bad Moon Rising ====<br />
<br />
''An expedition to gather treasure from the cold north sets off compounding disaster.''<br />
<br />
'''Author:''' Doofus-01<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 20 scenarios<br />
<br />
'''Version:''' 1.5.8<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Archaic Era<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31348<br />
<br />
==== Battle Against Time ====<br />
<br />
''Rescue fellow orcish warchief before he is executed. (This is not a normal campaign. It is experiment with carryover system. You will start with defined number of turns and gold. You will only have that many turns to play through the whole campaign. There is no finish bonus and gold carryover is always 100%.)''<br />
<br />
'''Author:''' Wonderboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 4 playable scenarios + 1 prologue scenario<br />
<br />
'''Version:''' 1.0.4<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default: Orcs<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&t=27319<br />
<br />
<br />
==== Besieged Druids ====<br />
<br />
''A elvish school for druids comes under attack by goblins. It seems more than just a routine raid; is there something more sinister behind this attack? - In Beseiged Druids, you control Eärendil, the surviving teacher at the school, and the many and varied initiates. Not all of these are ordinary students; many have been experimenting with other forms of magic, while others are simply overachievers in some area of study. Unfortunately, they are not especially good at combat, at least initially. Together with a very small contingent of surviving guards, it is up to these students to save the island of Aleron from disaster.''<br />
<br />
'''Author:''' Celtic Minstrel<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 9 scenarios<br />
<br />
'''Version:''' 1.1<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves<br />
<br />
'''[http://units.wesnoth.org/1.12/DruidSiege/en_US/celmin-druid-siege.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37342<br />
<br />
<br />
==== Birth of a Lich ====<br />
<br />
''This is the life story of the dreaded lich Malifor, his struggle as a mage outcast, the orcish conquest of the northlands and his transformation to quench the thirst for revenge''<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 12 playable scenarios / 2 dialogue only<br />
<br />
'''Version:''' 1.0.3<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle, Dungeon<br />
<br />
'''Faction/Era:''' Human outlaws, dwarves, undead<br />
<br />
'''[http://units.wesnoth.org/1.10/Birth_of_a_Lich/en_US/Birth_of_a_Lich.html Custom Units]<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37057<br />
<br />
==== Bitter Revenge====<br />
<br />
''Amidst the strife and turmoil of the first Dark Age of Wesnoth, a time of transient monarchies and conspiracies against the Crown, the boy Darith witnesses the murder of his father by a general of Wesnoth. Follow Darith's quest for retribution in this treacherous tale of betrayal, deceit, love, remorse, and vengeance.''<br />
<br />
'''Author:''' Wonderboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 11 playable scenarios + 4 dialogue only<br />
<br />
'''Version:''' 1.1.1<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default (mostly outlaws and undead, custom units)<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&t=26699<br />
<br />
==== Coming of the Storm ====<br />
<br />
''A new recruit joins the imperial army, eager to change the world and see combat. Little does he realise just how much action he will get and where his journey will take him. ''<br />
<br />
'''Author:''' TrashMan<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 26 playable scenarios / 4 dialogue only<br />
<br />
'''Version:''' 1.2.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle, Dungeon<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23361<br />
<br />
<br />
==== Danse Macabre ====<br />
<br />
''Macabre is a rare zombie who has intelligence and will. What's he like? What's his purpose?''<br />
<br />
'''Author:''' kamikaze<br />
<br />
'''Maintainer:''' James_The_Invisible<br />
<br />
'''Status:''' Completed<br />
<br />
'''Length:''' 12 scenarios<br />
<br />
'''Version:''' 1.2a<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' Large Battle<br />
<br />
'''Faction/Era:''' Default, undead<br />
<br />
'''[http://units.wesnoth.org/1.12/Danse_Macabre/en_US/Danse_Macabre.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=33745<br />
<br />
'''Note:''' While the campaign is playable on Wesnoth 1.12 without major issues, it is (still) in need of heavy re-balancing. Sadly, for various reasons I am not able to do it in near future but patches are always welcome, preferably in form of pull requests on [https://github.com/konecnyjakub/Danse_Macabre GitHub].<br />
<br />
==== The Dark Alliance ====<br />
<br />
''Prince Terhar lived two years with elves. Little did he expect what would happen when he returned back to Weldyn.''<br />
<br />
'''Author:''' Wonderboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 11 or 10 playable scenarios depending on the branch you take (+ 5 dialogue scenarios)<br />
<br />
'''Version:''' 1.0.4<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default: Recruit list changes in almost every scenario<br />
<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&t=26924<br />
<br />
<br />
==== The Earth's Gut ====<br />
<br />
''The year is 515YW. You are the young dwarven leader Hamel. Your tribe in the caves of Knalga is under pressure from its enemies, and resources are growing scarce. In order to forge the weapons required to resist your enemies, you must set forth and collect what ores and minerals remain.''<br />
<br />
'''Author:''' Anonymissimus<br />
<br />
'''Maintainer:''' Anonymissimus<br />
<br />
'''Status:''' WIP, story is unfinished (I didn't add any scenario since long, but that doesn't mean nothing is added to the campaign. My addons tend to be in good shape and bug-free which means also WIP as I'm updating it since 1.4 days.)<br />
<br />
'''Length:''' 23 scenarios, 5 of which are cutscene only, some others have changing objectives<br />
<br />
'''Version:''' 0.2.14<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Dungeon, Skirmish<br />
<br />
'''Faction/Era:''' Default, dwarves, woses, mages, a few custom units<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Earths_Gut/en_US/the_earths_gut.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=26800<br />
<br />
'''Note:''' This campaign is a "Dwarvish dungeon crawler" (It currently contains about as many surface scenarios as underground though.) and is intended to be challenging for experienced players on hard whilst suitably easy on easy. I develop the campaign with the wesnoth development version and I advise to play with that, but it is intended to work almost equally well with the stable wesnoth version (except for features only available in the wesnoth development version).<br />
<br />
<br />
==== The Final Exam ====<br />
<br />
''Young mage Erika must find a magic book to become a true mage. But will it really be her final exam?''<br />
<br />
'''Author:''' Elven<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 4 scenarios<br />
<br />
'''Version:''' 2.6.1<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish, Minigames<br />
<br />
'''Faction/Era:''' Default, Loyalists<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23398<br />
<br />
'''Note:''' Short, easy campaign with varying objectives. Features female mage as leader.<br />
<br />
<br />
==== The Flight of Drakes ====<br />
<br />
''Legends of the Emerald Forest, chapter I: The Flight of Drakes.<br />
<br />
''Follow drake king Klader on his quest to find the Crown of Light, a legendary artifact from pre-historic times.''<br />
<br />
''This campaign is the first chapter of a trilogy; the second chapter is an Undead campaign and it's called 'Only Death Behind'.''<br />
<br />
'''Author:''' NoQ<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 7 playable scenarios / 2 talk only<br />
<br />
'''Version:''' 1.1.2<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Drakes<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37981<br />
<br />
<br />
==== Invasion from the Unknown ====<br />
<br />
''Episode I - Seeking the Light: Long after the Fall, the last forest elves are forced to abandon their safe valley, and find themselves resorting to the dark means of necromancy in order to survive the perils and challenges of this new harsh world. May they finally free the Great Continent from its chaos, or perish in the foolish attempt of restoring peace and life to the lands.''<br />
<br />
''Episode II - Armageddon: As the shadow of Chaos covers the entire continent, an assorted group of foolish heroes prepares a counter-attack to the Empire, with one unique goal in their minds: defeat the evil Emperor, whoever it is. Lead these courageous living and non-living warriors to victory, and rediscover lost secrets of the history.''<br />
<br />
'''Author:''' shadowmaster <br />
<br />
'''Maintainer:''' Espreon<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 26 scenarios in two episodes<br />
<br />
'''Version:''' 2.0.0<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon, Boss battle<br />
<br />
'''Faction/Era:''' Unique. You play Elves and Undead throughout the campaign.<br />
<br />
'''Walkthrough:''' [[IftU Walkthrough]]<br />
<br />
''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Invasion_from_the_Unknown Players’ Review(s)]'''<br />
<br />
==== The Legend Begins ====<br />
<br />
''The tale of Jahin, the greatest hero the land of Arkenova, or perhaps the world of Irdya, had ever known. Watch his legend unfold before your very eyes.''<br />
<br />
'''Author:''' Tahsin Jahin Khalid (Lord-Knightmare)<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 73 scenarios divided into 3 episodes. Continuation from one episode to the next one is possible, but not recommended.<br />
<br />
Episode 1 - 28 scenarios<br />
<br />
Episode 2 - 26 scenarios<br />
<br />
Episode 3 - 20 scenarios<br />
<br />
'''Version:''' 0.5.2<br />
<br />
'''Requirements:''' ''War of Legends'' is required to be installed. Latest version recommended.<br />
<br />
'''Difficulty:''' Intermediate<br />
<br />
'''Style:''' skirmishes, survivals, large battles, dungeons, boss battles<br />
<br />
'''Faction/Era:''' [http://units.wesnoth.org/trunk/mainline/en_US/era_default.html Default], [http://units.wesnoth.org/trunk/War_of_Legends/en_US/war_of_legends.html War of Legends]<br />
<br />
'''Custom units:''' [http://units.wesnoth.org/trunk/The_Legend_Begins/en_US/The_Legend_Begins-E1.html Custom Units]<br />
<br />
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=8&t=37424 Click Here]<br />
<br />
<br />
==== Legend of Far North ====<br />
<br />
''The tale of the legendary Black Eye Karun,depicting his rise to power, his successes and his brutal assassination.'<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 16 playable scenarios / 1 dialogue only,1 cutscene<br />
<br />
'''Version:''' 1.0.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Orcs, Trolls, Saurians, Nagas<br />
<br />
'''[http://units.wesnoth.org/1.10/Legend_of_Far_North/en_US/Legend_of_Far_North.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34769<br />
<br />
<br />
==== Legend of the Invincibles ====<br />
<br />
'''''Part I: Shrouded in Darkness''' (5 chapters, 90 scenarios) - A pair of heroes, after stopping an orcish threat, are outcast into caves, where they have no other choice than to become liches in order to survive. They preserved their original appearance and moral principles, and fight in various skirmishes against evil (although using evil methods sometimes), until the Fall, when they are buried alive under the ashes of the third sun.''<br />
<br />
'''''Part II: Into the Light''' (5 chapters, 110 scenarios) - Long after the Fall, the lich heroes awaken. Searching for more power, they manage to resurrect themselves as living beings, but this time more powerful and ridden of the evil within. But the evil from inside them did not cease to exist, and started a campaign to conquer the world. Stopping the campaign caused an even worse disaster...''<br />
<br />
'''Author:''' Dugi <br />
<br />
'''Status:''' complete<br />
<br />
'''Length:''' 200 (+8 talk-only) scenarios<br />
<br />
'''Version:''' 3.0.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' mostly Skirmish and Dungeon (all other styles are present as well, but less frequently)<br />
<br />
'''Faction/Era:''' Elves, Loyalists, Undead, Dwarves; but they advance past their usual maximum level<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Legends_of_the_Invincibles Players’ Review(s)]'''<br />
<br />
'''Note:''' The most unique feature of this campaign is its RPG-like unit development system, enemies drop items units can use, leaders are stronger than most usual units and all units get AMLA (after maximum level advancement) after reaching their maximum level (that is also increased by a load of additional level 4 units).<br />
<br />
<br />
==== The Library of Kratemaqht ====<br />
<br />
''An ancient story from the old continent.''<br />
<br />
'''Author:''' Rich Marinaccio (cephalo)<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 17 scenarios<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Unbalanced (some scenarios are Easy - some rather Hard) <br />
<br />
'''Style:''' Skirmish, RPG<br />
<br />
'''Faction/Era:''' Loyalists and custom units.<br />
<br />
'''[http://units.wesnoth.org/1.10/Library_Of_Kratemaqht/en_US/The_Library_Of_Kratemaqht.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37798<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#The_Library_of_Kratemaqht Players’ Review(s)]'''<br />
<br />
'''Notes:''' (Adamant14) This campaign has a thought-out story, shows a great love for detail;<br />
It includes a great custom Dragon, some brilliant custom images (fire, burning houses, burning forest) that makes the scenery / maps look very nice.<br />
<br />
<br />
==== The Militia ====<br />
<br />
''The Travels of a group of Peasants and their Friends; a level 0 campaign that does not focus on a singular hero.''<br />
<br />
'''Author:''' Desert_Shyde<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 15 scenarios<br />
<br />
'''Version:''' 1.5.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Militia/en_US/the_militia.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?t=30294<br />
<br />
==== The North Wind ====<br />
<br />
''Wesnoth's army was occupied fighting Mal Ravanal in the East, but there were whisperings of an orcish attack in the north. Konrad II must send Deoran, now an experienced rider and commander, with a small band of knights to hold off the orcs....''<br />
<br />
''This campaign features unique gameplay characteristics such as a lack of recruiting and a 24-turn time-of-day cycle.''<br />
<br />
'''Author:''' aelius, Deusite; pyndragon<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 1 playable scenario, 6 intended<br />
<br />
'''Version:''' 0.0.5<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' RPG, Skirmish, Survival<br />
<br />
'''Faction/Era:''' Loyalists<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=42854<br />
<br />
<br />
==== Only Death Behind ====<br />
<br />
''Legends of the Emerald Forest, chapter II: Only Death Behind.''<br />
<br />
''Three ghosts have escaped from the land of the dead. Yet they don't remember anything about their past.''<br />
<br />
''This is an Undead campaign that references certain characters and events from 'The Flight of Drakes', yet it can be played separately.''<br />
<br />
'''Author:''' NoQ<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 7 playable scenarios / 1 talk only<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Undead<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39119&p=556996#p556996<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Review_by_Adamant14 Player's Review]'''<br />
<br />
'''Note:''' (Adamant14) A short and unusual undead campaign, you play with just a few units. Playable in a few hours, nevertheless it is fun to play.<br />
<br />
<br />
==== Panther Lord ====<br />
<br />
''The Imperialists ambitions of pushing into the Sea States have been repeatedly thwarted and now they turn their attentions elsewhere. You are an outcast Darklander now living as a mercenary in the Sea States and the rumors you hear indicate that they will be coming to your people. Though an outcast you do not wish to see them subjugated. The spirit whose friendship caused you to be an outcast has a plan that might allow you to save them.''<br />
<br />
'''Author:''' Velensk <br />
<br />
'''Maintainer:''' Lavender<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 14 scenarios<br />
<br />
'''Version:''' 1.2<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Era of Four Moons, Darklanders (+ a wide variety of mercenaries)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34318<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Panther_Lord Players’ Review(s)]'''<br />
<br />
<br />
==== Rebellion in the North ====<br />
<br />
''A great orcish uprising tends to destabilise the Northlands. As the future Lord Protector of the Northern Alliance you have to crush the rebellion and establish peace again."<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 24 playable scenarios / 3 dialogue only,2 cutscenes<br />
<br />
'''Version:''' 1.1.12<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Loyalists, Dwarves, Gryphons, Merfolk<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=33059<br />
<br />
<br />
==== The Rising ====<br />
<br />
''A young elvish fighter is send to represent the Aethenwood at the Ka'lian. The adventure turns out to be bigger then expected.''<br />
<br />
'''Author:''' Paulomat4<br />
<br />
'''Status:''' unfinished<br />
<br />
'''Length:''' 8 scenarios, 1 talking only<br />
<br />
'''Version:''' 1.1.0<br />
<br />
'''Difficulty:''' challenging<br />
<br />
'''Style:''' Skirmish, Large Battle, RPG-elements <br />
<br />
'''Faction/Era:''' Default, Elves, Humans<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39512<br />
<br />
<br />
==== The Roar of the Woses ====<br />
<br />
''When the construction of a dam threatens the existence of her home, Kylix is forced on a journey to stop it.''<br />
<br />
'''Author:''' Alarantalara<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 10-11 scenarios + 1 dialogue-only<br />
<br />
'''Version:''' 1.2.7<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default with Additions (primarily Saurians, Nagas, Woses)<br />
<br />
'''[http://units.wesnoth.org/1.10/Roar_of_the_Woses/en_US/Swamp_Rage.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=29830<br />
<br />
'''Note:''' (author) Potentially unbalanced on Hard difficulty due to experiments with non-standard ways to increase difficulty. This issue does not exist on the lower difficulty levels.<br />
<br />
<br />
==== Roboke's Island ====<br />
<br />
Mystic Island Quest<br />
<br />
''Embark from Elensefar on an expedition to the west that will not only change your life but conearn the fate of many.''<br />
<br />
''"Unraveling the mystery of Roboke island is a magic experience." (Weldyn Gazette)''<br />
<br />
''"Ferocious battles and mysterious riddles await you." (Wesmere Post)''<br />
<br />
''"The adventures of Roboke and his side-kick are truly stunning." (Knalga News)''<br />
<br />
<br />
'''Author:''' x42<br />
<br />
'''Status:''' beta, story-complete<br />
<br />
'''Length:''' 18 playable scenarios + 6 story chapters<br />
<br />
'''Version:''' 0.8.X-beta<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''': various (RPG, Skirmish, Puzzle)<br />
<br />
'''Faction/Era:''' Default (Fencer as main hero + various allies)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=31&t=39423<br />
<br />
'''Note:''' Requires BfW &ge; 1.11.6 (for MicroAI)<br />
<br />
<br />
==== Ruthless ====<br />
<br />
''A bard (an aging criminal) is walking in wasteland. Nothing but two hands in his pockets, and nothing but stones around. Suddenly he sees a knight on errand--a dangerous opponent, especially in broad daylight. The two strangers are soon sitting by the campfire, and the bard is telling a story.<br />
(Beginner level, 10+ fights).''<br />
<br />
'''Author:''' homunculus<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 12 playable scenarios + 5 cutscene scenarios<br />
<br />
'''Version:''' 1.0.4<br />
<br />
'''Difficulty:''' Normal <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default (Orcs)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37874<br />
<br />
'''Note:''' (Adamant14) Recommendable campaign, with smart unusual ideas and a good detailed story.<br />
You fight with few units on small but perfect maps. About the difficulty: The author describes his campaign as 'beginner level', but for me the difficulty is rather NORMAL than EASY.<br />
<br />
<br />
==== Salt Wars ====<br />
<br />
''Introductory campaign for the Era of Four Moons.''<br />
<br />
''As an officer of one of the Sea States you must defend your organization from aggressive rivals.''<br />
<br />
'''Author:''' Velensk <br />
<br />
'''Maintainer:''' Lavender<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 5 scenarios<br />
<br />
'''Version:''' 1.0.1<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Era of Four Moons, Sea States<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31498<br />
<br />
'''Note:''' Easy difficulty applies to easy and normal settings, hard is a considerable step up in difficulty.<br />
<br />
==== Saving Elensefar ====<br />
<br />
''Meneldur, elvish mariner of Elensefar, is driven to sea by the same orcs who attacked the city. He must gather an army willing to fight for him to regain Elensefar, his adopted homeland.''<br />
<br />
'''Author:''' Turin<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 1 year (around 12 scenarios)<br />
<br />
'''Version:''' 1.5.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, RPG, Simulation<br />
<br />
'''Faction:''' Default Era<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?t=3072&start=0<br />
<br />
'''Wiki:''' [[Saving_Elensefar]]<br />
<br />
'''Note:''' Labeled as Expert, recruit list changes in all scenarios.<br />
<br />
<br />
==== Secrets of the Ancients ====<br />
<br />
''From the Journal of Ardonna of Tarrynth:''<br />
<br />
''It's unfair that we humans must die after so few years. Though this is the natural order, we need not embrace it! The lords on the Green Isle knew how to live forever. Pursuit of that knowledge was declared illegal by King Haldric I, but I believe it is worth the risk: If I can rediscover the secrets of the ancients, not only will I cheat death, I will become a hero to the whole continent!''<br />
<br />
'''Author:''' beetlenaut<br />
<br />
'''Status:''' Completed<br />
<br />
'''Length:''' 18 playable scenarios + 3 story only<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Hard <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Undead/Default<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=40545<br />
<br />
<br />
==== The Sojournings of Grog ====<br />
<br />
''Grog (as starred in Under the Burning Suns) goes home.''<br />
<br />
'''Author:''' Peter Christopher, Thomas Hockings <br />
<br />
'''Maintainer:''' Elvish_Hunter<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 18 playable scenarios in 2 parts<br />
<br />
'''Version:''' 3.0.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon, Large Battle<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Sojournings_of_Grog/en_US/The_Sojournings_of_Grog.html Custom units]'''<br />
<br />
'''Faction/Era:''' Default. Most of the time you play trolls and some desert elves accompanying Grog.<br />
<br />
<br />
==== Soldier of Wesnoth ====<br />
<br />
''697 YW. More than two decades after King Konrad II died leaving no heir, three noble Houses vie for the control of the kingdom, which, still feeling the damages of Mal-Ravanal's invasion, sees its glory and power slowly fade away. Meanwhile, in the southern province of Kerlath, a young peasant called Addraryn sets out to join Weldyn's Army, in order to be able to marry the fair Elywen. However, his travel will suffer some very unexpected twists which will lead him to the main stages of the Second Civil War. Journey across Wesnoth, witness its decadence, meet old heroes and save the kingdom from the enemies within and from the formidable Lion of the Desert...''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Completed<br />
<br />
'''Length:''' 31 scenarios<br />
<br />
'''Version:''' 2.0.0<br />
<br />
'''Difficulty:''' Normal <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default+Khalifate+Custom Units<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39123<br />
<br />
<br />
==== A Song of Fire (The Dragon Trilogy, Part I) ====<br />
<br />
''''''Part I: The Last War''' - In a long-forgotten era, at the heart of the Great Continent, an ancestral evil is awakened, threatening to destroy the whole world. Follow young Myra in the war that will alter the future of Irdya and its peoples forever.''<br />
<br />
''''''Part II: Towards the Rising Sun''' - After the vicious Last War, Myra has become the new leader of Aragwaithi and Windsong alike. Albeit young and shaken by many losses, she must steel herself to lead her people through the vast and hostile Hannuk Steppes. However, her journey will take them all farther than in their wildest dreams. Furthermore, Myra must deal with the evil influence of the mysterious red gem she found after the last battle.''<br />
<br />
''''''Part III: Raging Skies''' - The refugees have finally found a new home: families are built, allies are made and, for the first time in years, Myra and her friends know peace. However, when everything seems normal, ambition and thirst for power cause the break out of a continental war. And, amidst this new storm, an old foe rises agan, more powerful than ever. Witness the end of the song of Irdya's first great heroine.''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 36 scenarios<br />
<br />
'''Version:''' 0.5.8<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Default+War of Legends<br />
<br />
'''Walkthrough:''' [[A Song of Fire Walkthrough]]<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=38210<br />
<br />
==== Swamp Witch's Curse ====<br />
<br />
''A Faerie tale from the World of Four Moons.''<br />
<br />
''In the tradition of Evil Sorceress's, a witch from the jungle made a surprise visit at the presentation of a sultans daughter. Promptly declaring the girl to be the future bride for her son she lays a curse that will harm any other man which approaches her. The girl grew up wild and somewhat bitter. Now many years later, word arrives of a merchant lord who knows a way to break the curse but in exchange he wants to marry her and receive a large dowry.''<br />
<br />
'''Author:''' Velensk<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 9 scenarios<br />
<br />
'''Version:''' 1.0<br />
<br />
'''Difficulty:''' Expert<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction:''' Era of Four Moons, Freemen<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=40467<br />
<br />
<br />
==== Sven's Adventure ====<br />
<br />
''A young adventurer's quest to retrieve the fabled, and dangerous, Spellbook of Death.''<br />
<br />
'''Author:''' kpearce<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 19 scenarios<br />
<br />
'''Version:''' 0.1.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' RPG, Dungeon, Boss Battle<br />
<br />
'''Faction/Era:''' Default (mixed factions)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39080<br />
<br />
==== Talentless Mage====<br />
<br />
''Humorous and silly campaign about mage apprentice who has managed to learn only one simple spell in thirty years.''<br />
<br />
'''Author:''' Wonderboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 11 playable scenarios + 3 dialogue scenarios<br />
<br />
'''Version:''' 1.1.2<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Noob Faction<br />
<br />
'''[http://units.wesnoth.org/1.10/Talentless_Mage/en_US/Talentless%20Mage.html Custom Units]'''<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&t=27608]<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Talentless_Mage Players’ Review(s)]'''<br />
<br />
==== The Tale of Vaniyera ====<br />
<br />
''The expansionist Lavinian Legion, led by the Imperator himself, has invaded the northern forests of the Sidhe, or Wild Elves. It is up to Leithan the Thunderblade and his advisor Vaniyera to push its armies back where they came from...''<br />
<br />
'''Author:''' oreb, turin<br />
<br />
'''Maintainer:''' UnwiseOwl<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 5 scenarios<br />
<br />
'''Version:''' 0.10.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Imperial Era, Sidhe.<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=19490<br />
<br />
'''Walkthrough''' There is a video-walkthrough by the campaign maintainer that begins here: https://www.youtube.com/watch?v=dGM1bjImvkI&list=PLZorLYWvUD7VIhaXxKwzO8iQANlp_TaF0<br />
<br />
'''Note:''' As of August 2014, all previous issues raised about this campaign have been addressed. If you've not played this campaign since 1.4 or 1.10, in this humble maintainers opinion, it's worth another go.<br />
<br />
==== The Three Elves ====<br />
<br />
''Three elves have just begun their adventure in the northern swampland. Will they become heroes or will they be responsible for another undead expansion?''<br />
<br />
'''Author:''' Stanislav Hoferek<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8 scenarios + 2 dialogue<br />
<br />
'''Version:''' 0.9<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction:''' Default (Elves)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23395<br />
<br />
<br />
==== To Lands Unknown ====<br />
<br />
''This is the story of Mehir, the Summoner, and his journey to lands unknown.''<br />
<br />
'''Author:''' inferno8<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 20 scenarios, 4 dialogue only<br />
<br />
'''Version:''' 1.7.1<br />
<br />
'''Difficulty:''' Intermediate (Era of Magic)<br />
<br />
'''Style''': Skirmish, Dungeon<br />
<br />
'''Era:''' Era of Magic<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31799<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#To_Lands_Unknown Players’ Review(s)]'''<br />
<br />
<br />
==== A Vision Blinded ====<br />
<br />
''Defend the northern forest against what appeared like a routine orcish raid, and unravel the greater conspiracies that lie below its waves.''<br />
<br />
'''Author:''' LemonTea<br />
<br />
'''Maintainer:''' Adamant14<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 13 playable scenarios + 1 dialogue-only<br />
<br />
'''Version:''' 1.0.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves (+ Trolls, Outlaws)<br />
<br />
'''[http://units.wesnoth.org/1.10/A_Vision_Blinded/en_US/A_Vision_Blinded.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23463&hilit=a+vision+blinded<br />
<br />
<br />
==== War of the Jewel (The Dragon Trilogy, Part II)====<br />
<br />
'''''Part IV: City of the Sun''' - Centuries have passed since the refugees of the Last War, led by Myra of Hiera'Shirsha and the Exodus Heroes, have established a new city for themselves in the faraway Netjer-Ta, the golden Maat'Kare; although they are constantly combatting foes who threaten to conquer them, the Maat'Karians have experienced times of relative comfort. However, this age of peace is soon to end, when the ancient evil that nearly destroyed their ancestors reappears at the very heart of their civilization, attracting upon itself the greedy eyes of darkly neighbours... And, in this brewing storm, the young Akhen Wadjet, Myra's last heir, will be forced to overcome his fears and doubts to protect the legacy his ancestor gave her own life for...''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 38 scenarios + epilogue<br />
<br />
'''Version:''' 0.2.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish/Large Battle<br />
<br />
'''Faction/Era:''' War of Legends+Custom factions (Maat'Karians, Wargs, Chomi, Deshra, Washraha, Woodlanders, Aeserians)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39618&p=562944#p562944<br />
<br />
==== The White Troll ====<br />
<br />
''The story of a white troll whelp with strange magic powers, who is raised in an elvish village.''<br />
<br />
'''Author:''' Wesnoth Italian Forum<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8 scenarios<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default: you play with elves and trolls. Also features custom units with special advancements and abilities.<br />
<br />
'''[http://units.wesnoth.org/1.10/White_Troll/en_US/white_troll.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=38828<br />
<br />
=== Eras ===<br />
<br />
[[Category:Campaigns|*]]<br />
[[Category:Eras|*]]<br />
<br />
==== Era of Four Moons ====<br />
<br />
An era based of the cultures in fictional world Ialfa. There are a core set of four which have had the blunt of the balancing effort put into them, and an additional four which represent other parts of the world and are not complete or balanced.<br />
<br />
'''Author:''' Velensk<br />
<br />
'''Status:'''<br />
<br />
'''Faction Descriptions:''' The four core factions are:<br />
<br />
-The Highlanders (Chaotic/Neutral): A nomadic people living along the savanna and steppes. Units generally have high hp and low resistances and good movement and defense in the hills. Features cheap mobile infantry and recruitable level 2 Elephants that act as a living battering ram.<br />
<br />
-The Imperialists (Lawful): A massive oligarchy centered around an emperor and his house. Most units do well in the open and not well in forests. Can create durable positions and hold open ground exceptionally well but most units do not inflict a lot of damage. Features units with 50% defense in the open and suicidal units.<br />
<br />
-The Sea States (Lawful/Neutral): A collation of small mercantile city states. Can field a variety of versatile units with no exceptional strengths or weaknesses. <br />
<br />
-The Darklanders (Chaotic): A society of tribal Jungle people. Units generally have low hitpoints but good defense and movement in forests. Features very efficient melee power and access to both slows and berserk.<br />
<br />
The other factions are:<br />
<br />
-The Dalefolk (Neutral): A cluster of rural settlements known for it's magicians and inventors: Most units do exceptionally well in mountains. Features some good defensive units, the shapeshifter (who changes form depending on terrain), and a powerful melee magician.<br />
<br />
-The Pygmies (Liminal): A strange race of tiny jungle dwellers shrouded in mystery: Most units do very well in forests and swamps and are very dodgy at the cost of experience points. Also, most units will heal themselves slightly over time. Feature effective mobile level 0s and many powerful support units.<br />
<br />
-The Whites (Chaotic/Neutral): Barbarians from another continent: Units are generally mobile and high on hp but have low defenses when not in rough terrain. Feature powerful magicians and a steadfast berserker.<br />
<br />
-The Freemen (Lawful): A society of desert dwellers split between the city dwellers and the nomads. Units tend to be durable and adept in deserts and hills and not as good in forests. Features units with stun and recruitable level 2 rocs.<br />
<br />
'''Version: ''' 0.5.1<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=19&t=30513<br />
<br />
==== War of Legends ====<br />
<br />
'''Description:''' An era based on the continent of Arkenova as well as other parts of Irdya.<br />
<br />
'''Author:''' Tahsin Jahin Khalid (Lord-Knyghtmare)<br />
<br />
'''Maintainer:''' Tahsin Jahin Khalid (Lord-Knyghtmare)<br />
<br />
'''Status:''' Finished<br />
<br />
'''Factions:'''<br />
<br />
# Aragwaithi<br />
# Windsong<br />
# Human Alliance<br />
# Orcish Union<br />
# Southerners<br />
# Outlaws<br />
# Elementals<br />
# Undead<br />
# Drakes<br />
# Dark Legion<br />
# Sylvans<br />
# Minotaurs<br />
# Vampires<br />
<br />
'''Version:''' 1.1.5.1<br />
<br />
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=19&t=30087 Development and Feedback Thread]<br />
<br />
<br />
==== Era of Magic(EoMa) ====<br />
<br />
'''Description:''' Aiming at using the whole potential of Battle of Wesnoth's graphic engine, the Era of Magic is considered to have a most amazing special effects and attack animations in the BfW game. There are 8 playable factions with fully animated units and tons of special effects contained in the era, and the stories of them are told in the campaign "To Lands Unknown". <br />
<br />
'''Author:''' Inferno8<br />
<br />
'''Maintainer:''' Inferno8<br />
<br />
'''Status:''' Finished; Available on 1.10 and 1.12 add-on server<br />
<br />
'''Faction Descriptions:'''<br />
<br />
Sky Kingdom - powerful magi of all kinds. Their knowledge allows them to cast amazing spells and summon creatures like unstopable Golems or mysterious Mus. Masters of Elements and Gurus are one of the most powerful human beings in the Era.<br />
<br />
Al-Kamija - these proud people are good warriors and spell casters of the desert. They use magical circles and scrolls to summon amazing creatures like Jinns or elementals from other dimension called Abyss. These creatures can't be poisoned, which is a great advantage. <br />
(The campaign "To Lands Unknown" is mainly about the story of this faction)<br />
<br />
Tharis - fearsome Tharis faction is very dangerous especially at night. Cruel people of Tharis with their black magic and dreadful monsters like Hydra can demolish everything standing on their way. Being so powerful in attack, Tharis have no healer, so they need to push forward at all costs.<br />
<br />
Kharos - this strange name is the name of a beautiful country ruled by prophets of light. These peaceful people are masters of defense and support. Their formations of healers and Shielders assisted by Silver Warriors, who can teleport between friendly villages, are very hard to destroy.<br />
<br />
Barbarians - the best in hand-to-hand combat. This multi-cultural society divided into Goblins, Orcs, Cyclops and Trolls with their own advantages and disadvantages can be hard opponent, but separately they are very weak.<br />
<br />
Runemasters - these Dwarves use runic magic and equipment and are well known of their protection against magic. The Runemasters create steam machines like Gyrocopters, Robots and even mighty Mechanical Dragons. Units from this faction are very resistant but slow.<br />
<br />
Dark Blood Alliance - this faction is composed of agile lizards, giant frogs, wyverns swallowing enemies and salamanders, which have developed to perfection the art of disguise. At the head of the community stand shamans known for their water magic, which is used in the fight as well as in healing.<br />
<br />
Destroyers - a terrifying undead creations consisting of civilizations long gone...<br />
<br />
'''Version:''' 1.1.1 (February 18th, 2015)<br />
<br />
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=19&t=20039 Development and Feedback Thread]<br />
<br />
<br />
==== Ageless Era ====<br />
<br />
'''Description:''' Ageless Era is a compilation of the most popular eras and factions on the add-on server. It is more an era pack than an era.<br />
<br />
'''Author:''' mnewton1, Ravana and various<br />
<br />
'''Maintainer:''' Ravana<br />
<br />
'''Status:''' Finished; Available on 1.6, 1.8, 1.10 and 1.12 add-on server. Only maintained on 1.12 server<br />
<br />
'''Unit Tree:''' [http://units.wesnoth.org/1.12/Ageless_Era/en_US/Ageless%20Era.html Ageless Unit Tree]<br />
<br />
'''Factions List:''' Currently there are 91 factions in the era:<br />
<br />
Default: Loyalist, Rebels, Northerners, Undead, Knalgan Alliance, Drakes, Khalifate<br />
<br />
Extended Era: Loyalist, Sylvans, Dwarves, Outlaws, Northerners, Undead, Chaos, Dark Elves<br />
<br />
Archaic Era: Khthon, Phantoms, Despair, Primeval, South-Seas, Ukians, Northern Orcs<br />
<br />
Era of Four Moons: Highlanders, Imperialists, Sea States, Darklanders, Dalefolk, Freemen, Pygmies, Whites<br />
<br />
Era of the Future: Welkin, Brungar<br />
<br />
BEEM: Anakes, Calidonians, Wood Warriors<br />
<br />
Custom Factions: Yokai, Dark Legion, Desert Elves, Steelhive, Frozen<br />
<br />
Era of Myths: Celestials, Devlings, Elementals, Therians, Vampires, The Warg, Windsong<br />
<br />
Feudal Era: Aragwaithi, Ceresians, Clockwork Dwarves, High Elves, Orcish Khaganates<br />
<br />
Imperial Era: Arendians, Cavernei, Issaelfr, Lavinian Legion, Marauders, Orcei Gladiatores, Sidhe<br />
<br />
Era of Strife: Eventide, Triththa, Free Saurians, Eltireans, Minotaurs<br />
<br />
Era of Magic: Barbarians, Dark Blood Alliance, Sky Kingdom, Kharos, Runemasters, Al-Kamija, Tharis, Destroyers<br />
<br />
Mercenaries Era: Highlanders, Enchanters, Avians, Slavers, Mercenaries, Equestrians, Emperor's Guard, Oracles, Holy Order, The Cult, Fanatics, Tribalists, Hive, Infernai, Refugees, Blight<br />
<br />
'''Version:''' 4.14 (August 21, 2015)<br />
<br />
'''Git:''' [https://github.com/ProditorMagnus/Ageless-for-1-11 Ageless-for-1-11]<br />
<br />
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=19&t=25274 Development and Feedback Thread]<br />
<br />
<br />
==== Imperial Era (IE) ====<br />
<br />
'''Description:''' One of the oldest maintained user eras, the Imperial Era brings together seven different factions in a completely re-imagined setting, the world of Orbivm, a very lethal world indeed. The era contains both mainline and development versions of each faction and can be used to play five campaigns, each featuring a different race.<br />
<br />
'''Author:''' Orbivm Project (but really Turin)<br />
<br />
'''Maintainer:''' UnwiseOwl<br />
<br />
'''Status:''' Playable. Available on 1.12 as "Imperial Era" and 1.10 as "Imperial Era Fixed"<br />
<br />
'''Faction Descriptions:'''<br />
<br />
# Lavinian Legion - Based on the Roman Legion, the Lavinians have strong, versatile melee units in the legionaries and a range of support classes sourced from amongst the Lavinian population and various subjugated races. The legion are strong in the plains but weak when fighting in forested areas. The Lavinians are featured in "Fall of Silvium".<br />
# Sidhe - The Sidhe are a group of forest-dwelling elves whose focus is stealth and fleet movement. Their mages are able to channel the lightning itself, and their various other units move almost as fast. The Sidhe feature in "Tale of Vaniyera".<br />
# Marauders - Based on the Germanic peoples that eventually conquered Rome (hint, hint), the Marauders are equally as at home in the hills, forests and swamps of their homeland. Their hard-hitting melee units are practicalyl unstoppable during the night-time. The Marauders are the stars of the "Alfhelm the Wise" campaign.<br />
# Orcei Gentorum - The orcs have been captured gladiators slaving away in the Lavinian arenas for generations.The life of an orc in Orbivm is harsh and brutal, just like the orcs themselves. The tale of the uprising of one such group of Orcs is told in "Up from Slavery".<br />
# Cavernei - The Cavernei are a dwarvish race with similarities to the mainline Knalgans, but with a greater emphasis on the military uses of runesmithing. They get a campaign too, in "Gali's Contract"<br />
# Issaelfr - The frost elves live on the fringes of the habitable lands of Evrosia, the main continent of Orbivm, and have become inured to difficult conditions and tuned in to their Fae natures. They don't have a campaign yet, but you could always write one.<br />
# Arendians - The Arendians are horse-lords living on the Western steppes of Evrosia. A life of constant battle has developed a military-focused society where warriors are trained from a young age. They used to have a campaign, but it fell into disrepair a very long time ago.<br />
<br />
'''Version:''' 0.22.1 (July, 2015)<br />
<br />
'''Wiki:''' [[Orbivm]]<br />
<br />
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?t=37920 Development and Feedback Thread]</div>Inkyhttps://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Content&diff=57907Guide to UMC Content2016-09-13T07:28:38Z<p>Inky: /* Invasion from the Unknown */ added link to walkthrough, updated version number</p>
<hr />
<div>This is a guide to the current (1.12.x) user-made content for players. It provides unfamiliar players with detailed information about campaigns (including story, completion, difficulty and playing style) as well as detailed information about eras. Feel free to edit this guide, it is a wiki.<br />
<br />
When adding a campaign to the list, please place it in its alphabetically sorted location, ignoring any initial article ("A", "An", or "The").<br />
<br />
See also: <br />
* [[Player_UMC_Reviews|Player UMC Reviews]]<br />
* [[:Category:User-made Campaigns - Walkthroughs|Walkthroughs for user-made campaigns]]<br />
* [[Guide_to_UMC_Content/1.10|Guide to user-made content (UMC) for Battle for Wesnoth 1.10]]<br />
* [http://forums.wesnoth.org/viewtopic.php?f=8&t=37476 forum thread] for this page<br />
* [http://forums.wesnoth.org/viewtopic.php?f=8&t=36733 non-available content]<br />
<br />
== Blueprint for Campaigns ==<br />
<br />
* <b>Description:</b><br />
<br />
* <b>Author:</b><br />
<br />
* <b>Maintainer:</b> if not maintained by the author anymore.<br />
<br />
* <b>Status:</b><br />
** <b>Broken</b> = Does not work at all<br />
** <b>Incomplete</b> = Partially written, no progress<br />
** <b>WIP</b> = Partially written, some progress<br />
** <b>Complete</b> = Completely written, but buggy as well as potential balance issues.<br />
** <b>Finished</b> = Completely written, minimal to no bugs, slight balance issues possible. <br />
<br />
* <b>Length:</b><br />
<br />
* <b>Version:</b><br />
<br />
* <b>Requirements:</b> (only if needed)<br />
<br />
* <b>Difficulty:</b><br />
<br />
Please note: Often campaigns introducing new mechanics are listed as expert level on the add-on server, here difficulty means the raw difficulty after the mechanics are understood.<br />
<br />
** <b>Unbalanced</b> = If you can't beat the hard mode, it isn't necessarily unbalanced, but if the difficulty changes erratically from one scenario to the next and only people using the debug mode have seen the final, then it is.<br />
** <b>Easy</b><br />
** <b>Normal</b><br />
** <b>Hard</b><br />
<br />
* <b>Style:</b> <br />
<br />
Please note: Many campaigns will feature more than one style. Please list the most significant ones.<br />
<br />
** <b>Skirmish</b> = small to medium sized armies, your standard Wesnoth gameplay<br />
** <b>Dungeon</b> = long and narrow tunnels (not every underground scenario is a dungeon, a dungeon isn't necessarily underground)<br />
** <b>RPG</b> = role playing game elements such as talking with non-player-characters, item collection, dependency on a party of very few adventurers without or limited recruits<br />
** <b>Survival</b> = being exposed to changing, spawning enemies while remaining on the same map<br />
** <b>Large Battle</b> = large number of units on the battlefield, sizely maps<br />
** <b>Simulation</b> = campaigns feat. terrain modification, alternative resources<br />
** <b>Boss battle</b> = the challenge is to defeat a single powerful enemy unit<br />
** <b>Minigames</b> = there are puzzles and minigames in the campaign that significantly differ from standard Wesnoth gameplay<br />
<br />
* <b>Faction/Era:</b> Era for the whole campaign and more specifically the faction or unit composition you field.<br />
<br />
* <b>Custom units:</b> Link to the unit tree for cases that don't feel sufficiently described by Faction / Era entry.<br />
<br />
* <b>Forum:</b> Links to the feedback and development threads at forums.wesnoth.org<br />
<br />
== Blueprint for Eras ==<br />
<br />
* <b>Description:</b><br />
<br />
* <b>Author:</b><br />
<br />
* <b>Maintainer:</b> if not maintained by the author anymore.<br />
<br />
* <b>Status:</b><br />
** <b>Broken</b> = Does not work at all<br />
** <b>Incomplete</b> = Partially written, no progress<br />
** <b>WIP</b> = Partially written, progress<br />
** <b>Complete</b> = Completely written, but buggy as well as potential balance issues.<br />
** <b>Finished</b> = Completely written, minimal to no bugs, slight balance issues possible. <br />
<br />
* <b>Faction Descriptions:</b> Describe your individual factions here.<br />
<br />
* <b>Version:</b><br />
<br />
* <b>Requirements:</b> (only if needed)<br />
<br />
* <b>Forum:</b> Links to the feedback and development threads at forums.wesnoth.org<br />
<br />
== Battle for Wesnoth 1.12.x - stable ==<br />
<br />
=== Campaigns ===<br />
<br />
==== Add's Army ====<br />
<br />
''Add, a wounded paladin, is posted to the quiet and remote province of Cormell to recover. But when undead creatures start appearing, it's up to Add to do something about it... with whatever motley forces he can muster.''<br />
<br />
'''Author:''' Makepeace McEvoy<br />
<br />
'''Status:''' Complete <br />
<br />
'''Length:''' 8 scenarios<br />
<br />
'''Version:''' 1.1<br />
<br />
'''Difficulty:''' Easy (with a touch of not yet balanced)<br />
<br />
'''Style:''' Skirmish, Dungeon<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''Forum:''' https://forums.wesnoth.org/viewtopic.php?f=31&t=43806<br />
<br />
<br />
==== After the Storm ====<br />
<br />
''Follow the journey of Galas and his band following the events of <i>Invasion from the Unknown</i>''<br />
<br />
'''Author:''' shadowmaster/ShikadiLord<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 3 episodes of 13 scenarios each, some of which are multi-part<br />
<br />
'''Version:''' 0.9.9<br />
<br />
'''Difficulty:''' Medium-hard<br />
<br />
'''Style:''' Skirmish, Boss Battle, Dungeon<br />
<br />
'''Faction/Era:''' Many custom units<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=32091<br />
<br />
'''Note:''' (vultraz) Long, very enjoyable campaign with great story. (Knyghtmare) The best UMC campaign ever!<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#After_the_Storm Players’ Review(s)]'''<br />
<br />
<br />
==== Antar, Son of Rheor ====<br />
<br />
''This is the story about a young Lord and his first mission; sent by his father the young Lord Antar has to relieve his neighbours; he has to convince the Elves and Dwarves to ally him; he has to fight against hordes of Orcs and Endless Undead; and finally he has to defeat Mal Kazur, the mastermind who is behind all the evil.''<br />
<br />
'''Author:''' Adamant14<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 10 playable scenarios / 1 cutscene <br />
<br />
'''Version:''' 0.10.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Loyalists and Elves (feat. fencer as main hero + various allies)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36075<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Antar.2C_Son_of_Rheor Players’ Review(s)]'''<br />
<br />
==== Aria of the Dragon-Slayer (The Dragon Trilogy, Part III) ====<br />
<br />
''''''Part VII: Awakening from Legend''' - In ancient times, the fate of Irdya was changed in a great war against the dragons; and, in that war, the heroines Maat and Myra of Hiera'Shirsha stopped the Sky Dragon Svarballi and, unable to destroy him, locked him in a mighty prison. Now, five millennia after that war, as humans rule Irdya and two suns shine in the sky, the one with the power to finally slay the Sky Dragon may have been born as a peasant girl in the outskirts of civilization... Follow Tenma Yozora through the last days of Irdya's Golden Age and through the path to becoming the prophesied Dragon-Slayer...''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 51 scenarios<br />
<br />
'''Version:''' 0.4.2.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Default+War of Legends+Custom units<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=40389<br />
<br />
<br />
==== Bad Moon Rising ====<br />
<br />
''An expedition to gather treasure from the cold north sets off compounding disaster.''<br />
<br />
'''Author:''' Doofus-01<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 20 scenarios<br />
<br />
'''Version:''' 1.5.8<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Archaic Era<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31348<br />
<br />
==== Battle Against Time ====<br />
<br />
''Rescue fellow orcish warchief before he is executed. (This is not a normal campaign. It is experiment with carryover system. You will start with defined number of turns and gold. You will only have that many turns to play through the whole campaign. There is no finish bonus and gold carryover is always 100%.)''<br />
<br />
'''Author:''' Wonderboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 4 playable scenarios + 1 prologue scenario<br />
<br />
'''Version:''' 1.0.4<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default: Orcs<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&t=27319<br />
<br />
<br />
==== Besieged Druids ====<br />
<br />
''A elvish school for druids comes under attack by goblins. It seems more than just a routine raid; is there something more sinister behind this attack? - In Beseiged Druids, you control Eärendil, the surviving teacher at the school, and the many and varied initiates. Not all of these are ordinary students; many have been experimenting with other forms of magic, while others are simply overachievers in some area of study. Unfortunately, they are not especially good at combat, at least initially. Together with a very small contingent of surviving guards, it is up to these students to save the island of Aleron from disaster.''<br />
<br />
'''Author:''' Celtic Minstrel<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 9 scenarios<br />
<br />
'''Version:''' 1.1<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves<br />
<br />
'''[http://units.wesnoth.org/1.12/DruidSiege/en_US/celmin-druid-siege.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37342<br />
<br />
<br />
==== Birth of a Lich ====<br />
<br />
''This is the life story of the dreaded lich Malifor, his struggle as a mage outcast, the orcish conquest of the northlands and his transformation to quench the thirst for revenge''<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 12 playable scenarios / 2 dialogue only<br />
<br />
'''Version:''' 1.0.3<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle, Dungeon<br />
<br />
'''Faction/Era:''' Human outlaws, dwarves, undead<br />
<br />
'''[http://units.wesnoth.org/1.10/Birth_of_a_Lich/en_US/Birth_of_a_Lich.html Custom Units]<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37057<br />
<br />
==== Bitter Revenge====<br />
<br />
''Amidst the strife and turmoil of the first Dark Age of Wesnoth, a time of transient monarchies and conspiracies against the Crown, the boy Darith witnesses the murder of his father by a general of Wesnoth. Follow Darith's quest for retribution in this treacherous tale of betrayal, deceit, love, remorse, and vengeance.''<br />
<br />
'''Author:''' Wonderboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 11 playable scenarios + 4 dialogue only<br />
<br />
'''Version:''' 1.1.1<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default (mostly outlaws and undead, custom units)<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&t=26699<br />
<br />
==== Coming of the Storm ====<br />
<br />
''A new recruit joins the imperial army, eager to change the world and see combat. Little does he realise just how much action he will get and where his journey will take him. ''<br />
<br />
'''Author:''' TrashMan<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 26 playable scenarios / 4 dialogue only<br />
<br />
'''Version:''' 1.2.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle, Dungeon<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23361<br />
<br />
<br />
==== Danse Macabre ====<br />
<br />
''Macabre is a rare zombie who has intelligence and will. What's he like? What's his purpose?''<br />
<br />
'''Author:''' kamikaze<br />
<br />
'''Maintainer:''' James_The_Invisible<br />
<br />
'''Status:''' Completed<br />
<br />
'''Length:''' 12 scenarios<br />
<br />
'''Version:''' 1.2a<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' Large Battle<br />
<br />
'''Faction/Era:''' Default, undead<br />
<br />
'''[http://units.wesnoth.org/1.12/Danse_Macabre/en_US/Danse_Macabre.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=33745<br />
<br />
'''Note:''' While the campaign is playable on Wesnoth 1.12 without major issues, it is (still) in need of heavy re-balancing. Sadly, for various reasons I am not able to do it in near future but patches are always welcome, preferably in form of pull requests on [https://github.com/konecnyjakub/Danse_Macabre GitHub].<br />
<br />
==== The Dark Alliance ====<br />
<br />
''Prince Terhar lived two years with elves. Little did he expect what would happen when he returned back to Weldyn.''<br />
<br />
'''Author:''' Wonderboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 11 or 10 playable scenarios depending on the branch you take (+ 5 dialogue scenarios)<br />
<br />
'''Version:''' 1.0.4<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default: Recruit list changes in almost every scenario<br />
<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&t=26924<br />
<br />
<br />
==== The Earth's Gut ====<br />
<br />
''The year is 515YW. You are the young dwarven leader Hamel. Your tribe in the caves of Knalga is under pressure from its enemies, and resources are growing scarce. In order to forge the weapons required to resist your enemies, you must set forth and collect what ores and minerals remain.''<br />
<br />
'''Author:''' Anonymissimus<br />
<br />
'''Maintainer:''' Anonymissimus<br />
<br />
'''Status:''' WIP, story is unfinished (I didn't add any scenario since long, but that doesn't mean nothing is added to the campaign. My addons tend to be in good shape and bug-free which means also WIP as I'm updating it since 1.4 days.)<br />
<br />
'''Length:''' 23 scenarios, 5 of which are cutscene only, some others have changing objectives<br />
<br />
'''Version:''' 0.2.14<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Dungeon, Skirmish<br />
<br />
'''Faction/Era:''' Default, dwarves, woses, mages, a few custom units<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Earths_Gut/en_US/the_earths_gut.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=26800<br />
<br />
'''Note:''' This campaign is a "Dwarvish dungeon crawler" (It currently contains about as many surface scenarios as underground though.) and is intended to be challenging for experienced players on hard whilst suitably easy on easy. I develop the campaign with the wesnoth development version and I advise to play with that, but it is intended to work almost equally well with the stable wesnoth version (except for features only available in the wesnoth development version).<br />
<br />
<br />
==== The Final Exam ====<br />
<br />
''Young mage Erika must find a magic book to become a true mage. But will it really be her final exam?''<br />
<br />
'''Author:''' Elven<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 4 scenarios<br />
<br />
'''Version:''' 2.6.1<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish, Minigames<br />
<br />
'''Faction/Era:''' Default, Loyalists<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23398<br />
<br />
'''Note:''' Short, easy campaign with varying objectives. Features female mage as leader.<br />
<br />
<br />
==== The Flight of Drakes ====<br />
<br />
''Legends of the Emerald Forest, chapter I: The Flight of Drakes.<br />
<br />
''Follow drake king Klader on his quest to find the Crown of Light, a legendary artifact from pre-historic times.''<br />
<br />
''This campaign is the first chapter of a trilogy; the second chapter is an Undead campaign and it's called 'Only Death Behind'.''<br />
<br />
'''Author:''' NoQ<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 7 playable scenarios / 2 talk only<br />
<br />
'''Version:''' 1.1.2<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Drakes<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37981<br />
<br />
<br />
==== Invasion from the Unknown ====<br />
<br />
''Episode I - Seeking the Light: Long after the Fall, the last forest elves are forced to abandon their safe valley, and find themselves resorting to the dark means of necromancy in order to survive the perils and challenges of this new harsh world. May they finally free the Great Continent from its chaos, or perish in the foolish attempt of restoring peace and life to the lands.''<br />
<br />
''Episode II - Armageddon: As the shadow of Chaos covers the entire continent, an assorted group of foolish heroes prepares a counter-attack to the Empire, with one unique goal in their minds: defeat the evil Emperor, whoever it is. Lead these courageous living and non-living warriors to victory, and rediscover lost secrets of the history.''<br />
<br />
'''Author:''' shadowmaster <br />
<br />
'''Maintainer:''' Espreon<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 26 scenarios in two episodes<br />
<br />
'''Version:''' 2.0.0<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon, Boss battle<br />
<br />
'''Faction/Era:''' Unique. You play Elves and Undead throughout the campaign.<br />
<br />
'''Walkthrough:''' [[IftU Walkthrough]]<br />
<br />
''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Invasion_from_the_Unknown Players’ Review(s)]'''<br />
<br />
==== The Legend Begins ====<br />
<br />
''The tale of Jahin, the greatest hero the land of Arkenova, or perhaps the world of Irdya, had ever known. Watch his legend unfold before your very eyes.''<br />
<br />
'''Author:''' Tahsin Jahin Khalid (Lord-Knightmare)<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 73 scenarios divided into 3 episodes. Continuation from one episode to the next one is possible, but not recommended.<br />
<br />
Episode 1 - 28 scenarios<br />
<br />
Episode 2 - 26 scenarios<br />
<br />
Episode 3 - 20 scenarios<br />
<br />
'''Version:''' 0.5.2<br />
<br />
'''Requirements:''' ''War of Legends'' is required to be installed. Latest version recommended.<br />
<br />
'''Difficulty:''' Intermediate<br />
<br />
'''Style:''' skirmishes, survivals, large battles, dungeons, boss battles<br />
<br />
'''Faction/Era:''' [http://units.wesnoth.org/trunk/mainline/en_US/era_default.html Default], [http://units.wesnoth.org/trunk/War_of_Legends/en_US/war_of_legends.html War of Legends]<br />
<br />
'''Custom units:''' [http://units.wesnoth.org/trunk/The_Legend_Begins/en_US/The_Legend_Begins-E1.html Custom Units]<br />
<br />
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=8&t=37424 Click Here]<br />
<br />
<br />
==== Legend of Far North ====<br />
<br />
''The tale of the legendary Black Eye Karun,depicting his rise to power, his successes and his brutal assassination.'<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 16 playable scenarios / 1 dialogue only,1 cutscene<br />
<br />
'''Version:''' 1.0.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Orcs, Trolls, Saurians, Nagas<br />
<br />
'''[http://units.wesnoth.org/1.10/Legend_of_Far_North/en_US/Legend_of_Far_North.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34769<br />
<br />
<br />
==== Legend of the Invincibles ====<br />
<br />
'''''Part I: Shrouded in Darkness''' (5 chapters, 90 scenarios) - A pair of heroes, after stopping an orcish threat, are outcast into caves, where they have no other choice than to become liches in order to survive. They preserved their original appearance and moral principles, and fight in various skirmishes against evil (although using evil methods sometimes), until the Fall, when they are buried alive under the ashes of the third sun.''<br />
<br />
'''''Part II: Into the Light''' (5 chapters, 110 scenarios) - Long after the Fall, the lich heroes awaken. Searching for more power, they manage to resurrect themselves as living beings, but this time more powerful and ridden of the evil within. But the evil from inside them did not cease to exist, and started a campaign to conquer the world. Stopping the campaign caused an even worse disaster...''<br />
<br />
'''Author:''' Dugi <br />
<br />
'''Status:''' complete<br />
<br />
'''Length:''' 200 (+8 talk-only) scenarios<br />
<br />
'''Version:''' 3.0.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' mostly Skirmish and Dungeon (all other styles are present as well, but less frequently)<br />
<br />
'''Faction/Era:''' Elves, Loyalists, Undead, Dwarves; but they advance past their usual maximum level<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Legends_of_the_Invincibles Players’ Review(s)]'''<br />
<br />
'''Note:''' The most unique feature of this campaign is its RPG-like unit development system, enemies drop items units can use, leaders are stronger than most usual units and all units get AMLA (after maximum level advancement) after reaching their maximum level (that is also increased by a load of additional level 4 units).<br />
<br />
<br />
==== The Library of Kratemaqht ====<br />
<br />
''An ancient story from the old continent.''<br />
<br />
'''Author:''' Rich Marinaccio (cephalo)<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 17 scenarios<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Unbalanced (some scenarios are Easy - some rather Hard) <br />
<br />
'''Style:''' Skirmish, RPG<br />
<br />
'''Faction/Era:''' Loyalists and custom units.<br />
<br />
'''[http://units.wesnoth.org/1.10/Library_Of_Kratemaqht/en_US/The_Library_Of_Kratemaqht.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37798<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#The_Library_of_Kratemaqht Players’ Review(s)]'''<br />
<br />
'''Notes:''' (Adamant14) This campaign has a thought-out story, shows a great love for detail;<br />
It includes a great custom Dragon, some brilliant custom images (fire, burning houses, burning forest) that makes the scenery / maps look very nice.<br />
<br />
<br />
==== The Militia ====<br />
<br />
''The Travels of a group of Peasants and their Friends; a level 0 campaign that does not focus on a singular hero.''<br />
<br />
'''Author:''' Desert_Shyde<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 15 scenarios<br />
<br />
'''Version:''' 1.5.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Militia/en_US/the_militia.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?t=30294<br />
<br />
==== The North Wind ====<br />
<br />
''Wesnoth's army was occupied fighting Mal Ravanal in the East, but there were whisperings of an orcish attack in the north. Konrad II must send Deoran, now an experienced rider and commander, with a small band of knights to hold off the orcs....''<br />
<br />
''This campaign features unique gameplay characteristics such as a lack of recruiting and a 24-turn time-of-day cycle.''<br />
<br />
'''Author:''' aelius, Deusite; pyndragon<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 1 playable scenario, 6 intended<br />
<br />
'''Version:''' 0.0.5<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' RPG, Skirmish, Survival<br />
<br />
'''Faction/Era:''' Loyalists<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=42854<br />
<br />
<br />
==== Only Death Behind ====<br />
<br />
''Legends of the Emerald Forest, chapter II: Only Death Behind.''<br />
<br />
''Three ghosts have escaped from the land of the dead. Yet they don't remember anything about their past.''<br />
<br />
''This is an Undead campaign that references certain characters and events from 'The Flight of Drakes', yet it can be played separately.''<br />
<br />
'''Author:''' NoQ<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 7 playable scenarios / 1 talk only<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Undead<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39119&p=556996#p556996<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Review_by_Adamant14 Player's Review]'''<br />
<br />
'''Note:''' (Adamant14) A short and unusual undead campaign, you play with just a few units. Playable in a few hours, nevertheless it is fun to play.<br />
<br />
<br />
==== Panther Lord ====<br />
<br />
''The Imperialists ambitions of pushing into the Sea States have been repeatedly thwarted and now they turn their attentions elsewhere. You are an outcast Darklander now living as a mercenary in the Sea States and the rumors you hear indicate that they will be coming to your people. Though an outcast you do not wish to see them subjugated. The spirit whose friendship caused you to be an outcast has a plan that might allow you to save them.''<br />
<br />
'''Author:''' Velensk <br />
<br />
'''Maintainer:''' Lavender<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 14 scenarios<br />
<br />
'''Version:''' 1.2<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Era of Four Moons, Darklanders (+ a wide variety of mercenaries)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34318<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Panther_Lord Players’ Review(s)]'''<br />
<br />
<br />
==== Rebellion in the North ====<br />
<br />
''A great orcish uprising tends to destabilise the Northlands. As the future Lord Protector of the Northern Alliance you have to crush the rebellion and establish peace again."<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 24 playable scenarios / 3 dialogue only,2 cutscenes<br />
<br />
'''Version:''' 1.1.12<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Loyalists, Dwarves, Gryphons, Merfolk<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=33059<br />
<br />
<br />
==== The Rising ====<br />
<br />
''A young elvish fighter is send to represent the Aethenwood at the Ka'lian. The adventure turns out to be bigger then expected.''<br />
<br />
'''Author:''' Paulomat4<br />
<br />
'''Status:''' unfinished<br />
<br />
'''Length:''' 8 scenarios, 1 talking only<br />
<br />
'''Version:''' 1.1.0<br />
<br />
'''Difficulty:''' challenging<br />
<br />
'''Style:''' Skirmish, Large Battle, RPG-elements <br />
<br />
'''Faction/Era:''' Default, Elves, Humans<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39512<br />
<br />
<br />
==== The Roar of the Woses ====<br />
<br />
''When the construction of a dam threatens the existence of her home, Kylix is forced on a journey to stop it.''<br />
<br />
'''Author:''' Alarantalara<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 10-11 scenarios + 1 dialogue-only<br />
<br />
'''Version:''' 1.2.7<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default with Additions (primarily Saurians, Nagas, Woses)<br />
<br />
'''[http://units.wesnoth.org/1.10/Roar_of_the_Woses/en_US/Swamp_Rage.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=29830<br />
<br />
'''Note:''' (author) Potentially unbalanced on Hard difficulty due to experiments with non-standard ways to increase difficulty. This issue does not exist on the lower difficulty levels.<br />
<br />
<br />
==== Roboke's Island ====<br />
<br />
Mystic Island Quest<br />
<br />
''Embark from Elensefar on an expedition to the west that will not only change your life but conearn the fate of many.''<br />
<br />
''"Unraveling the mystery of Roboke island is a magic experience." (Weldyn Gazette)''<br />
<br />
''"Ferocious battles and mysterious riddles await you." (Wesmere Post)''<br />
<br />
''"The adventures of Roboke and his side-kick are truly stunning." (Knalga News)''<br />
<br />
<br />
'''Author:''' x42<br />
<br />
'''Status:''' beta, story-complete<br />
<br />
'''Length:''' 18 playable scenarios + 6 story chapters<br />
<br />
'''Version:''' 0.8.X-beta<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''': various (RPG, Skirmish, Puzzle)<br />
<br />
'''Faction/Era:''' Default (Fencer as main hero + various allies)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=31&t=39423<br />
<br />
'''Note:''' Requires BfW &ge; 1.11.6 (for MicroAI)<br />
<br />
<br />
==== Ruthless ====<br />
<br />
''A bard (an aging criminal) is walking in wasteland. Nothing but two hands in his pockets, and nothing but stones around. Suddenly he sees a knight on errand--a dangerous opponent, especially in broad daylight. The two strangers are soon sitting by the campfire, and the bard is telling a story.<br />
(Beginner level, 10+ fights).''<br />
<br />
'''Author:''' homunculus<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 12 playable scenarios + 5 cutscene scenarios<br />
<br />
'''Version:''' 1.0.4<br />
<br />
'''Difficulty:''' Normal <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default (Orcs)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37874<br />
<br />
'''Note:''' (Adamant14) Recommendable campaign, with smart unusual ideas and a good detailed story.<br />
You fight with few units on small but perfect maps. About the difficulty: The author describes his campaign as 'beginner level', but for me the difficulty is rather NORMAL than EASY.<br />
<br />
<br />
==== Salt Wars ====<br />
<br />
''Introductory campaign for the Era of Four Moons.''<br />
<br />
''As an officer of one of the Sea States you must defend your organization from aggressive rivals.''<br />
<br />
'''Author:''' Velensk <br />
<br />
'''Maintainer:''' Lavender<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 5 scenarios<br />
<br />
'''Version:''' 1.0.1<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Era of Four Moons, Sea States<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31498<br />
<br />
'''Note:''' Easy difficulty applies to easy and normal settings, hard is a considerable step up in difficulty.<br />
<br />
==== Saving Elensefar ====<br />
<br />
''Meneldur, elvish mariner of Elensefar, is driven to sea by the same orcs who attacked the city. He must gather an army willing to fight for him to regain Elensefar, his adopted homeland.''<br />
<br />
'''Author:''' Turin<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 1 year (around 12 scenarios)<br />
<br />
'''Version:''' 1.5.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, RPG, Simulation<br />
<br />
'''Faction:''' Default Era<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?t=3072&start=0<br />
<br />
'''Wiki:''' [[Saving_Elensefar]]<br />
<br />
'''Note:''' Labeled as Expert, recruit list changes in all scenarios.<br />
<br />
<br />
==== Secrets of the Ancients ====<br />
<br />
''From the Journal of Ardonna of Tarrynth:''<br />
<br />
''It's unfair that we humans must die after so few years. Though this is the natural order, we need not embrace it! The lords on the Green Isle knew how to live forever. Pursuit of that knowledge was declared illegal by King Haldric I, but I believe it is worth the risk: If I can rediscover the secrets of the ancients, not only will I cheat death, I will become a hero to the whole continent!''<br />
<br />
'''Author:''' beetlenaut<br />
<br />
'''Status:''' Completed<br />
<br />
'''Length:''' 18 playable scenarios + 3 story only<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Hard <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Undead/Default<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=40545<br />
<br />
<br />
==== The Sojournings of Grog ====<br />
<br />
''Grog (as starred in Under the Burning Suns) goes home.''<br />
<br />
'''Author:''' Peter Christopher, Thomas Hockings <br />
<br />
'''Maintainer:''' Elvish_Hunter<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 18 playable scenarios in 2 parts<br />
<br />
'''Version:''' 3.0.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon, Large Battle<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Sojournings_of_Grog/en_US/The_Sojournings_of_Grog.html Custom units]'''<br />
<br />
'''Faction/Era:''' Default. Most of the time you play trolls and some desert elves accompanying Grog.<br />
<br />
<br />
==== Soldier of Wesnoth ====<br />
<br />
''697 YW. More than two decades after King Konrad II died leaving no heir, three noble Houses vie for the control of the kingdom, which, still feeling the damages of Mal-Ravanal's invasion, sees its glory and power slowly fade away. Meanwhile, in the southern province of Kerlath, a young peasant called Addraryn sets out to join Weldyn's Army, in order to be able to marry the fair Elywen. However, his travel will suffer some very unexpected twists which will lead him to the main stages of the Second Civil War. Journey across Wesnoth, witness its decadence, meet old heroes and save the kingdom from the enemies within and from the formidable Lion of the Desert...''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Completed<br />
<br />
'''Length:''' 31 scenarios<br />
<br />
'''Version:''' 2.0.0<br />
<br />
'''Difficulty:''' Normal <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default+Khalifate+Custom Units<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39123<br />
<br />
<br />
==== A Song of Fire (The Dragon Trilogy, Part I) ====<br />
<br />
''''''Part I: The Last War''' - In a long-forgotten era, at the heart of the Great Continent, an ancestral evil is awakened, threatening to destroy the whole world. Follow young Myra in the war that will alter the future of Irdya and its peoples forever.''<br />
<br />
''''''Part II: Towards the Rising Sun''' - After the vicious Last War, Myra has become the new leader of Aragwaithi and Windsong alike. Albeit young and shaken by many losses, she must steel herself to lead her people through the vast and hostile Hannuk Steppes. However, her journey will take them all farther than in their wildest dreams. Furthermore, Myra must deal with the evil influence of the mysterious red gem she found after the last battle.''<br />
<br />
''''''Part III: Raging Skies''' - The refugees have finally found a new home: families are built, allies are made and, for the first time in years, Myra and her friends know peace. However, when everything seems normal, ambition and thirst for power cause the break out of a continental war. And, amidst this new storm, an old foe rises agan, more powerful than ever. Witness the end of the song of Irdya's first great heroine.''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 36 scenarios<br />
<br />
'''Version:''' 0.5.6<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Default+War of Legends<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=38210<br />
<br />
<br />
==== Swamp Witch's Curse ====<br />
<br />
''A Faerie tale from the World of Four Moons.''<br />
<br />
''In the tradition of Evil Sorceress's, a witch from the jungle made a surprise visit at the presentation of a sultans daughter. Promptly declaring the girl to be the future bride for her son she lays a curse that will harm any other man which approaches her. The girl grew up wild and somewhat bitter. Now many years later, word arrives of a merchant lord who knows a way to break the curse but in exchange he wants to marry her and receive a large dowry.''<br />
<br />
'''Author:''' Velensk<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 9 scenarios<br />
<br />
'''Version:''' 1.0<br />
<br />
'''Difficulty:''' Expert<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction:''' Era of Four Moons, Freemen<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=40467<br />
<br />
<br />
==== Sven's Adventure ====<br />
<br />
''A young adventurer's quest to retrieve the fabled, and dangerous, Spellbook of Death.''<br />
<br />
'''Author:''' kpearce<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 19 scenarios<br />
<br />
'''Version:''' 0.1.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' RPG, Dungeon, Boss Battle<br />
<br />
'''Faction/Era:''' Default (mixed factions)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39080<br />
<br />
==== Talentless Mage====<br />
<br />
''Humorous and silly campaign about mage apprentice who has managed to learn only one simple spell in thirty years.''<br />
<br />
'''Author:''' Wonderboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 11 playable scenarios + 3 dialogue scenarios<br />
<br />
'''Version:''' 1.1.2<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Noob Faction<br />
<br />
'''[http://units.wesnoth.org/1.10/Talentless_Mage/en_US/Talentless%20Mage.html Custom Units]'''<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&t=27608]<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Talentless_Mage Players’ Review(s)]'''<br />
<br />
==== The Tale of Vaniyera ====<br />
<br />
''The expansionist Lavinian Legion, led by the Imperator himself, has invaded the northern forests of the Sidhe, or Wild Elves. It is up to Leithan the Thunderblade and his advisor Vaniyera to push its armies back where they came from...''<br />
<br />
'''Author:''' oreb, turin<br />
<br />
'''Maintainer:''' UnwiseOwl<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 5 scenarios<br />
<br />
'''Version:''' 0.10.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Imperial Era, Sidhe.<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=19490<br />
<br />
'''Walkthrough''' There is a video-walkthrough by the campaign maintainer that begins here: https://www.youtube.com/watch?v=dGM1bjImvkI&list=PLZorLYWvUD7VIhaXxKwzO8iQANlp_TaF0<br />
<br />
'''Note:''' As of August 2014, all previous issues raised about this campaign have been addressed. If you've not played this campaign since 1.4 or 1.10, in this humble maintainers opinion, it's worth another go.<br />
<br />
==== The Three Elves ====<br />
<br />
''Three elves have just begun their adventure in the northern swampland. Will they become heroes or will they be responsible for another undead expansion?''<br />
<br />
'''Author:''' Stanislav Hoferek<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8 scenarios + 2 dialogue<br />
<br />
'''Version:''' 0.9<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction:''' Default (Elves)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23395<br />
<br />
<br />
==== To Lands Unknown ====<br />
<br />
''This is the story of Mehir, the Summoner, and his journey to lands unknown.''<br />
<br />
'''Author:''' inferno8<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 20 scenarios, 4 dialogue only<br />
<br />
'''Version:''' 1.7.1<br />
<br />
'''Difficulty:''' Intermediate (Era of Magic)<br />
<br />
'''Style''': Skirmish, Dungeon<br />
<br />
'''Era:''' Era of Magic<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31799<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#To_Lands_Unknown Players’ Review(s)]'''<br />
<br />
<br />
==== A Vision Blinded ====<br />
<br />
''Defend the northern forest against what appeared like a routine orcish raid, and unravel the greater conspiracies that lie below its waves.''<br />
<br />
'''Author:''' LemonTea<br />
<br />
'''Maintainer:''' Adamant14<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 13 playable scenarios + 1 dialogue-only<br />
<br />
'''Version:''' 1.0.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves (+ Trolls, Outlaws)<br />
<br />
'''[http://units.wesnoth.org/1.10/A_Vision_Blinded/en_US/A_Vision_Blinded.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23463&hilit=a+vision+blinded<br />
<br />
<br />
==== War of the Jewel (The Dragon Trilogy, Part II)====<br />
<br />
'''''Part IV: City of the Sun''' - Centuries have passed since the refugees of the Last War, led by Myra of Hiera'Shirsha and the Exodus Heroes, have established a new city for themselves in the faraway Netjer-Ta, the golden Maat'Kare; although they are constantly combatting foes who threaten to conquer them, the Maat'Karians have experienced times of relative comfort. However, this age of peace is soon to end, when the ancient evil that nearly destroyed their ancestors reappears at the very heart of their civilization, attracting upon itself the greedy eyes of darkly neighbours... And, in this brewing storm, the young Akhen Wadjet, Myra's last heir, will be forced to overcome his fears and doubts to protect the legacy his ancestor gave her own life for...''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 38 scenarios + epilogue<br />
<br />
'''Version:''' 0.2.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish/Large Battle<br />
<br />
'''Faction/Era:''' War of Legends+Custom factions (Maat'Karians, Wargs, Chomi, Deshra, Washraha, Woodlanders, Aeserians)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39618&p=562944#p562944<br />
<br />
==== The White Troll ====<br />
<br />
''The story of a white troll whelp with strange magic powers, who is raised in an elvish village.''<br />
<br />
'''Author:''' Wesnoth Italian Forum<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8 scenarios<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default: you play with elves and trolls. Also features custom units with special advancements and abilities.<br />
<br />
'''[http://units.wesnoth.org/1.10/White_Troll/en_US/white_troll.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=38828<br />
<br />
=== Eras ===<br />
<br />
[[Category:Campaigns|*]]<br />
[[Category:Eras|*]]<br />
<br />
==== Era of Four Moons ====<br />
<br />
An era based of the cultures in fictional world Ialfa. There are a core set of four which have had the blunt of the balancing effort put into them, and an additional four which represent other parts of the world and are not complete or balanced.<br />
<br />
'''Author:''' Velensk<br />
<br />
'''Status:'''<br />
<br />
'''Faction Descriptions:''' The four core factions are:<br />
<br />
-The Highlanders (Chaotic/Neutral): A nomadic people living along the savanna and steppes. Units generally have high hp and low resistances and good movement and defense in the hills. Features cheap mobile infantry and recruitable level 2 Elephants that act as a living battering ram.<br />
<br />
-The Imperialists (Lawful): A massive oligarchy centered around an emperor and his house. Most units do well in the open and not well in forests. Can create durable positions and hold open ground exceptionally well but most units do not inflict a lot of damage. Features units with 50% defense in the open and suicidal units.<br />
<br />
-The Sea States (Lawful/Neutral): A collation of small mercantile city states. Can field a variety of versatile units with no exceptional strengths or weaknesses. <br />
<br />
-The Darklanders (Chaotic): A society of tribal Jungle people. Units generally have low hitpoints but good defense and movement in forests. Features very efficient melee power and access to both slows and berserk.<br />
<br />
The other factions are:<br />
<br />
-The Dalefolk (Neutral): A cluster of rural settlements known for it's magicians and inventors: Most units do exceptionally well in mountains. Features some good defensive units, the shapeshifter (who changes form depending on terrain), and a powerful melee magician.<br />
<br />
-The Pygmies (Liminal): A strange race of tiny jungle dwellers shrouded in mystery: Most units do very well in forests and swamps and are very dodgy at the cost of experience points. Also, most units will heal themselves slightly over time. Feature effective mobile level 0s and many powerful support units.<br />
<br />
-The Whites (Chaotic/Neutral): Barbarians from another continent: Units are generally mobile and high on hp but have low defenses when not in rough terrain. Feature powerful magicians and a steadfast berserker.<br />
<br />
-The Freemen (Lawful): A society of desert dwellers split between the city dwellers and the nomads. Units tend to be durable and adept in deserts and hills and not as good in forests. Features units with stun and recruitable level 2 rocs.<br />
<br />
'''Version: ''' 0.5.1<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=19&t=30513<br />
<br />
==== War of Legends ====<br />
<br />
'''Description:''' An era based on the continent of Arkenova as well as other parts of Irdya.<br />
<br />
'''Author:''' Tahsin Jahin Khalid (Lord-Knyghtmare)<br />
<br />
'''Maintainer:''' Tahsin Jahin Khalid (Lord-Knyghtmare)<br />
<br />
'''Status:''' Finished<br />
<br />
'''Factions:'''<br />
<br />
# Aragwaithi<br />
# Windsong<br />
# Human Alliance<br />
# Orcish Union<br />
# Southerners<br />
# Outlaws<br />
# Elementals<br />
# Undead<br />
# Drakes<br />
# Dark Legion<br />
# Sylvans<br />
# Minotaurs<br />
# Vampires<br />
<br />
'''Version:''' 1.1.5.1<br />
<br />
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=19&t=30087 Development and Feedback Thread]<br />
<br />
<br />
==== Era of Magic(EoMa) ====<br />
<br />
'''Description:''' Aiming at using the whole potential of Battle of Wesnoth's graphic engine, the Era of Magic is considered to have a most amazing special effects and attack animations in the BfW game. There are 8 playable factions with fully animated units and tons of special effects contained in the era, and the stories of them are told in the campaign "To Lands Unknown". <br />
<br />
'''Author:''' Inferno8<br />
<br />
'''Maintainer:''' Inferno8<br />
<br />
'''Status:''' Finished; Available on 1.10 and 1.12 add-on server<br />
<br />
'''Faction Descriptions:'''<br />
<br />
Sky Kingdom - powerful magi of all kinds. Their knowledge allows them to cast amazing spells and summon creatures like unstopable Golems or mysterious Mus. Masters of Elements and Gurus are one of the most powerful human beings in the Era.<br />
<br />
Al-Kamija - these proud people are good warriors and spell casters of the desert. They use magical circles and scrolls to summon amazing creatures like Jinns or elementals from other dimension called Abyss. These creatures can't be poisoned, which is a great advantage. <br />
(The campaign "To Lands Unknown" is mainly about the story of this faction)<br />
<br />
Tharis - fearsome Tharis faction is very dangerous especially at night. Cruel people of Tharis with their black magic and dreadful monsters like Hydra can demolish everything standing on their way. Being so powerful in attack, Tharis have no healer, so they need to push forward at all costs.<br />
<br />
Kharos - this strange name is the name of a beautiful country ruled by prophets of light. These peaceful people are masters of defense and support. Their formations of healers and Shielders assisted by Silver Warriors, who can teleport between friendly villages, are very hard to destroy.<br />
<br />
Barbarians - the best in hand-to-hand combat. This multi-cultural society divided into Goblins, Orcs, Cyclops and Trolls with their own advantages and disadvantages can be hard opponent, but separately they are very weak.<br />
<br />
Runemasters - these Dwarves use runic magic and equipment and are well known of their protection against magic. The Runemasters create steam machines like Gyrocopters, Robots and even mighty Mechanical Dragons. Units from this faction are very resistant but slow.<br />
<br />
Dark Blood Alliance - this faction is composed of agile lizards, giant frogs, wyverns swallowing enemies and salamanders, which have developed to perfection the art of disguise. At the head of the community stand shamans known for their water magic, which is used in the fight as well as in healing.<br />
<br />
Destroyers - a terrifying undead creations consisting of civilizations long gone...<br />
<br />
'''Version:''' 1.1.1 (February 18th, 2015)<br />
<br />
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=19&t=20039 Development and Feedback Thread]<br />
<br />
<br />
==== Ageless Era ====<br />
<br />
'''Description:''' Ageless Era is a compilation of the most popular eras and factions on the add-on server. It is more an era pack than an era.<br />
<br />
'''Author:''' mnewton1, Ravana and various<br />
<br />
'''Maintainer:''' Ravana<br />
<br />
'''Status:''' Finished; Available on 1.6, 1.8, 1.10 and 1.12 add-on server. Only maintained on 1.12 server<br />
<br />
'''Unit Tree:''' [http://units.wesnoth.org/1.12/Ageless_Era/en_US/Ageless%20Era.html Ageless Unit Tree]<br />
<br />
'''Factions List:''' Currently there are 91 factions in the era:<br />
<br />
Default: Loyalist, Rebels, Northerners, Undead, Knalgan Alliance, Drakes, Khalifate<br />
<br />
Extended Era: Loyalist, Sylvans, Dwarves, Outlaws, Northerners, Undead, Chaos, Dark Elves<br />
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Archaic Era: Khthon, Phantoms, Despair, Primeval, South-Seas, Ukians, Northern Orcs<br />
<br />
Era of Four Moons: Highlanders, Imperialists, Sea States, Darklanders, Dalefolk, Freemen, Pygmies, Whites<br />
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Era of the Future: Welkin, Brungar<br />
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BEEM: Anakes, Calidonians, Wood Warriors<br />
<br />
Custom Factions: Yokai, Dark Legion, Desert Elves, Steelhive, Frozen<br />
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Era of Myths: Celestials, Devlings, Elementals, Therians, Vampires, The Warg, Windsong<br />
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Feudal Era: Aragwaithi, Ceresians, Clockwork Dwarves, High Elves, Orcish Khaganates<br />
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Imperial Era: Arendians, Cavernei, Issaelfr, Lavinian Legion, Marauders, Orcei Gladiatores, Sidhe<br />
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Era of Strife: Eventide, Triththa, Free Saurians, Eltireans, Minotaurs<br />
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Era of Magic: Barbarians, Dark Blood Alliance, Sky Kingdom, Kharos, Runemasters, Al-Kamija, Tharis, Destroyers<br />
<br />
Mercenaries Era: Highlanders, Enchanters, Avians, Slavers, Mercenaries, Equestrians, Emperor's Guard, Oracles, Holy Order, The Cult, Fanatics, Tribalists, Hive, Infernai, Refugees, Blight<br />
<br />
'''Version:''' 4.14 (August 21, 2015)<br />
<br />
'''Git:''' [https://github.com/ProditorMagnus/Ageless-for-1-11 Ageless-for-1-11]<br />
<br />
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=19&t=25274 Development and Feedback Thread]<br />
<br />
<br />
==== Imperial Era (IE) ====<br />
<br />
'''Description:''' One of the oldest maintained user eras, the Imperial Era brings together seven different factions in a completely re-imagined setting, the world of Orbivm, a very lethal world indeed. The era contains both mainline and development versions of each faction and can be used to play five campaigns, each featuring a different race.<br />
<br />
'''Author:''' Orbivm Project (but really Turin)<br />
<br />
'''Maintainer:''' UnwiseOwl<br />
<br />
'''Status:''' Playable. Available on 1.12 as "Imperial Era" and 1.10 as "Imperial Era Fixed"<br />
<br />
'''Faction Descriptions:'''<br />
<br />
# Lavinian Legion - Based on the Roman Legion, the Lavinians have strong, versatile melee units in the legionaries and a range of support classes sourced from amongst the Lavinian population and various subjugated races. The legion are strong in the plains but weak when fighting in forested areas. The Lavinians are featured in "Fall of Silvium".<br />
# Sidhe - The Sidhe are a group of forest-dwelling elves whose focus is stealth and fleet movement. Their mages are able to channel the lightning itself, and their various other units move almost as fast. The Sidhe feature in "Tale of Vaniyera".<br />
# Marauders - Based on the Germanic peoples that eventually conquered Rome (hint, hint), the Marauders are equally as at home in the hills, forests and swamps of their homeland. Their hard-hitting melee units are practicalyl unstoppable during the night-time. The Marauders are the stars of the "Alfhelm the Wise" campaign.<br />
# Orcei Gentorum - The orcs have been captured gladiators slaving away in the Lavinian arenas for generations.The life of an orc in Orbivm is harsh and brutal, just like the orcs themselves. The tale of the uprising of one such group of Orcs is told in "Up from Slavery".<br />
# Cavernei - The Cavernei are a dwarvish race with similarities to the mainline Knalgans, but with a greater emphasis on the military uses of runesmithing. They get a campaign too, in "Gali's Contract"<br />
# Issaelfr - The frost elves live on the fringes of the habitable lands of Evrosia, the main continent of Orbivm, and have become inured to difficult conditions and tuned in to their Fae natures. They don't have a campaign yet, but you could always write one.<br />
# Arendians - The Arendians are horse-lords living on the Western steppes of Evrosia. A life of constant battle has developed a military-focused society where warriors are trained from a young age. They used to have a campaign, but it fell into disrepair a very long time ago.<br />
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'''Version:''' 0.22.1 (July, 2015)<br />
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'''Wiki:''' [[Orbivm]]<br />
<br />
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?t=37920 Development and Feedback Thread]</div>Inkyhttps://wiki.wesnoth.org/index.php?title=A_Song_of_Fire_Walkthrough&diff=57906A Song of Fire Walkthrough2016-09-13T05:41:46Z<p>Inky: Added Part III, and minor edits to previous parts. It's finally finished!</p>
<hr />
<div>This is a walkthrough for ''A Song of Fire'' (ASoF), an add-on campaign for Wesnoth 1.12 by revansurik with 36 scenarios (5 dialogue only), featuring the Elementals, Aragwaithi and Windsong from the War of Legends era. This campaign is the first part of the Dragon Trilogy; the next two campaigns are ''War of the Jewel'' and ''Aria of the Dragonslayer''. The forum thread for the campaign can be found [https://forums.wesnoth.org/viewtopic.php?f=8&t=38210 here].<br />
<br />
This walkthrough was written by Inky based on ASoF version 0.5.8 on Hard. Feel free to make corrections or add your own advice.<br />
<br />
==Known Bugs==<br />
<br />
There are a couple bugs in ASoF version 0.5.8 (the latest version as of September 2016), but they're pretty easy to fix/avoid:<br />
*On Hard difficulty only, there are a couple typos with the gold. To fix these, open the scenario .cfg files (located in the ''data/add-ons/A_Song_of_Fire/scenarios'' folder - if you don't know where your add-ons folder is, open Wesnoth, go to Preferences -> General and click on the Paths button) in a text editor such as Notepad, but preferably something which displays line numbers, such as Notepad++.<br />
**Scenario 1: Line 77 of 01_Rain_of_Fire.cfg should be {GOLD 180 160 140} instead of {GOLD 180 160 14}.<br />
**Scenaro 13: Line 365 of 13_Twilight_Of_The_Kingdoms.cfg should be {GOLD 550 500 450} instead of {GOLD 550 500 4500}.<br />
*In [[#S11 Legend of the Water Dragon|Scenario 11 (Legend of the Water Dragon)]], you'll be unable to finish the scenario if you move Myra back to her keep before visiting the fountain. More details and a fix here: https://forums.wesnoth.org/viewtopic.php?f=8&t=38210&start=240#p580591.<br />
<br />
==Unit Overview==<br />
<br />
This is a chart to keep track of the various recalls which change many times throughout the campaign. The campaign is divided into three parts, but recalls carry over between parts. In certain scenarios some of the other races will have their own separate side, but will remain under the player's control.<br />
<br />
{| style="border-width: 1px; border-color: #333;border-style: solid;padding:8px;"<br />
!Race<br />
! colspan="31"|Playable scenarios <br /> <span style="font-weight:normal">The darker shades indicate that while recalls of that race are available, new recruits are not.</span><br />
|-<br />
|<br />
|[[#S1 Rain of Fire|1]]<br />
|[[#S2 A Common Cause|2]]<br />
|[[#S3 Monstrous Help|3]]<br />
|[[#S4 Lightning Strike|4]]<br />
|[[#S5 Forest Ablaze|5]]<br />
|[[#S7 Rise of the Dragons|7]]<br />
|[[#S9 Bitter Return|9]]<br />
|[[#S10 The Wilderness|10]]<br />
|[[#S11 Legend of the Water Dragon|11]]<br />
|[[#S12 Burning Revenge|12]]<br />
|[[#S13 Twilight of the Kingdoms|13]]<br />
|[[#S14 The Sky Dragon Descends|14]]<br />
|[[#S15 Farewell|15*]]<br />
|[[#S16 Blood of the Steppes|16]]<br />
|[[#S17 Ashes of the War|17]]<br />
|[[#S18 Besieged|18]]<br />
|[[#S19 Fires of Hope|19]]<br />
|[[#S20 Ring of Fire|20]]<br />
|[[#S21 The Will of the Naiad|21]]<br />
|[[#S22 Where the Sun is Born|22]]<br />
|[[#S23 Holy Fire|23]]<br />
|[[#S24 The Sun Path|24]]<br />
|[[#S25 Wings of Rebellion|25]]<br />
|[[#S26 The Conquest of the Promised Land|26]]<br />
|[[#S27 The Rise of Maat'Kare|27]]<br />
|[[#S28 Embers of War|28]]<br />
|[[#S29 Forging Alliances|29]]<br />
|[[#S31 Night Fire|31]]<br />
|[[#S32 Fading of a Flame|32]]<br />
|[[#S33 The Valley of Silence|33]]<br />
|[[#S35 Wrath of the Heavens|35]]<br />
|-<br />
|Elementals<br />
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<br />
<span style="font-size:85%">*Scenario 15 is unique in that you may not recruit or recall, but start the scenario with every single unit on your recall list.</span><br />
<br />
In the first half of the campaign (up to [[#S19 Fires of Hope|Scenario 19]]) you will fight drakes almost exclusively. In the later half of the campaign you will mostly be fighting minotaurs, vampires, and celestials.<br />
<br />
====Elementals====<br />
*'''Wisps:''' These are extremely important since they level into your only healers, the Ethereal Orb. Try to start leveling them in the first two scenarios; you'll want several by Scenario 4. The Ethereal Orb's maximum level is 1, but their AMLA (After maximum level advancement) gives +5 HP and +1 damage, so it's worth it to keep giving them XP. Combined with leadership, they can even be extremely potent damage dealers, especially against units weak to arcane such as drakes.<br />
*'''Brazier Imps:''' Their fire damage is ineffective against the drakes in the beginning, but they become very useful later against other units such as undead and trolls. It's recommended to level them into Furnace Beasts, which are much more durable than Fire Wisps and can also reach level 4 (Lava Behemoth).<br />
*'''Kobolds:''' These (along with Lava Behemoths) are your main tanking units, with extremely high resistances, especially to pierce. However they are very slow since they never get above 4 movement, so their usefulness depends on the map. They are essential in [[#S3 Monstrous Help|Scenario 3]] against saurians, and very useful in defense scenarios (there are plenty in this campaign) such as [[#S4 Lightning Strike|Scenario 4]].<br />
*'''Razorbirds:''' These are only good for scouting or village grabbing, but wisps can usually do the job just as well, and without the upkeep costs.<br />
*'''Sylphs:''' With their cold marksman damage they are your main damage dealers against drakes, and they also have excellent mobility since they can fly. However they are quite fragile, so they need to be used carefully.<br />
*'''Tidals:''' These are water based elementals and have poor movement and defense on land, so they are not very useful due to the general lack of water terrain. (There is one water based scenario, [[#S20 Ring of Fire|Scenario 20]], but it can be completed just as well with flying units like ethereal orbs and leveled sylphs.) While the Ice Crab advancement can move well on land, it is still not really worth using due to its extreme weakness to fire damage, which is very common in this campaign.<br />
*'''Vine Beasts:''' These are not useful due to a general lack of forest terrain, lack of durability (they only reach level 2) and a weakness to drakes' fire damage.<br />
<br />
====Dwarves====<br />
<br />
Dwarvish Lords (especially Quick ones) are one of the most useful unit types in the campaign, with their durability and good movement through rough terrain. In [[#S14 The Sky Dragon Descends|Scenario 14]] you control a separate dwarvish side and temporarily gain the ability to recruit high level dwarves, so after Scenario 14 you should have plenty of Dwarvish Lords on your recall list.<br />
<br />
====Aragwaithi====<br />
<br />
Aragwaithi Guardians (level 3 spearmen) are probably the most useful unit type, being quite durable and effective against all the drakes you'll be facing in the first half of the campaign. Spearmen can also advance to Ancient Banners which have level 4 leadership. You already get an Aragwaithi Captain hero, Ravyan (and after Scenario 21 Myra gets access to level 5 leadership), but it can be worthwhile to have a second level 4 leader in large battles such as [[#S19 Fires of Hope|Scenario 19]].<br />
<br />
====Windsong====<br />
<br />
Leveled scribes (Arbiters/Librarians) with their powerful arcane slowing attack will absolutely destroy drakes. It's recommended to recruit some savants in [[#S14 The Sky Dragon Descends|Scenario 14]] when you can temporarily recruit level 2 Windsong, and level them to arbiters by [[#S19 Fires of Hope|Scenario 19 (Fires of Hope)]], an extremely difficult defense scenario against drakes. However, arbiters/librarians become pretty useless in the last part of the campaign against celestials, which are almost immune to arcane damage.<br />
<br />
Other useful units include leveled gatekeepers (for defense) and envoys (cold damage against drakes, and teleport).<br />
<br />
====Hannuks====<br />
*'''Charioteers:''' These mostly end up being useless due to their bad movetype (they're extremely slowed down by rough terrain, and only have 5 base movement at level 3), and weakness to fire.<br />
*'''Horse archers:''' They have a lawful ranged based advancement (Mangudai -> Tarkan) and a chaotic melee advancement (Raider -> Conqueror), both of which can be useful for their mobility, especially in sand covered scenarios such as [[#S25 Wings of Rebellion|Scenario 25]] and the last scenario, [[#S35 Wrath of the Heavens|Scenario 35]]. The lawful Tarkan is probably the more useful of the two advancements, since the last scenario features a time of day schedule which heavily favors lawful units.<br />
*'''Wood hunters:''' These are extremely useful for scenarios with forests, such as [[#S23 Holy Fire|Scenario 23]] and [[#S24 The Sun Path|Scenario 24]]. They're great damage dealers and despite their weakness to physical attacks, they are quite durable due to their high evasion and ability to slow.<br />
<br />
====Humans====<br />
<br />
In Scenario 27 only, you can recruit spearmen, bowmen and infantrymen. By this time you will already have plenty of more powerful veterans though, so it may not be worth bothering with them. Some royal guards/halberdiers can be useful for tanking and lawful damage though. Avoid the chevalier/crusader advancement of the infantryman because their arcane damage is useless against celestials.<br />
<br />
==Part I: The Last War==<br />
<br />
===S1 Rain of Fire===<br />
*Objectives: Defeat the drake leader.<br />
<br />
Drakes are extremely weak to cold damage, so your main recruits here should be sylphs. The wisp's arcane damage is also good against drakes. Send a wisp up the right side to grab your ally's villages, since you can put the gold to better use.<br />
<br />
Try to get your wisps some XP, since you'll want a +8 healer soon. Try to feed some kills to Veela also, since she'll need the HP boost from leveling up.<br />
<br />
===S2 A Common Cause===<br />
*Objectives: Defeat the drake leader.<br />
<br />
The dwarves and trolls start out hostile, but on Turn 2 will both ally with you against the drakes.<br />
As usual, sylphs are your most effective unit against drakes. Send a fast unit like a wisp or razorbird to steal the eastern ally's villages. Myra can also borrow the dwarf leader's keep to recruit reinforcements.<br />
<br />
During the day when the drakes are strongest, you can back off and let your allies take most of the hits. Your allies will do most of the work in this scenario; just try to sneak in and finish off wounded drakes.<br />
<br />
===S3 Monstrous Help===<br />
*Objectives: Defeat the two enemy leaders in the north.<br />
*Notes:<br />
**On turn 12 a second saurian leader will show up.<br />
**On turn 14, Myra will summon a large group of loyal giant spiders in the center of the map. They will not come with you later, so they are expendable.<br />
<br />
This is a very difficult scenario; hopefully you have 400+ starting gold, and you'll probably have to spend most of it. However, try to avoid going negative on income, since next scenario is even harder and you will need decent carryover. You'll mainly be facing saurian skirmishers and saurian oracles, which have very high mobility and defense in caves.<br />
<br />
The hard counter for saurians is kobolds, which have 60% pierce resistance to the skirmishers and 20% cold resistance to the oracles. In addition, the kobolds heal 5 HP per turn on cave terrain. Your army should consist of mainly kobolds, maybe with some dwarvish fighters mixed in. Leveled sylphs with their cold marksman damage will be useful for killing off those dodgy skirmishers, but they are fragile and have terrible defense on cave terrain so they'll need to be protected. Brazier imps are also very mobile in caves and do good damage against saurians, but they are very weak to cold damage so they need to be used with care.<br />
<br />
Try to fight the saurians in the chokepoints, so that the skirmishers can't gang up on you. Also, be wary of skirmishers popping out of the shroud since they're very fast and you often won't be able to see them- if you have an important wounded unit try to cover it from all sides. Once Myra's spiders arrive on turn 14, you can use them aggressively since they only join for this scenario.<br />
<br />
You will need some tanks (leveled kobolds, or leveled dwarvish fighters) and healers (ethereal orbs) for next scenario.<br />
<br />
===S4 Lightning Strike===<br />
<br />
*Objectives: Survive until the end of turns.<br />
*Notes:<br />
**On turn 10, the two drake enemy leaders get some major reinforcements (600 gold each).<br />
**On turn 11, Dvalin will show up in the south with some loyal dwarvish veterans.<br />
<br />
This is an extremely difficult scenario, one of the most difficult in the entire campaign. Hopefully you have 400+ starting gold; if not you may need to replay the previous scenario for more gold. Don't worry about gold carryover; you probably can't avoid going very negative and next scenario is easy even with minimum gold. The southwest saurian leader will flee once he is attacked, so if you can sneak a unit next to him you can get rid of him pretty early on.<br />
<br />
On turn 1, you can either recall some units to deal with the saurians and then run Myra north, or run Myra straight north to the city without recalling anything. Either way Myra should head straight for the city, since the defenses there won't last long. Once she's there, recall all your veterans (leveled kobolds or leveled dwarvish fighters are essential) and recruit kobold spam with any extra gold. Although sylphs are usually good against drakes, it may not be a good idea to recruit them here since they are expensive and fragile, and your main focus should be on surviving instead of making kills, since there's no way you will come close to getting rid of all the drakes. Zephyrs and djinns can be very useful though, since they are much more likely to survive being attacked by the drakes.<br />
<br />
Form lines on good terrain backed by healers, and try to take advantage of the patches of impassible mountain terrain. Put the kobolds in the mountains, and block the northern bridge bottleneck by placing durable units (preferably dwarvish steelclads/lords, because kobolds only have 40% defense in castle tiles) in the castle hexes on either side. Focus only on defense; often it's better to just have a unit do nothing rather than attack and lose HP in the process, especially during the day. It's inevitable that you'll lose a lot of units, even veterans, but don't worry too much because the next few scenarios are quite easy and offer plenty of XP to level new veterans. Just try to keep the loyal dwarves alive, since they'll save you a lot of money in later scenarios.<br />
<br />
What makes this scenario much more difficult than it should be is that the allied leader will sometimes charge into danger to attack if a drake is in her range. You can try to prevent this by mousing over her to view her movement range, and then covering the hexes she is likely to attack from with your own units. Try to also leave her some villages so she can heal from them. Hopefully it won't be a big problem, if you are doing a good job of keeping the drakes out of the fortress.<br />
<br />
===S5 Forest Ablaze===<br />
*Objectives: Defeat the drake leader.<br />
<br />
This is a pretty easy breather scenario compared to the last two. Units which can move quickly through forest, such as sylphs, dwarves and ethereal orbs will be most helpful here. The main challenge is surviving the initial daytime assault of the drakes. Form a line in the forest along the river's edge with durable units like dwarves in front, and it also helps to have a few expendable recruits for distraction.<br />
<br />
===S6 Council with the King===<br />
Story.<br />
<br />
===S7 Rise of the Dragons===<br />
*Objectives: Kill Shek'har.<br />
*Note: You have control over the allied Aragwaithi side. They do not come with you so they are expendable.<br />
<br />
This is a relatively easy scenario, since you can use the allied Aragwaithi units as cannon fodder (just don't get Abhai or Aracyn killed since their death causes a defeat). You'll be facing mostly drakes and a few undead, so spam spearmen with the Aragwaithi and use Abhai's level 4 leadership on them to do tremendous damage to the drakes.<br />
<br />
There aren't many villages so don't overrecruit with Myra, and give all the villages to Myra's side. As usual sylphs and their advancements are the best units for damaging drakes. You also temporarily control Maat, an extremely overpowered unit with level 5 leadership, great resistances and very powerful attacks, so use her to lead your units and slow powerful enemies.<br />
<br />
Once the main army is gone, you can march into the fortress and kill Shek'har. The other two leaders will just flee when attacked, though Assix will leave behind some high level undead when fleeing. After this scenario Dvalin will leave for a few scenarios and you won't be able to recruit new dwarves during that time (though you can still recall your veterans), so you may wish to recruit some extras now.<br />
<br />
===S8 The Kalian of Garet-Desh===<br />
Story.<br />
<br />
===S9 Bitter Return===<br />
*Objectives: Defeat the enemy leader.<br />
<br />
This is an easy experience gathering scenario, as you will face only level 1 undead. You may now recruit Aragwaithi, but their pierce damage is pretty useless against the undead and trolls in the next few scenarios, and you will have a much better opportunity to level fresh Aragwaithi recruits in [[#S12 Burning Revenge|Scenario 12]].<br />
<br />
On turn 1 you can just recruit a wisp or two to village grab, and then move Myra to the center keeps to recall from there. Watch out for the skeleton riders and their charge attack; they are the biggest threats so try to take them out first. Focus on getting some experience for your two new hero units, who do arcane damage for this scenario only. This scenario is also a perfect opportunity to level some brazier imps.<br />
<br />
===S10 The Wilderness===<br />
*Objectives: Kill the enemy leader, then move Myra to the cave entrance in the southwest mountains.<br />
<br />
This is another relatively easy experience gathering scenario. Groups of wild animals (wolves, ogres, scorpions and mudcrawlers) will periodically spawn all over the map, and they will all fight each other so will mostly leave you alone. Due to the spawns you will probably lose most of your villages, so don't recruit a ton of units or you'll end up very negative on income. It helps to get a Razorbird for scout out the map.<br />
<br />
Head southeast across the river, where you'll encounter a horde of level 1 undead - this is another great opportunity to level fire elementals, which are also the best units to use against the scorpions and mudcrawlers. The enemy leader is far in the southeast; once you defeat him you can move Myra to the exit in the southwest (marked by a red icon), or if your income is not too bad you could stick around for a while and kill some wildlife for the experience.<br />
<br />
===S11 Legend of the Water Dragon===<br />
*Objectives: Find the Fountain of Life (with any unit), then move Myra back to the starting keep. ''(Note: Do not move Myra back onto the keep before discovering the fountain, or you won't be able to end the scenario due to a bug.)''<br />
<br />
You'll be fighting trolls and later undead. Leveled fire elementals, dwarves and kobolds will be the most useful units here with their good damage types, high HP and cave mobility.<br />
<br />
There are 3 paths from the starting keep:<br />
<br />
'''West:''' This path will split into an upper and lower path. The upper path curves to the west and eventually leads to a fight with the green trolls (it's a long hike, so send your faster units this way). The lower path is just a dead end with some villages (just grab them with a wisp).<br />
<br />
'''Southeast:''' This is where the main battle takes place, so send most units this way. You'll be facing green trolls coming from the left and blue trolls from the right.<br />
<br />
'''East:''' There is practically nothing here, just a village and river in the east leading south where there are some water villages and blue trolls. Just send a wisp to explore.<br />
<br />
Make sure you are ready before moving to the fountain (the light blue lake in the very southern edge of the map), because several things will happen:<br />
*High level undead will appear all over the cave. Make sure none of your units are wandering off on their own.<br />
*A powerful saurian leader and some guards will appear in the southwest cave (the one with 5 villages). Make sure your units are not in this area or they'll probably get trapped.<br />
*The blue trolls in the southeast get a bunch of gold; you may want to kill the leader beforehand.<br />
*Your hero units will automatically move to the fountain, and several saurian flankers will appear in the tunnel. Some kobolds will also appear to help you. Slow the flankers with Veela and Alenya, and use Ravyan's leadership on the kobolds and have them pound the flankers.<br />
<br />
The saurians and green trolls in the southwest will mostly distract one another, so focus on clearing away the blue trolls and undead so that Myra has a clear path back to the keep.<br />
<br />
===S12 Burning Revenge===<br />
*Objectives: Kill Lados with Myra.<br />
<br />
A new Aragwaithi captain, Prince Varthan, will join you, but he'll only be with you up to Scenario 15 so whether you want to take the trouble to level him is up to you.<br />
<br />
Spam Aragwaithi spearmen and archers (mostly spearmen, since they're much more durable) and fill up the outer walls. When the drakes attack from 20% defense water, use the spearmen/archers backed by leadership to demolish them. Move Myra, Varthan and Ravyan behind your lines to give leadership to as many units as possible. There will be very high casualties but you should also be able to level up several spearmen in the process. Remember to have Myra deal the killing blow to Lados, or he'll just heal to full.<br />
<br />
===S13 Twilight of the Kingdoms===<br />
*Objectives: Resist until the end of turns.<br />
*Notes:<br />
**Turn 6: Allied elves arrive in the keep southeast of King Dashien.<br />
**Turn 9: Allied trolls arrive in the keep northeast of King Dashien.<br />
**Turn 12: Both drake leaders get some reinforcements, and the elven allies also get some reinforcements.<br />
**Turn 15: Dvalin returns with 400 gold, and you can now recruit level 2 dwarves.<br />
**Turn 16: Another enemy leader arrives in the southeast.<br />
<br />
The easiest way to play this scenario is to just stay inside the city and defend it (if you get too close to the enemy leaders, they will get a large amount of reinforcements). The first thing to do is start stealing all of your ally's villages. Send wisps in all directions to village grab. Try not to recall above your village limit in order to maximize your income.<br />
<br />
The allied Aragwaithi will mostly keep the first wave of drakes occupied during the second day; retreat your troops to the inner walls and engage them during the night. By now you should have a mix of damage dealers (leveled spearmen and sylphs) and tanks (dwarvish lords, stone titans) so with the help of the allied elves and trolls acting as cannon fodder the first wave of drakes shouldn't be too difficult.<br />
<br />
The second wave of drakes is more problematic because they arrive during daytime and the allied units will be dead by then, but you should have plenty of cash from high income and Dvalin's 400 gold. One approach is to spam dwarvish steelclads and line them up along the walls to delay the drakes - they can take plenty of damage and distract large amounts of drakes even during the day, and the surviving ones can be recalled for only 20 gold next scenario.<br />
<br />
===S14 The Sky Dragon Descends===<br />
*Survive for until turn 22 (18 turns initially), then use Maat to defeat Svarballi.<br />
*Notes:<br />
**On turn 20 Svarballi will arrive in the southwest.<br />
**On turn 22 Maat gets a huge powerup, and all of your units will leave except for the shield guards (including Dashien) and Aracyn.<br />
<br />
Note that this scenario features an unusual time of day schedule: lawful units get a slight damage penalty during stormy day, a slight bonus during stormy dawn and night, and a huge penalty during stormy night (the reverse is true for chaotic units). So you'll want to be more passive during dawn and dusk, and very aggressive during the night.<br />
<br />
This is quite a difficult scenario so some losses of veterans is to be expected. However you should also be able to level up plenty of new veterans in this scenario.<br />
<br />
'''Recruits:'''<br />
*You also have control of the allied Aragwaithi and dwarf sides, and any veterans from these sides (besides shield guards) will be added to your recall list so they are worth preserving. This is also the only time when you'll be able to directly recruit the higher level units, so it's a good opportunity for getting some already leveled Windsong/Aragwaithi/Dwarves onto your recall list.<br />
<br />
*For Myra's side, get plenty of tanking units (Stone Titans, Lava Behemoths) and plenty of Ethereal Orbs for healing (note that your orbs can heal the allied units too). It's also a good opportunity to recruit and level some Windsong Savants, which are extremely effective against drakes. Windsong Envoys with their cold damage are also good, and can reinforce anywhere with their teleport ability. Another thing to note is that after this scenario you won't be able to recruit new elementals for a while (until Scenario 22) so you mainly want to make sure you have enough healers (4-5 ethereal orbs is a good number).<br />
<br />
*For the allied sides, Aragwaithi Pikemen and Dwarvish Steelclads are the most useful recruits (it's more cost effective to recruit the level 2s instead of level 3s, and you should be able to level plenty of them in this scenario). Dvalin may also recall your dwarvish veterans.<br />
<br />
The drakes won't arrive for a few turns so you could wait for a bit before recruiting to let your income work. It's better to defend along the moat than the outer wall, because it's less area to defend and the drakes in the water have 20% defense rather than 40% in the chasm. The biggest assault will come from the western side. Try to have the shield guards take most of the hits, since they won't come with you anyway. The biggest threat will come from the Fire Dragons; use Maat to heavily damage and slow them. Form a solid line on the walls and constantly rotate and heal, and the drake assault will eventually die out. It's best to just stay in the city and defend there, because getting close to the enemy leaders will cause them to get a large amount of gold.<br />
<br />
On Turn 22, all your units except Maat and the shield guards will leave and you'll have to use Maat to defeat Svarballi. Try to use the shield guards to distract the drakes while Maat hits Svarballi with her arcane attack. Maat can also recruit Sky Crystals now, if you still have any gold left.<br />
<br />
===S15 Farewell===<br />
*Move Jevyan to the land between the two rivers to the east (the area around 45, 19).<br />
<br />
Every single veteran on your recall list will be recalled at the beginning. Every few turns, groups of high level drakes and saurians will spawn in the surrounding forest. The most difficult part of this scenario is the beginning, when they'll all come for you at once. Don't advance too far in the beginning, and just stay back and let them come to you. By far the most useful units here are dwarvish lords and leveled sylphs for their mobility in forests.<br />
<br />
Once you've dealt with the initial wave, send small groups in each direction backed by ethereal orbs to hold off the new spawns while some units escort Jevyan to the east - there aren't any enemy spawns in the eastern part of the map so it should be a pretty safe trip.<br />
<br />
===S15b Farewell, Part 2===<br />
*Objectives: Move Myra to the city's center (marked by a red icon).<br />
<br />
This is mostly a cutscene scenario. You'll get surrounded by a bunch of fire elementals in the beginning, but they won't attack so they're not a threat. Your leaders should be able to kill about one fire elemental each per turn, so they'll soon run out.<br />
<br />
==Part II: Towards the Rising Sun==<br />
<br />
===S16 Blood of the Steppes===<br />
*Objectives: Defeat the two eastern enemy leaders, Bleda and Denziq.<br />
<br />
In this scenario enemy leaders will appear when you get close to their keep, so do not send units scouting too far ahead on their own!<br />
<br />
The first enemy leader is directly to your southeast; you'll face Hannuk horse archers and charioteers, which are lawful. The main threat is the charioteers' dangerous charging melee attack, but if you put powerful melee units in front the charioteers will likely decide to use their weaker ranged attack instead. Charioteers are resistant to physical damage but weak to fire, so furnace beasts and their advancements are useful against them. Since the enemies are lawful, just retreat back near the starting keep during the day so that most of the fighting will take place at night.<br />
<br />
After defeating the first leader and heading east, the path will split into a northern and southern area divided by the river. In the southern area, getting close to the keep in the swamp will trigger some ogres to appear. There's no reward for defeating the ogres so it may be best just to head north and ignore them. The northern area leads to another Hannuk leader, who should be relatively easy to defeat if you made sure to have most of your units in the area before triggering him, since he has a small keep and can only recruit a few units at a time. Defeating him is worthwhile because it gives you 250 gold, which will help with defeating the last two leaders.<br />
<br />
Scouting the eastern part of the map will trigger the appearance of a friendly Hannuk leader, Tarkyn, and two hostile leaders to the north and south of him. Make sure you are ready before doing this, because Tarkyn's death causes a defeat and the two enemy sides will overwhelm him quickly if you aren't nearby to reinforce. Myra can use the keeps in the outer edges of Tarkyn's fortress to recruit reinforcements if needed.<br />
<br />
===S17 Ashes of the War===<br />
*Objectives: Destroy Assix with Myra's arcane attack.<br />
<br />
This is a very easy XP gathering scenario, good for leveling Windsong savants/arbiters. Get some leveled dwarves and/or leveled furnace beasts and move everyone into the central mountains. The undead army will reach you at around dawn, and you can then demolish most of them during the day. Use Myra's soul explosion attack to finish off Assix, otherwise he'll just heal back to full.<br />
<br />
===S18 Besieged===<br />
*Objectives: Defeat the two eastern enemy leaders.<br />
<br />
This scenario is quite difficult. It's a race against time to kill the two eastern leaders before the hordes of drakes and charioteers from the west catch up to you. On turn 1, recruit some durable sacrificial units (such as Windsong gatekeepers) to block the central bridge for a couple turns, and immediately move Myra northeast toward the keep on the eastern wall. On turn 2 Myra should move to the northeastern keep and fill the eastern wall with cannon fodder mixed with veterans. Fire elementals will be especially useful for dealing with the charioteers from the southeast enemy leader.<br />
<br />
The northeastern leader should come out to attack your units on the wall, so on turn 3 you should be able to kill him and most of his units. After that most of your units should rush south toward the other leader, because the western and central armies will be catching up since your units blocking the bridge are probably dead. Hold off the western forces with either some durable units (dwarvish lords/stone titans) or cannon fodder (Hannuk wood hunters have 70% defense in castles/villages, so with luck they can soak up some charioteer attacks), while some powerful veterans like dwarvish lords and lava behemoths force their way south to the last leader.<br />
<br />
===S19 Fires of Hope===<br />
*Objectives: Resist until the end of turns.<br />
*Notes:<br />
**On turn 5 (on normal or hard difficulty only), a merman leader with 300 gold will show up in the northeast, and will offer to help you if you pay him 100 gold.<br />
**All drake leaders will receive reinforcements on turns 9 and 12.<br />
<br />
This is possibly the most difficult scenario in the entire campaign. But take heart, for this is the last time in the campaign you will see these pesky overgrown lizards! Don't worry about gold carryover - next scenario is extremely easy with minimum gold. Since carryover is not an issue, you might as well go very negative and recall your best veterans. It's recommended to take the mermen leader up on his offer since he will help take the pressure off the later waves of drakes (he will still offer to help if you don't have 100 gold on turn 5; you'll just go more deeply negative on gold).<br />
<br />
'''Recruits:''' You will not have access to your dwarven recalls for the entire scenario. You also cannot recruit or recall Hannuk charioteers for the first 3 turns, but due to their fire weakness they are not worth using here anyway.<br />
<br />
These units are especially useful:<br />
*Windsong Arbiters / Librarians - they are able to slow drakes while doing tremendous damage at the same time.<br />
*Aragwaithi Pikemen / Guardians - high damage, and they also act as meatshields. A second ancient banner if you have one will also be helpful for leadership.<br />
*Zephyrs / Djinns - huge damage and mobility; they are very fragile though so you should cover them with durable units like Guardians, or use them mainly at night.<br />
*Ethereal orbs - besides healing, they can also do major damage if you use leadership on them.<br />
It's also good to get some cannon fodder like Aragwaithi spearmen or Hannuk wood hunters to distract the drakes during their initial daytime assault.<br />
<br />
The first wave of drakes is the most brutal, since they arrive during the day. Form your lines on good terrain such as the patch of forest to the west and the hills to the north, and slow the drakes with arbiters / wood hunters. Often it's better to leave a slowed drake alone, especially during the day, because by killing it you will only be making room for a healthy unslowed drake to take its place. You'll unavoidably take some heavy losses during the first daytime attack (hopefully most of the losses will be your cannon fodder recruits), but once night comes you should be able to strike back and wipe out most of the initial wave of drakes.<br />
<br />
Once you survive the first wave, the scenario becomes easier - the reinforcements which come later will be much weaker than the initial wave, and a large portion of them will have gone east to fight the mermen.<br />
<br />
===S20 Ring of Fire===<br />
*Objectives: Defeat all three naga leaders.<br />
<br />
''(Note: If the weather effects in this scenario are causing lag, unchecking "animate map" in preferences can help.)''<br />
<br />
This is a very easy scenario. You'll have to cross some mountains to the south, and the main battle takes place in the water, so don't bother with land units at all. In the beginning, just recruit some ethereal orbs and zephyrs/djinns, and don't forget to send a flying unit to grab the water villages north of starting keep.<br />
<br />
Heading south past some simian enemies, you'll come to a large lake with some naga enemies and friendly mermen. There are three naga leaders: one in the northeast of the lake, on in the southeast, and one way in the south. There are some small keeps in the water where Myra can recall reinforcements such as water elementals or other flying units such as Windsong couriers. The ally is actually quite powerful and should do a good job weakening the enemies for you to finish off. It's possible to finish very early for a huge gold bonus.<br />
<br />
===S21 The Will of the Naiad===<br />
*Objectives: Move Myra to the whirlpool in the center south, then pick up the trident.<br />
<br />
This is another easy scenario. You can't recruit/recall, but most villages will spawn friendly water elementals when you occupy them (even the already flagged village in the north where you start!) The elementals don't come with you, so there's no need to manage experience or try to preserve them. The main difficulty is getting through the tight bottlenecks - try to lure the enemies to places where you can attack them from multiple hexes.<br />
<br />
Myra should constantly be moving toward the center south. Once she reaches the whirlpool (at 15, 35) she'll teleport to an area with a trident. Simply move to the trident to end the scenario. You will now have one of the most overpowered units in Wesnoth!<br />
<br />
===S22 Where the Sun is Born===<br />
*Objectives: Defeat Bagrar, the orcish leader in the south.<br />
<br />
This is a relatively easy scenario. You'll probably have extremely high starting gold, but 2-3 keeps of recruits/recalls should be enough. It's a good opportunity to level some Hannuk horse archers and wood hunters (charioteers are not really recommended because you'll have to cross some rough terrain to reach the southern area, including some shallow water where they have 5 movement cost).<br />
<br />
There is a minotaur leader directly to the south. He only recruits level 1 units but they can be very damaging especially at night - watch out for the boar riders (charging melee attack) and behemoths (berserk melee attack) especially. Form a line in the woods/hills south of the keep with durable units like dwarves on the hills and wait out the night, then strike back at day.<br />
<br />
When you scout the area directly west of the minotaurs, a carapace leader will appear. Carapaces are extremely hard to kill, and they will mostly stay clustered near their keep, so it's probably most convenient to just ignore them and send everyone south across the river. For most units the fastest way to cross the river is to head southwest from the minotaur keep, going left around the big swamp.<br />
<br />
When you start scouting south of the river, a friendly orc leader will appear as well as a hostile orc leader to the south. Defeating the enemy orcs shouldn't be too much of a problem, since the allied orc is quite powerful. Hannuk wood hunters and Alenya do very well in hunting orcs in the large western forest, while your orcish allies will mostly hold off the right flank. Myra is also almost invincible now, so you can send her in alone against hordes of orcs at night and they will usually ignore her.<br />
<br />
===S23 Holy Fire===<br />
*Objectives: Defeat the southeast leader, Liliel.<br />
<br />
Start by stealing your ally's villages, since you can put the gold to much better use. The minotaurs in the southwest are the weaker enemy and you don't have to defeat them, so it's sufficient to send some powerful units to defend the orcish fort's western walls. The bulk of your army should head southeast and try to wait until night to engage the lawful celestials. Celestials are extremely resistant to arcane damage, so don't bother with arbiters/librarians. Akashia's berserk melee attack is great for instantly killing the lantern archons.<br />
<br />
The large forest in the southeast is perfect for Hannuk wood hunters and their advancements. The celestials are quite powerful so it helps to recruit some expendable wood hunters to slow as many units as possible. Dwarvish lords also have good forest mobility and are very durable, and as usual Myra can act as the ultimate blocking unit.<br />
<br />
===S24 The Sun Path===<br />
*Objectives: Explore to the east, then defeat the eastern leader (Garmo) with Myra, then move any unit to the southeastern river edge.<br />
<br />
The main battle in the first part of the scenario will take place in the northern mountains, so you mostly want to use dwarvish and flying units. About 2 keeps of recalls should be sufficient. There are some minotaurs to the southeast; if you are very fast you can fight them and mostly wipe them out in the first few turns during the day - if you send Liliel straight southeast on turn 1, she should see the minotaur camp and trigger them to start recruiting at dawn.<br />
<br />
After defeating the minotaurs everyone can head northeast (you can just send a wisp or something to grab some villages south of the river; the mountains far to the south are mostly empty). You'll come across a vampire leader in the mountains, who mostly recruits very weak units which are absolutely no match for dwarves in the mountains. Attacking the vampire leader will cause another vampire leader to show up nearby to the northeast. This leader has much more powerful units, but you can take advantage of their terrible mobility in mountains to only engage them at favorable times of day. Once you start fighting the northeastern vampires, an allied dwarvish leader will appear in the keep to the south, though since he's so far away his troops will likely not reach the battle until it's already over.<br />
<br />
Once you get rid of all the vampires, the allied dwarves will leave, along with Dvalin and all your dwarves, so you'll probably have to recruit some reinforcements since there's one more enemy leader to fight. The fight will mostly be in the forest, so wood hunters and their advancements will be very useful. When you scout the island to the east, an enemy warg leader will appear. Wargs are quite powerful especially at night so just try to form a defensive line in the forest. Myra can venture out on her own though (even at night) and blast about one warg per turn, so they should run out pretty quickly. Once you defeat the Warg leader (make sure to have Myra finish him), just send any unit south along the river to the southern edge of the map.<br />
<br />
===S25 Wings of Rebellion===<br />
*Objectives:<br />
**Defeat all enemy leaders (early finish bonus).<br />
**Alternative objective: Resist until the end of turns.<br />
*Notes:<br />
**If you kill the southwestern or southeastern orc leader (Erudush or Garag) before turn 16, the southern orc leader will get 1500 gold.<br />
**Otherwise (if Erudush or Garag are both alive on turn 16), all orc leaders will receive several hundred gold on turn 16.<br />
<br />
'''Recruits:''' Aragwaithi are great in this scenario for their good movement and defense on sand. Fire elementals also move well on sand and regenerate 5 HP on sand terrain. Hannuk wood hunters, horse archers and their advancements are also very mobile on sand, though their terrain defense is rather low. As usual, zephyrs/djinns are also great for damage and high mobility.<br />
<br />
It's best to just move Myra straight south to the large castle and do your recalling there (most of the central castle is made of keeps which you can recruit from). Focus most of your recalls in the northeast so you can deal with Zaal first (the allies should keep the southern orcs busy for a while), and also recruit some wisps/orbs in the west to grab your ally's villages.<br />
<br />
Zaal's celestials should arrive around the first night, when you should be able to almost completely wipe them out. Most of your units can then rush back to the fortress while a few units go to kill Zaal. The orcs should arrive at the castle around dawn; you can move Myra to the castle and recruit more reinforcements directly into the southern walls of the castle to hold them off (veterans mixed with some cannon fodder recruits works well, and you'll probably even manage to level some of the recruits). Then during the day, your entire army can focus on aggressively wiping out the orcs (use Myra's level 5 leadership as much as possible). The orcs should mostly be gone by the second night (turn 11).<br />
<br />
It's recommended to defeat the orcish leaders early on (before turn 16), because not only will the early finish bonus be helpful for next scenario, you will also avoid the second wave of orcish reinforcements on turn 16. The southern orc leader will get 1500 gold when you kill one of the other orcish leaders, but he can be lured out of his keep (for example he will come out to use his ranged attack on a Guardian), so it's possible to kill him before he spends most of his gold. Ideally your assault on the orcish leaders will take place during the day, on turns 14-15.<br />
<br />
===S26 The Conquest of the Promised Land===<br />
*Objectives: Defeat all enemy leaders.<br />
**On turn 4, Dvalin shows up in the southwest with about 500 gold and you can recruit/recall your dwarvish veterans with him.<br />
<br />
The loyal wargs and nymph only join for this scenario so don't worry about leveling or preserving them. The most difficult part of this scenario is surviving the first night, when the army of high level vampires and minotaurs will likely reach you. Get some durable tanking units (Stone titans, Lava behemoths) and plenty of healers, and head straight south towards the hills; this way Dvalin's huge army of dwarves can reinforce when they show up in the southwest. The carapaces are extremely resistant to damage types besides arcane and cold, so some djinns or librarians can head south to help the dwarves deal with them.<br />
<br />
Try to stay back and hold the line for the first night. You can put Myra in the most dangerous positions, and also use the wargs and nymph as cannon fodder. During the next day, strike back hard with the help of Dvalin's massive army of dwarves which should have reached the front lines by now. Focus on the vampires and minotaurs since they are the biggest threat. During the next night, you should mostly just have the carapaces left to deal with.<br />
<br />
==Part III: Raging Skies==<br />
<br />
===S27 The Rise of Maat'Kare===<br />
*Objectives: Defeat all enemy leaders.<br />
<br />
In this scenario only, you may recruit infantrymen, spearmen and bowmen. The enemies here are mostly level 1, so you can use this opportunity to recruit and level up some humans. You'll be fighting vampires and minotaurs so the main challenge here is surviving the first night. You can send everyone towards the large clump of forest/hills to the northwest, and use Myra and a forest bane to block the minotaurs coming from the north while a durable unit such as a lava behemoth holds off the vampires in the south.<br />
<br />
Once dawn/day comes you should easily wipe out most of the enemies - the human recruits do tremendous damage under Myra or Ravyan's leadership. Then you can split your army in half to take care of the two enemy leaders.<br />
<br />
===S28 Embers of War===<br />
*Objectives: Defeat all enemy leaders.<br />
<br />
On turn 3 the fog will lift to reveal the map: you'll be facing vampires in the north and orcs in the southwest, and there is an allied orc leader in the central fortress. Myra should move to the fort to recall some veterans to help defend the ally, though he should be able to take care of himself for a while. You can wait on the fortress walls initially and defend there until it is safe to venture out and counterattack.<br />
<br />
Try not to let your income go too negative, since next scenario is difficult so it will help to have good gold carryover. The southwestern orc leader will immediately flee when attacked.<br />
<br />
===S29 Forging Alliances===<br />
*Objectives: Defeat the southern leader (Ronak) with Myra.<br />
<br />
This is a rather difficult scenario, so hopefully you have something like 350+ starting gold. Don't worry about gold carryover - it's probably unavoidable to go deeply negative here, and minimum gold is sufficient for next scenario. You'll be facing wolves (goblin knights and pillagers) and lots and lots of goblins, so units with resistance to blade and especially pierce damage will be essential for holding the line at night. Stone titans and halberdiers have especially good pierce resistance, and lava behemoths are quite durable as well. Djinns are excellent for quickly taking out enemies which enter the hills and forests.<br />
<br />
One way to form your defensive line is to make a solid arrow formation along the southern edge of the hills just south of the starting keep, so that the enemies will attack from flat terrain. Myra or a stone titan works well for holding the southern tip of the formation which is exposed to attack from 3 sides. Just rotate and heal there until the number of enemies becomes manageable - this will probably take quite a while because the enemies keep arriving in waves.<br />
<br />
By turn 20 most of the enemies should be gone and your army can start heading south and splitting up to take out the enemy leaders. (It's not necessary to kill every leader but it's probably easier, to stop them from constantly recruiting.) Make sure to use Myra to finish off Ronak.<br />
<br />
===S30 Old Friends===<br />
Story.<br />
<br />
===S31 Night Fire===<br />
*Objectives: Defeat the enemy leader.<br />
*Notes:<br />
**The gold carryover from Dvalin's side will be the starting gold for Akashia's allied Windsong side (which you will control) next scenario.<br />
**On turn 7 the vampire leader will get about 500 gold.<br />
<br />
Despite the enemy's massive amount of gold, this battle is not as hard as it looks. Vampires do very poorly on frozen terrain, so if you block the bridge most of them will end up fighting from the ice (though some will spill over into the mountain area to the west).<br />
<br />
For Dvalin, 1-2 keeps of recalls (mostly dwarvish lords) is sufficient. For Myra, you can recall some flying units such as ethereal orbs and djinns (and maybe recruit a wisp or two for village grabbing), and then move her to the 2-hex keep in the north to recruit closer to the battle. This scenario is perfect for ice crab recruits which move and defend well on ice. They are very weak to the vampires' fire damage though, so expect losses, but this is the only scenario where they'll be useful anyway. Let the ice crabs and allied wargs do most of the dangerous work on the frontlines, while your ethereal orbs and djinns zap vampires from safer positions.<br />
<br />
It's possible to finish quite early (before turn 20) for a large gold bonus for both sides, which will make next scenario quite easy.<br />
<br />
===S32 Fading of a Flame===<br />
*Objectives: Resist until the end of turns.<br />
*Notes:<br />
**The gold carryover for Akashia's side will be added to Alenya's AI controlled allied side next scenario.<br />
**Getting close to the enemy leader's keep will cause him to receive about 800 gold.<br />
<br />
This is a relatively easy scenario, so it's possible to spend very little gold with Myra's side. Akashia's gold carryover is unimportant since Alenya doesn't need the extra gold next scenario (the suicidal AI will waste the gold anyway) so you can do most of your recruiting with Akashia and give all the villages to Myra's side.<br />
<br />
Get some tanks (stone titans on the mountains, Windsong oathkeepers, etc.) and try to focus on killing the mystics since they are by far the biggest threats. Warmongers such as Akashia are good for killing mystics, and Myra can also zap one per turn. One good place to form your defensive lines is on either side of the 3-hex patch of impassible mountains in the center south of the fortress.<br />
<br />
With your defensive advantage it should be easy to survive since the turn limit is quite short. Recruiting some cannon fodder units such as kobolds or Windsong gatekeepers will help with preserving your veterans, especially during the stormy dawn/dusk. Since the fortress is so large you can even recruit directly into the enemy lines.<br />
<br />
===S33 The Valley of Silence===<br />
*Objectives: Defeat the enemy leader.<br />
*Note: On turn 6 Alenya will leave, and her units and villages will come under Myra's control.<br />
<br />
This is a relatively easy scenario; for Myra, about one keep of veterans should be enough. For Dvalin, one full keep of Dwarvish Lords (preferably quick ones) is plenty to win with, though his carryover is irrelevant so you could spend all his gold if you don't mind the tedium of moving all those slow dwarves to the battle. Note that there are already several dwarves in the south which are under Dvalin's control.<br />
<br />
A good place to defend against the initial assault is behind the large patch of impassible mountains south of Alenya's keep. The dwarves can attack from the western mountains while Myra's troops hold them off in the east. Alenya's sprites which join Myra's side will not come with you so go ahead and use them on the front lines - they are especially effective when under Myra's leadership. Once Dvalin's huge army of dwarves arrives, the battle will be over quickly. It's possible to finish very early (around turn 13) for a large gold bonus.<br />
<br />
===S34 Last Revelations===<br />
Story.<br />
<br />
===S35 Wrath of the Heavens===<br />
*Objectives: Defeat Grigorius.<br />
*Notes:<br />
**On turn 5, Tarkyn will arrive and you may recall your Hannuk veterans. The gold for Myra's side will be set to 500.<br />
**On turn 7, Ravyan will arrive and you may recall your Aragwaithi veterans. The gold for Myra's side will be set to 500.<br />
**On turn 8, Grigorius will appear with about 1000 gold in the southern part of the large central castle.<br />
<br />
This is the final battle! This scenario has a unique time of day schedule: lawful units gain a tremendous bonus during dusk/dawn, and during the stormy day they get a small bonus instead of a penalty. The stormy night is unaffected.<br />
<br />
For your initial recalls, units which move quickly over sand such as lava behemoths, quick dwarvish lords, ethereal orbs and djinns are best. You can wait until you get to the keeps in the south to recall the slower units. The enemy units will mostly stay where they are until you get within their range. Since your gold gets set to 500 on turns 5 and 7 it's a good idea to spend all your gold before then so it doesn't go to waste.<br />
<br />
With all your veterans it should be easy to win the battle in the traditional Wesnoth fashion of hacking through Grigorius' army before converging on him.<br />
<br />
''Alternate leader assassination strategy:'' It is also possible to win quickly and almost completely skip the battle with Grigorius' army, though it is risky. Recall your most powerful veterans for the first two turns, then rush south and start recalling directly into the large central keep on turns 6-7 using the extra gold. When Grigorius arrives on turn 8, immediately surround him from as many hexes as you can and begin whittling him down with Myra and other strong units. Some of these units will likely be killed, but you should still have some hexes available next turn during Sacred Dawn. You can then begin chain attacking Grigorius with djinns led by Myra, since Grigorius now has a very high chance to kill them on retaliation. If he is not dead this turn he should be dead the next.<br />
<br />
Once you defeat Grigorius, he will transform and everyone except Myra will leave the battlefield. Just keep attacking him with Myra's ranged attack - Myra is much weaker so she will quickly reach 0 HP, but she will then transform into a much more powerful unit. She will now have a powerful berserk magical attack which has something like a 99.9% chance to kill Grigorius, and in Wesnoth, it just doesn't get much better than that!<br />
<br />
===S36 A New Legend Rises===<br />
Story. Enjoy the ending!<br />
<br />
[[Category:User-made Campaigns - Walkthroughs]]</div>Inkyhttps://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Content&diff=57905Guide to UMC Content2016-09-12T07:39:21Z<p>Inky: added link to UMC walkthroughs category page</p>
<hr />
<div>This is a guide to the current (1.12.x) user-made content for players. It provides unfamiliar players with detailed information about campaigns (including story, completion, difficulty and playing style) as well as detailed information about eras. Feel free to edit this guide, it is a wiki.<br />
<br />
When adding a campaign to the list, please place it in its alphabetically sorted location, ignoring any initial article ("A", "An", or "The").<br />
<br />
See also: <br />
* [[Player_UMC_Reviews|Player UMC Reviews]]<br />
* [[:Category:User-made Campaigns - Walkthroughs|Walkthroughs for user-made campaigns]]<br />
* [[Guide_to_UMC_Content/1.10|Guide to user-made content (UMC) for Battle for Wesnoth 1.10]]<br />
* [http://forums.wesnoth.org/viewtopic.php?f=8&t=37476 forum thread] for this page<br />
* [http://forums.wesnoth.org/viewtopic.php?f=8&t=36733 non-available content]<br />
<br />
== Blueprint for Campaigns ==<br />
<br />
* <b>Description:</b><br />
<br />
* <b>Author:</b><br />
<br />
* <b>Maintainer:</b> if not maintained by the author anymore.<br />
<br />
* <b>Status:</b><br />
** <b>Broken</b> = Does not work at all<br />
** <b>Incomplete</b> = Partially written, no progress<br />
** <b>WIP</b> = Partially written, some progress<br />
** <b>Complete</b> = Completely written, but buggy as well as potential balance issues.<br />
** <b>Finished</b> = Completely written, minimal to no bugs, slight balance issues possible. <br />
<br />
* <b>Length:</b><br />
<br />
* <b>Version:</b><br />
<br />
* <b>Requirements:</b> (only if needed)<br />
<br />
* <b>Difficulty:</b><br />
<br />
Please note: Often campaigns introducing new mechanics are listed as expert level on the add-on server, here difficulty means the raw difficulty after the mechanics are understood.<br />
<br />
** <b>Unbalanced</b> = If you can't beat the hard mode, it isn't necessarily unbalanced, but if the difficulty changes erratically from one scenario to the next and only people using the debug mode have seen the final, then it is.<br />
** <b>Easy</b><br />
** <b>Normal</b><br />
** <b>Hard</b><br />
<br />
* <b>Style:</b> <br />
<br />
Please note: Many campaigns will feature more than one style. Please list the most significant ones.<br />
<br />
** <b>Skirmish</b> = small to medium sized armies, your standard Wesnoth gameplay<br />
** <b>Dungeon</b> = long and narrow tunnels (not every underground scenario is a dungeon, a dungeon isn't necessarily underground)<br />
** <b>RPG</b> = role playing game elements such as talking with non-player-characters, item collection, dependency on a party of very few adventurers without or limited recruits<br />
** <b>Survival</b> = being exposed to changing, spawning enemies while remaining on the same map<br />
** <b>Large Battle</b> = large number of units on the battlefield, sizely maps<br />
** <b>Simulation</b> = campaigns feat. terrain modification, alternative resources<br />
** <b>Boss battle</b> = the challenge is to defeat a single powerful enemy unit<br />
** <b>Minigames</b> = there are puzzles and minigames in the campaign that significantly differ from standard Wesnoth gameplay<br />
<br />
* <b>Faction/Era:</b> Era for the whole campaign and more specifically the faction or unit composition you field.<br />
<br />
* <b>Custom units:</b> Link to the unit tree for cases that don't feel sufficiently described by Faction / Era entry.<br />
<br />
* <b>Forum:</b> Links to the feedback and development threads at forums.wesnoth.org<br />
<br />
== Blueprint for Eras ==<br />
<br />
* <b>Description:</b><br />
<br />
* <b>Author:</b><br />
<br />
* <b>Maintainer:</b> if not maintained by the author anymore.<br />
<br />
* <b>Status:</b><br />
** <b>Broken</b> = Does not work at all<br />
** <b>Incomplete</b> = Partially written, no progress<br />
** <b>WIP</b> = Partially written, progress<br />
** <b>Complete</b> = Completely written, but buggy as well as potential balance issues.<br />
** <b>Finished</b> = Completely written, minimal to no bugs, slight balance issues possible. <br />
<br />
* <b>Faction Descriptions:</b> Describe your individual factions here.<br />
<br />
* <b>Version:</b><br />
<br />
* <b>Requirements:</b> (only if needed)<br />
<br />
* <b>Forum:</b> Links to the feedback and development threads at forums.wesnoth.org<br />
<br />
== Battle for Wesnoth 1.12.x - stable ==<br />
<br />
=== Campaigns ===<br />
<br />
==== Add's Army ====<br />
<br />
''Add, a wounded paladin, is posted to the quiet and remote province of Cormell to recover. But when undead creatures start appearing, it's up to Add to do something about it... with whatever motley forces he can muster.''<br />
<br />
'''Author:''' Makepeace McEvoy<br />
<br />
'''Status:''' Complete <br />
<br />
'''Length:''' 8 scenarios<br />
<br />
'''Version:''' 1.1<br />
<br />
'''Difficulty:''' Easy (with a touch of not yet balanced)<br />
<br />
'''Style:''' Skirmish, Dungeon<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''Forum:''' https://forums.wesnoth.org/viewtopic.php?f=31&t=43806<br />
<br />
<br />
==== After the Storm ====<br />
<br />
''Follow the journey of Galas and his band following the events of <i>Invasion from the Unknown</i>''<br />
<br />
'''Author:''' shadowmaster/ShikadiLord<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 3 episodes of 13 scenarios each, some of which are multi-part<br />
<br />
'''Version:''' 0.9.9<br />
<br />
'''Difficulty:''' Medium-hard<br />
<br />
'''Style:''' Skirmish, Boss Battle, Dungeon<br />
<br />
'''Faction/Era:''' Many custom units<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=32091<br />
<br />
'''Note:''' (vultraz) Long, very enjoyable campaign with great story. (Knyghtmare) The best UMC campaign ever!<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#After_the_Storm Players’ Review(s)]'''<br />
<br />
<br />
==== Antar, Son of Rheor ====<br />
<br />
''This is the story about a young Lord and his first mission; sent by his father the young Lord Antar has to relieve his neighbours; he has to convince the Elves and Dwarves to ally him; he has to fight against hordes of Orcs and Endless Undead; and finally he has to defeat Mal Kazur, the mastermind who is behind all the evil.''<br />
<br />
'''Author:''' Adamant14<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 10 playable scenarios / 1 cutscene <br />
<br />
'''Version:''' 0.10.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Loyalists and Elves (feat. fencer as main hero + various allies)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36075<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Antar.2C_Son_of_Rheor Players’ Review(s)]'''<br />
<br />
==== Aria of the Dragon-Slayer (The Dragon Trilogy, Part III) ====<br />
<br />
''''''Part VII: Awakening from Legend''' - In ancient times, the fate of Irdya was changed in a great war against the dragons; and, in that war, the heroines Maat and Myra of Hiera'Shirsha stopped the Sky Dragon Svarballi and, unable to destroy him, locked him in a mighty prison. Now, five millennia after that war, as humans rule Irdya and two suns shine in the sky, the one with the power to finally slay the Sky Dragon may have been born as a peasant girl in the outskirts of civilization... Follow Tenma Yozora through the last days of Irdya's Golden Age and through the path to becoming the prophesied Dragon-Slayer...''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 51 scenarios<br />
<br />
'''Version:''' 0.4.2.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Default+War of Legends+Custom units<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=40389<br />
<br />
<br />
==== Bad Moon Rising ====<br />
<br />
''An expedition to gather treasure from the cold north sets off compounding disaster.''<br />
<br />
'''Author:''' Doofus-01<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 20 scenarios<br />
<br />
'''Version:''' 1.5.8<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Archaic Era<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31348<br />
<br />
==== Battle Against Time ====<br />
<br />
''Rescue fellow orcish warchief before he is executed. (This is not a normal campaign. It is experiment with carryover system. You will start with defined number of turns and gold. You will only have that many turns to play through the whole campaign. There is no finish bonus and gold carryover is always 100%.)''<br />
<br />
'''Author:''' Wonderboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 4 playable scenarios + 1 prologue scenario<br />
<br />
'''Version:''' 1.0.4<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default: Orcs<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&t=27319<br />
<br />
<br />
==== Besieged Druids ====<br />
<br />
''A elvish school for druids comes under attack by goblins. It seems more than just a routine raid; is there something more sinister behind this attack? - In Beseiged Druids, you control Eärendil, the surviving teacher at the school, and the many and varied initiates. Not all of these are ordinary students; many have been experimenting with other forms of magic, while others are simply overachievers in some area of study. Unfortunately, they are not especially good at combat, at least initially. Together with a very small contingent of surviving guards, it is up to these students to save the island of Aleron from disaster.''<br />
<br />
'''Author:''' Celtic Minstrel<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 9 scenarios<br />
<br />
'''Version:''' 1.1<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves<br />
<br />
'''[http://units.wesnoth.org/1.12/DruidSiege/en_US/celmin-druid-siege.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37342<br />
<br />
<br />
==== Birth of a Lich ====<br />
<br />
''This is the life story of the dreaded lich Malifor, his struggle as a mage outcast, the orcish conquest of the northlands and his transformation to quench the thirst for revenge''<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 12 playable scenarios / 2 dialogue only<br />
<br />
'''Version:''' 1.0.3<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle, Dungeon<br />
<br />
'''Faction/Era:''' Human outlaws, dwarves, undead<br />
<br />
'''[http://units.wesnoth.org/1.10/Birth_of_a_Lich/en_US/Birth_of_a_Lich.html Custom Units]<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37057<br />
<br />
==== Bitter Revenge====<br />
<br />
''Amidst the strife and turmoil of the first Dark Age of Wesnoth, a time of transient monarchies and conspiracies against the Crown, the boy Darith witnesses the murder of his father by a general of Wesnoth. Follow Darith's quest for retribution in this treacherous tale of betrayal, deceit, love, remorse, and vengeance.''<br />
<br />
'''Author:''' Wonderboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 11 playable scenarios + 4 dialogue only<br />
<br />
'''Version:''' 1.1.1<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default (mostly outlaws and undead, custom units)<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&t=26699<br />
<br />
==== Coming of the Storm ====<br />
<br />
''A new recruit joins the imperial army, eager to change the world and see combat. Little does he realise just how much action he will get and where his journey will take him. ''<br />
<br />
'''Author:''' TrashMan<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 26 playable scenarios / 4 dialogue only<br />
<br />
'''Version:''' 1.2.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle, Dungeon<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23361<br />
<br />
<br />
==== Danse Macabre ====<br />
<br />
''Macabre is a rare zombie who has intelligence and will. What's he like? What's his purpose?''<br />
<br />
'''Author:''' kamikaze<br />
<br />
'''Maintainer:''' James_The_Invisible<br />
<br />
'''Status:''' Completed<br />
<br />
'''Length:''' 12 scenarios<br />
<br />
'''Version:''' 1.2a<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' Large Battle<br />
<br />
'''Faction/Era:''' Default, undead<br />
<br />
'''[http://units.wesnoth.org/1.12/Danse_Macabre/en_US/Danse_Macabre.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=33745<br />
<br />
'''Note:''' While the campaign is playable on Wesnoth 1.12 without major issues, it is (still) in need of heavy re-balancing. Sadly, for various reasons I am not able to do it in near future but patches are always welcome, preferably in form of pull requests on [https://github.com/konecnyjakub/Danse_Macabre GitHub].<br />
<br />
==== The Dark Alliance ====<br />
<br />
''Prince Terhar lived two years with elves. Little did he expect what would happen when he returned back to Weldyn.''<br />
<br />
'''Author:''' Wonderboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 11 or 10 playable scenarios depending on the branch you take (+ 5 dialogue scenarios)<br />
<br />
'''Version:''' 1.0.4<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default: Recruit list changes in almost every scenario<br />
<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&t=26924<br />
<br />
<br />
==== The Earth's Gut ====<br />
<br />
''The year is 515YW. You are the young dwarven leader Hamel. Your tribe in the caves of Knalga is under pressure from its enemies, and resources are growing scarce. In order to forge the weapons required to resist your enemies, you must set forth and collect what ores and minerals remain.''<br />
<br />
'''Author:''' Anonymissimus<br />
<br />
'''Maintainer:''' Anonymissimus<br />
<br />
'''Status:''' WIP, story is unfinished (I didn't add any scenario since long, but that doesn't mean nothing is added to the campaign. My addons tend to be in good shape and bug-free which means also WIP as I'm updating it since 1.4 days.)<br />
<br />
'''Length:''' 23 scenarios, 5 of which are cutscene only, some others have changing objectives<br />
<br />
'''Version:''' 0.2.14<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Dungeon, Skirmish<br />
<br />
'''Faction/Era:''' Default, dwarves, woses, mages, a few custom units<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Earths_Gut/en_US/the_earths_gut.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=26800<br />
<br />
'''Note:''' This campaign is a "Dwarvish dungeon crawler" (It currently contains about as many surface scenarios as underground though.) and is intended to be challenging for experienced players on hard whilst suitably easy on easy. I develop the campaign with the wesnoth development version and I advise to play with that, but it is intended to work almost equally well with the stable wesnoth version (except for features only available in the wesnoth development version).<br />
<br />
<br />
==== The Final Exam ====<br />
<br />
''Young mage Erika must find a magic book to become a true mage. But will it really be her final exam?''<br />
<br />
'''Author:''' Elven<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 4 scenarios<br />
<br />
'''Version:''' 2.6.1<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish, Minigames<br />
<br />
'''Faction/Era:''' Default, Loyalists<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23398<br />
<br />
'''Note:''' Short, easy campaign with varying objectives. Features female mage as leader.<br />
<br />
<br />
==== The Flight of Drakes ====<br />
<br />
''Legends of the Emerald Forest, chapter I: The Flight of Drakes.<br />
<br />
''Follow drake king Klader on his quest to find the Crown of Light, a legendary artifact from pre-historic times.''<br />
<br />
''This campaign is the first chapter of a trilogy; the second chapter is an Undead campaign and it's called 'Only Death Behind'.''<br />
<br />
'''Author:''' NoQ<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 7 playable scenarios / 2 talk only<br />
<br />
'''Version:''' 1.1.2<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Drakes<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37981<br />
<br />
<br />
==== Invasion from the Unknown ====<br />
<br />
''Episode I - Seeking the Light: Long after the Fall, the last forest elves are forced to abandon their safe valley, and find themselves resorting to the dark means of necromancy in order to survive the perils and challenges of this new harsh world. May they finally free the Great Continent from its chaos, or perish in the foolish attempt of restoring peace and life to the lands.''<br />
<br />
''Episode II - Armageddon: As the shadow of Chaos covers the entire continent, an assorted group of foolish heroes prepares a counter-attack to the Empire, with one unique goal in their minds: defeat the evil Emperor, whoever it is. Lead these courageous living and non-living warriors to victory, and rediscover lost secrets of the history.''<br />
<br />
'''Author:''' shadowmaster <br />
<br />
'''Maintainer:''' Espreon<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 26 scenarios in two episodes<br />
<br />
'''Version:''' 1.90.6<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon, Boss battle<br />
<br />
'''Faction/Era:''' Unique. You play Elves and Undead throughout the campaign + in the 2nd part Northerners and Aragwaithi.<br />
<br />
''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Invasion_from_the_Unknown Players’ Review(s)]'''<br />
<br />
<br />
==== The Legend Begins ====<br />
<br />
''The tale of Jahin, the greatest hero the land of Arkenova, or perhaps the world of Irdya, had ever known. Watch his legend unfold before your very eyes.''<br />
<br />
'''Author:''' Tahsin Jahin Khalid (Lord-Knightmare)<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 73 scenarios divided into 3 episodes. Continuation from one episode to the next one is possible, but not recommended.<br />
<br />
Episode 1 - 28 scenarios<br />
<br />
Episode 2 - 26 scenarios<br />
<br />
Episode 3 - 20 scenarios<br />
<br />
'''Version:''' 0.5.2<br />
<br />
'''Requirements:''' ''War of Legends'' is required to be installed. Latest version recommended.<br />
<br />
'''Difficulty:''' Intermediate<br />
<br />
'''Style:''' skirmishes, survivals, large battles, dungeons, boss battles<br />
<br />
'''Faction/Era:''' [http://units.wesnoth.org/trunk/mainline/en_US/era_default.html Default], [http://units.wesnoth.org/trunk/War_of_Legends/en_US/war_of_legends.html War of Legends]<br />
<br />
'''Custom units:''' [http://units.wesnoth.org/trunk/The_Legend_Begins/en_US/The_Legend_Begins-E1.html Custom Units]<br />
<br />
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=8&t=37424 Click Here]<br />
<br />
<br />
==== Legend of Far North ====<br />
<br />
''The tale of the legendary Black Eye Karun,depicting his rise to power, his successes and his brutal assassination.'<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 16 playable scenarios / 1 dialogue only,1 cutscene<br />
<br />
'''Version:''' 1.0.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Orcs, Trolls, Saurians, Nagas<br />
<br />
'''[http://units.wesnoth.org/1.10/Legend_of_Far_North/en_US/Legend_of_Far_North.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34769<br />
<br />
<br />
==== Legend of the Invincibles ====<br />
<br />
'''''Part I: Shrouded in Darkness''' (5 chapters, 90 scenarios) - A pair of heroes, after stopping an orcish threat, are outcast into caves, where they have no other choice than to become liches in order to survive. They preserved their original appearance and moral principles, and fight in various skirmishes against evil (although using evil methods sometimes), until the Fall, when they are buried alive under the ashes of the third sun.''<br />
<br />
'''''Part II: Into the Light''' (5 chapters, 110 scenarios) - Long after the Fall, the lich heroes awaken. Searching for more power, they manage to resurrect themselves as living beings, but this time more powerful and ridden of the evil within. But the evil from inside them did not cease to exist, and started a campaign to conquer the world. Stopping the campaign caused an even worse disaster...''<br />
<br />
'''Author:''' Dugi <br />
<br />
'''Status:''' complete<br />
<br />
'''Length:''' 200 (+8 talk-only) scenarios<br />
<br />
'''Version:''' 3.0.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' mostly Skirmish and Dungeon (all other styles are present as well, but less frequently)<br />
<br />
'''Faction/Era:''' Elves, Loyalists, Undead, Dwarves; but they advance past their usual maximum level<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Legends_of_the_Invincibles Players’ Review(s)]'''<br />
<br />
'''Note:''' The most unique feature of this campaign is its RPG-like unit development system, enemies drop items units can use, leaders are stronger than most usual units and all units get AMLA (after maximum level advancement) after reaching their maximum level (that is also increased by a load of additional level 4 units).<br />
<br />
<br />
==== The Library of Kratemaqht ====<br />
<br />
''An ancient story from the old continent.''<br />
<br />
'''Author:''' Rich Marinaccio (cephalo)<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 17 scenarios<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Unbalanced (some scenarios are Easy - some rather Hard) <br />
<br />
'''Style:''' Skirmish, RPG<br />
<br />
'''Faction/Era:''' Loyalists and custom units.<br />
<br />
'''[http://units.wesnoth.org/1.10/Library_Of_Kratemaqht/en_US/The_Library_Of_Kratemaqht.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37798<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#The_Library_of_Kratemaqht Players’ Review(s)]'''<br />
<br />
'''Notes:''' (Adamant14) This campaign has a thought-out story, shows a great love for detail;<br />
It includes a great custom Dragon, some brilliant custom images (fire, burning houses, burning forest) that makes the scenery / maps look very nice.<br />
<br />
<br />
==== The Militia ====<br />
<br />
''The Travels of a group of Peasants and their Friends; a level 0 campaign that does not focus on a singular hero.''<br />
<br />
'''Author:''' Desert_Shyde<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 15 scenarios<br />
<br />
'''Version:''' 1.5.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Militia/en_US/the_militia.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?t=30294<br />
<br />
==== The North Wind ====<br />
<br />
''Wesnoth's army was occupied fighting Mal Ravanal in the East, but there were whisperings of an orcish attack in the north. Konrad II must send Deoran, now an experienced rider and commander, with a small band of knights to hold off the orcs....''<br />
<br />
''This campaign features unique gameplay characteristics such as a lack of recruiting and a 24-turn time-of-day cycle.''<br />
<br />
'''Author:''' aelius, Deusite; pyndragon<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 1 playable scenario, 6 intended<br />
<br />
'''Version:''' 0.0.5<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' RPG, Skirmish, Survival<br />
<br />
'''Faction/Era:''' Loyalists<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=42854<br />
<br />
<br />
==== Only Death Behind ====<br />
<br />
''Legends of the Emerald Forest, chapter II: Only Death Behind.''<br />
<br />
''Three ghosts have escaped from the land of the dead. Yet they don't remember anything about their past.''<br />
<br />
''This is an Undead campaign that references certain characters and events from 'The Flight of Drakes', yet it can be played separately.''<br />
<br />
'''Author:''' NoQ<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 7 playable scenarios / 1 talk only<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Undead<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39119&p=556996#p556996<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Review_by_Adamant14 Player's Review]'''<br />
<br />
'''Note:''' (Adamant14) A short and unusual undead campaign, you play with just a few units. Playable in a few hours, nevertheless it is fun to play.<br />
<br />
<br />
==== Panther Lord ====<br />
<br />
''The Imperialists ambitions of pushing into the Sea States have been repeatedly thwarted and now they turn their attentions elsewhere. You are an outcast Darklander now living as a mercenary in the Sea States and the rumors you hear indicate that they will be coming to your people. Though an outcast you do not wish to see them subjugated. The spirit whose friendship caused you to be an outcast has a plan that might allow you to save them.''<br />
<br />
'''Author:''' Velensk <br />
<br />
'''Maintainer:''' Lavender<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 14 scenarios<br />
<br />
'''Version:''' 1.2<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Era of Four Moons, Darklanders (+ a wide variety of mercenaries)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34318<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Panther_Lord Players’ Review(s)]'''<br />
<br />
<br />
==== Rebellion in the North ====<br />
<br />
''A great orcish uprising tends to destabilise the Northlands. As the future Lord Protector of the Northern Alliance you have to crush the rebellion and establish peace again."<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 24 playable scenarios / 3 dialogue only,2 cutscenes<br />
<br />
'''Version:''' 1.1.12<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Loyalists, Dwarves, Gryphons, Merfolk<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=33059<br />
<br />
<br />
==== The Rising ====<br />
<br />
''A young elvish fighter is send to represent the Aethenwood at the Ka'lian. The adventure turns out to be bigger then expected.''<br />
<br />
'''Author:''' Paulomat4<br />
<br />
'''Status:''' unfinished<br />
<br />
'''Length:''' 8 scenarios, 1 talking only<br />
<br />
'''Version:''' 1.1.0<br />
<br />
'''Difficulty:''' challenging<br />
<br />
'''Style:''' Skirmish, Large Battle, RPG-elements <br />
<br />
'''Faction/Era:''' Default, Elves, Humans<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39512<br />
<br />
<br />
==== The Roar of the Woses ====<br />
<br />
''When the construction of a dam threatens the existence of her home, Kylix is forced on a journey to stop it.''<br />
<br />
'''Author:''' Alarantalara<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 10-11 scenarios + 1 dialogue-only<br />
<br />
'''Version:''' 1.2.7<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default with Additions (primarily Saurians, Nagas, Woses)<br />
<br />
'''[http://units.wesnoth.org/1.10/Roar_of_the_Woses/en_US/Swamp_Rage.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=29830<br />
<br />
'''Note:''' (author) Potentially unbalanced on Hard difficulty due to experiments with non-standard ways to increase difficulty. This issue does not exist on the lower difficulty levels.<br />
<br />
<br />
==== Roboke's Island ====<br />
<br />
Mystic Island Quest<br />
<br />
''Embark from Elensefar on an expedition to the west that will not only change your life but conearn the fate of many.''<br />
<br />
''"Unraveling the mystery of Roboke island is a magic experience." (Weldyn Gazette)''<br />
<br />
''"Ferocious battles and mysterious riddles await you." (Wesmere Post)''<br />
<br />
''"The adventures of Roboke and his side-kick are truly stunning." (Knalga News)''<br />
<br />
<br />
'''Author:''' x42<br />
<br />
'''Status:''' beta, story-complete<br />
<br />
'''Length:''' 18 playable scenarios + 6 story chapters<br />
<br />
'''Version:''' 0.8.X-beta<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''': various (RPG, Skirmish, Puzzle)<br />
<br />
'''Faction/Era:''' Default (Fencer as main hero + various allies)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=31&t=39423<br />
<br />
'''Note:''' Requires BfW &ge; 1.11.6 (for MicroAI)<br />
<br />
<br />
==== Ruthless ====<br />
<br />
''A bard (an aging criminal) is walking in wasteland. Nothing but two hands in his pockets, and nothing but stones around. Suddenly he sees a knight on errand--a dangerous opponent, especially in broad daylight. The two strangers are soon sitting by the campfire, and the bard is telling a story.<br />
(Beginner level, 10+ fights).''<br />
<br />
'''Author:''' homunculus<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 12 playable scenarios + 5 cutscene scenarios<br />
<br />
'''Version:''' 1.0.4<br />
<br />
'''Difficulty:''' Normal <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default (Orcs)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37874<br />
<br />
'''Note:''' (Adamant14) Recommendable campaign, with smart unusual ideas and a good detailed story.<br />
You fight with few units on small but perfect maps. About the difficulty: The author describes his campaign as 'beginner level', but for me the difficulty is rather NORMAL than EASY.<br />
<br />
<br />
==== Salt Wars ====<br />
<br />
''Introductory campaign for the Era of Four Moons.''<br />
<br />
''As an officer of one of the Sea States you must defend your organization from aggressive rivals.''<br />
<br />
'''Author:''' Velensk <br />
<br />
'''Maintainer:''' Lavender<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 5 scenarios<br />
<br />
'''Version:''' 1.0.1<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Era of Four Moons, Sea States<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31498<br />
<br />
'''Note:''' Easy difficulty applies to easy and normal settings, hard is a considerable step up in difficulty.<br />
<br />
==== Saving Elensefar ====<br />
<br />
''Meneldur, elvish mariner of Elensefar, is driven to sea by the same orcs who attacked the city. He must gather an army willing to fight for him to regain Elensefar, his adopted homeland.''<br />
<br />
'''Author:''' Turin<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 1 year (around 12 scenarios)<br />
<br />
'''Version:''' 1.5.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, RPG, Simulation<br />
<br />
'''Faction:''' Default Era<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?t=3072&start=0<br />
<br />
'''Wiki:''' [[Saving_Elensefar]]<br />
<br />
'''Note:''' Labeled as Expert, recruit list changes in all scenarios.<br />
<br />
<br />
==== Secrets of the Ancients ====<br />
<br />
''From the Journal of Ardonna of Tarrynth:''<br />
<br />
''It's unfair that we humans must die after so few years. Though this is the natural order, we need not embrace it! The lords on the Green Isle knew how to live forever. Pursuit of that knowledge was declared illegal by King Haldric I, but I believe it is worth the risk: If I can rediscover the secrets of the ancients, not only will I cheat death, I will become a hero to the whole continent!''<br />
<br />
'''Author:''' beetlenaut<br />
<br />
'''Status:''' Completed<br />
<br />
'''Length:''' 18 playable scenarios + 3 story only<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Hard <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Undead/Default<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=40545<br />
<br />
<br />
==== The Sojournings of Grog ====<br />
<br />
''Grog (as starred in Under the Burning Suns) goes home.''<br />
<br />
'''Author:''' Peter Christopher, Thomas Hockings <br />
<br />
'''Maintainer:''' Elvish_Hunter<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 18 playable scenarios in 2 parts<br />
<br />
'''Version:''' 3.0.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon, Large Battle<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Sojournings_of_Grog/en_US/The_Sojournings_of_Grog.html Custom units]'''<br />
<br />
'''Faction/Era:''' Default. Most of the time you play trolls and some desert elves accompanying Grog.<br />
<br />
<br />
==== Soldier of Wesnoth ====<br />
<br />
''697 YW. More than two decades after King Konrad II died leaving no heir, three noble Houses vie for the control of the kingdom, which, still feeling the damages of Mal-Ravanal's invasion, sees its glory and power slowly fade away. Meanwhile, in the southern province of Kerlath, a young peasant called Addraryn sets out to join Weldyn's Army, in order to be able to marry the fair Elywen. However, his travel will suffer some very unexpected twists which will lead him to the main stages of the Second Civil War. Journey across Wesnoth, witness its decadence, meet old heroes and save the kingdom from the enemies within and from the formidable Lion of the Desert...''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Completed<br />
<br />
'''Length:''' 31 scenarios<br />
<br />
'''Version:''' 2.0.0<br />
<br />
'''Difficulty:''' Normal <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default+Khalifate+Custom Units<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39123<br />
<br />
<br />
==== A Song of Fire (The Dragon Trilogy, Part I) ====<br />
<br />
''''''Part I: The Last War''' - In a long-forgotten era, at the heart of the Great Continent, an ancestral evil is awakened, threatening to destroy the whole world. Follow young Myra in the war that will alter the future of Irdya and its peoples forever.''<br />
<br />
''''''Part II: Towards the Rising Sun''' - After the vicious Last War, Myra has become the new leader of Aragwaithi and Windsong alike. Albeit young and shaken by many losses, she must steel herself to lead her people through the vast and hostile Hannuk Steppes. However, her journey will take them all farther than in their wildest dreams. Furthermore, Myra must deal with the evil influence of the mysterious red gem she found after the last battle.''<br />
<br />
''''''Part III: Raging Skies''' - The refugees have finally found a new home: families are built, allies are made and, for the first time in years, Myra and her friends know peace. However, when everything seems normal, ambition and thirst for power cause the break out of a continental war. And, amidst this new storm, an old foe rises agan, more powerful than ever. Witness the end of the song of Irdya's first great heroine.''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 36 scenarios<br />
<br />
'''Version:''' 0.5.6<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Default+War of Legends<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=38210<br />
<br />
<br />
==== Swamp Witch's Curse ====<br />
<br />
''A Faerie tale from the World of Four Moons.''<br />
<br />
''In the tradition of Evil Sorceress's, a witch from the jungle made a surprise visit at the presentation of a sultans daughter. Promptly declaring the girl to be the future bride for her son she lays a curse that will harm any other man which approaches her. The girl grew up wild and somewhat bitter. Now many years later, word arrives of a merchant lord who knows a way to break the curse but in exchange he wants to marry her and receive a large dowry.''<br />
<br />
'''Author:''' Velensk<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 9 scenarios<br />
<br />
'''Version:''' 1.0<br />
<br />
'''Difficulty:''' Expert<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction:''' Era of Four Moons, Freemen<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=40467<br />
<br />
<br />
==== Sven's Adventure ====<br />
<br />
''A young adventurer's quest to retrieve the fabled, and dangerous, Spellbook of Death.''<br />
<br />
'''Author:''' kpearce<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 19 scenarios<br />
<br />
'''Version:''' 0.1.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' RPG, Dungeon, Boss Battle<br />
<br />
'''Faction/Era:''' Default (mixed factions)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39080<br />
<br />
==== Talentless Mage====<br />
<br />
''Humorous and silly campaign about mage apprentice who has managed to learn only one simple spell in thirty years.''<br />
<br />
'''Author:''' Wonderboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 11 playable scenarios + 3 dialogue scenarios<br />
<br />
'''Version:''' 1.1.2<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Noob Faction<br />
<br />
'''[http://units.wesnoth.org/1.10/Talentless_Mage/en_US/Talentless%20Mage.html Custom Units]'''<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&t=27608]<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Talentless_Mage Players’ Review(s)]'''<br />
<br />
==== The Tale of Vaniyera ====<br />
<br />
''The expansionist Lavinian Legion, led by the Imperator himself, has invaded the northern forests of the Sidhe, or Wild Elves. It is up to Leithan the Thunderblade and his advisor Vaniyera to push its armies back where they came from...''<br />
<br />
'''Author:''' oreb, turin<br />
<br />
'''Maintainer:''' UnwiseOwl<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 5 scenarios<br />
<br />
'''Version:''' 0.10.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Imperial Era, Sidhe.<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=19490<br />
<br />
'''Walkthrough''' There is a video-walkthrough by the campaign maintainer that begins here: https://www.youtube.com/watch?v=dGM1bjImvkI&list=PLZorLYWvUD7VIhaXxKwzO8iQANlp_TaF0<br />
<br />
'''Note:''' As of August 2014, all previous issues raised about this campaign have been addressed. If you've not played this campaign since 1.4 or 1.10, in this humble maintainers opinion, it's worth another go.<br />
<br />
==== The Three Elves ====<br />
<br />
''Three elves have just begun their adventure in the northern swampland. Will they become heroes or will they be responsible for another undead expansion?''<br />
<br />
'''Author:''' Stanislav Hoferek<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8 scenarios + 2 dialogue<br />
<br />
'''Version:''' 0.9<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction:''' Default (Elves)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23395<br />
<br />
<br />
==== To Lands Unknown ====<br />
<br />
''This is the story of Mehir, the Summoner, and his journey to lands unknown.''<br />
<br />
'''Author:''' inferno8<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 20 scenarios, 4 dialogue only<br />
<br />
'''Version:''' 1.7.1<br />
<br />
'''Difficulty:''' Intermediate (Era of Magic)<br />
<br />
'''Style''': Skirmish, Dungeon<br />
<br />
'''Era:''' Era of Magic<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31799<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#To_Lands_Unknown Players’ Review(s)]'''<br />
<br />
<br />
==== A Vision Blinded ====<br />
<br />
''Defend the northern forest against what appeared like a routine orcish raid, and unravel the greater conspiracies that lie below its waves.''<br />
<br />
'''Author:''' LemonTea<br />
<br />
'''Maintainer:''' Adamant14<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 13 playable scenarios + 1 dialogue-only<br />
<br />
'''Version:''' 1.0.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves (+ Trolls, Outlaws)<br />
<br />
'''[http://units.wesnoth.org/1.10/A_Vision_Blinded/en_US/A_Vision_Blinded.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23463&hilit=a+vision+blinded<br />
<br />
<br />
==== War of the Jewel (The Dragon Trilogy, Part II)====<br />
<br />
'''''Part IV: City of the Sun''' - Centuries have passed since the refugees of the Last War, led by Myra of Hiera'Shirsha and the Exodus Heroes, have established a new city for themselves in the faraway Netjer-Ta, the golden Maat'Kare; although they are constantly combatting foes who threaten to conquer them, the Maat'Karians have experienced times of relative comfort. However, this age of peace is soon to end, when the ancient evil that nearly destroyed their ancestors reappears at the very heart of their civilization, attracting upon itself the greedy eyes of darkly neighbours... And, in this brewing storm, the young Akhen Wadjet, Myra's last heir, will be forced to overcome his fears and doubts to protect the legacy his ancestor gave her own life for...''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 38 scenarios + epilogue<br />
<br />
'''Version:''' 0.2.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish/Large Battle<br />
<br />
'''Faction/Era:''' War of Legends+Custom factions (Maat'Karians, Wargs, Chomi, Deshra, Washraha, Woodlanders, Aeserians)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39618&p=562944#p562944<br />
<br />
==== The White Troll ====<br />
<br />
''The story of a white troll whelp with strange magic powers, who is raised in an elvish village.''<br />
<br />
'''Author:''' Wesnoth Italian Forum<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8 scenarios<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default: you play with elves and trolls. Also features custom units with special advancements and abilities.<br />
<br />
'''[http://units.wesnoth.org/1.10/White_Troll/en_US/white_troll.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=38828<br />
<br />
=== Eras ===<br />
<br />
[[Category:Campaigns|*]]<br />
[[Category:Eras|*]]<br />
<br />
==== Era of Four Moons ====<br />
<br />
An era based of the cultures in fictional world Ialfa. There are a core set of four which have had the blunt of the balancing effort put into them, and an additional four which represent other parts of the world and are not complete or balanced.<br />
<br />
'''Author:''' Velensk<br />
<br />
'''Status:'''<br />
<br />
'''Faction Descriptions:''' The four core factions are:<br />
<br />
-The Highlanders (Chaotic/Neutral): A nomadic people living along the savanna and steppes. Units generally have high hp and low resistances and good movement and defense in the hills. Features cheap mobile infantry and recruitable level 2 Elephants that act as a living battering ram.<br />
<br />
-The Imperialists (Lawful): A massive oligarchy centered around an emperor and his house. Most units do well in the open and not well in forests. Can create durable positions and hold open ground exceptionally well but most units do not inflict a lot of damage. Features units with 50% defense in the open and suicidal units.<br />
<br />
-The Sea States (Lawful/Neutral): A collation of small mercantile city states. Can field a variety of versatile units with no exceptional strengths or weaknesses. <br />
<br />
-The Darklanders (Chaotic): A society of tribal Jungle people. Units generally have low hitpoints but good defense and movement in forests. Features very efficient melee power and access to both slows and berserk.<br />
<br />
The other factions are:<br />
<br />
-The Dalefolk (Neutral): A cluster of rural settlements known for it's magicians and inventors: Most units do exceptionally well in mountains. Features some good defensive units, the shapeshifter (who changes form depending on terrain), and a powerful melee magician.<br />
<br />
-The Pygmies (Liminal): A strange race of tiny jungle dwellers shrouded in mystery: Most units do very well in forests and swamps and are very dodgy at the cost of experience points. Also, most units will heal themselves slightly over time. Feature effective mobile level 0s and many powerful support units.<br />
<br />
-The Whites (Chaotic/Neutral): Barbarians from another continent: Units are generally mobile and high on hp but have low defenses when not in rough terrain. Feature powerful magicians and a steadfast berserker.<br />
<br />
-The Freemen (Lawful): A society of desert dwellers split between the city dwellers and the nomads. Units tend to be durable and adept in deserts and hills and not as good in forests. Features units with stun and recruitable level 2 rocs.<br />
<br />
'''Version: ''' 0.5.1<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=19&t=30513<br />
<br />
==== War of Legends ====<br />
<br />
'''Description:''' An era based on the continent of Arkenova as well as other parts of Irdya.<br />
<br />
'''Author:''' Tahsin Jahin Khalid (Lord-Knyghtmare)<br />
<br />
'''Maintainer:''' Tahsin Jahin Khalid (Lord-Knyghtmare)<br />
<br />
'''Status:''' Finished<br />
<br />
'''Factions:'''<br />
<br />
# Aragwaithi<br />
# Windsong<br />
# Human Alliance<br />
# Orcish Union<br />
# Southerners<br />
# Outlaws<br />
# Elementals<br />
# Undead<br />
# Drakes<br />
# Dark Legion<br />
# Sylvans<br />
# Minotaurs<br />
# Vampires<br />
<br />
'''Version:''' 1.1.5.1<br />
<br />
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=19&t=30087 Development and Feedback Thread]<br />
<br />
<br />
==== Era of Magic(EoMa) ====<br />
<br />
'''Description:''' Aiming at using the whole potential of Battle of Wesnoth's graphic engine, the Era of Magic is considered to have a most amazing special effects and attack animations in the BfW game. There are 8 playable factions with fully animated units and tons of special effects contained in the era, and the stories of them are told in the campaign "To Lands Unknown". <br />
<br />
'''Author:''' Inferno8<br />
<br />
'''Maintainer:''' Inferno8<br />
<br />
'''Status:''' Finished; Available on 1.10 and 1.12 add-on server<br />
<br />
'''Faction Descriptions:'''<br />
<br />
Sky Kingdom - powerful magi of all kinds. Their knowledge allows them to cast amazing spells and summon creatures like unstopable Golems or mysterious Mus. Masters of Elements and Gurus are one of the most powerful human beings in the Era.<br />
<br />
Al-Kamija - these proud people are good warriors and spell casters of the desert. They use magical circles and scrolls to summon amazing creatures like Jinns or elementals from other dimension called Abyss. These creatures can't be poisoned, which is a great advantage. <br />
(The campaign "To Lands Unknown" is mainly about the story of this faction)<br />
<br />
Tharis - fearsome Tharis faction is very dangerous especially at night. Cruel people of Tharis with their black magic and dreadful monsters like Hydra can demolish everything standing on their way. Being so powerful in attack, Tharis have no healer, so they need to push forward at all costs.<br />
<br />
Kharos - this strange name is the name of a beautiful country ruled by prophets of light. These peaceful people are masters of defense and support. Their formations of healers and Shielders assisted by Silver Warriors, who can teleport between friendly villages, are very hard to destroy.<br />
<br />
Barbarians - the best in hand-to-hand combat. This multi-cultural society divided into Goblins, Orcs, Cyclops and Trolls with their own advantages and disadvantages can be hard opponent, but separately they are very weak.<br />
<br />
Runemasters - these Dwarves use runic magic and equipment and are well known of their protection against magic. The Runemasters create steam machines like Gyrocopters, Robots and even mighty Mechanical Dragons. Units from this faction are very resistant but slow.<br />
<br />
Dark Blood Alliance - this faction is composed of agile lizards, giant frogs, wyverns swallowing enemies and salamanders, which have developed to perfection the art of disguise. At the head of the community stand shamans known for their water magic, which is used in the fight as well as in healing.<br />
<br />
Destroyers - a terrifying undead creations consisting of civilizations long gone...<br />
<br />
'''Version:''' 1.1.1 (February 18th, 2015)<br />
<br />
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=19&t=20039 Development and Feedback Thread]<br />
<br />
<br />
==== Ageless Era ====<br />
<br />
'''Description:''' Ageless Era is a compilation of the most popular eras and factions on the add-on server. It is more an era pack than an era.<br />
<br />
'''Author:''' mnewton1, Ravana and various<br />
<br />
'''Maintainer:''' Ravana<br />
<br />
'''Status:''' Finished; Available on 1.6, 1.8, 1.10 and 1.12 add-on server. Only maintained on 1.12 server<br />
<br />
'''Unit Tree:''' [http://units.wesnoth.org/1.12/Ageless_Era/en_US/Ageless%20Era.html Ageless Unit Tree]<br />
<br />
'''Factions List:''' Currently there are 91 factions in the era:<br />
<br />
Default: Loyalist, Rebels, Northerners, Undead, Knalgan Alliance, Drakes, Khalifate<br />
<br />
Extended Era: Loyalist, Sylvans, Dwarves, Outlaws, Northerners, Undead, Chaos, Dark Elves<br />
<br />
Archaic Era: Khthon, Phantoms, Despair, Primeval, South-Seas, Ukians, Northern Orcs<br />
<br />
Era of Four Moons: Highlanders, Imperialists, Sea States, Darklanders, Dalefolk, Freemen, Pygmies, Whites<br />
<br />
Era of the Future: Welkin, Brungar<br />
<br />
BEEM: Anakes, Calidonians, Wood Warriors<br />
<br />
Custom Factions: Yokai, Dark Legion, Desert Elves, Steelhive, Frozen<br />
<br />
Era of Myths: Celestials, Devlings, Elementals, Therians, Vampires, The Warg, Windsong<br />
<br />
Feudal Era: Aragwaithi, Ceresians, Clockwork Dwarves, High Elves, Orcish Khaganates<br />
<br />
Imperial Era: Arendians, Cavernei, Issaelfr, Lavinian Legion, Marauders, Orcei Gladiatores, Sidhe<br />
<br />
Era of Strife: Eventide, Triththa, Free Saurians, Eltireans, Minotaurs<br />
<br />
Era of Magic: Barbarians, Dark Blood Alliance, Sky Kingdom, Kharos, Runemasters, Al-Kamija, Tharis, Destroyers<br />
<br />
Mercenaries Era: Highlanders, Enchanters, Avians, Slavers, Mercenaries, Equestrians, Emperor's Guard, Oracles, Holy Order, The Cult, Fanatics, Tribalists, Hive, Infernai, Refugees, Blight<br />
<br />
'''Version:''' 4.14 (August 21, 2015)<br />
<br />
'''Git:''' [https://github.com/ProditorMagnus/Ageless-for-1-11 Ageless-for-1-11]<br />
<br />
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=19&t=25274 Development and Feedback Thread]<br />
<br />
<br />
==== Imperial Era (IE) ====<br />
<br />
'''Description:''' One of the oldest maintained user eras, the Imperial Era brings together seven different factions in a completely re-imagined setting, the world of Orbivm, a very lethal world indeed. The era contains both mainline and development versions of each faction and can be used to play five campaigns, each featuring a different race.<br />
<br />
'''Author:''' Orbivm Project (but really Turin)<br />
<br />
'''Maintainer:''' UnwiseOwl<br />
<br />
'''Status:''' Playable. Available on 1.12 as "Imperial Era" and 1.10 as "Imperial Era Fixed"<br />
<br />
'''Faction Descriptions:'''<br />
<br />
# Lavinian Legion - Based on the Roman Legion, the Lavinians have strong, versatile melee units in the legionaries and a range of support classes sourced from amongst the Lavinian population and various subjugated races. The legion are strong in the plains but weak when fighting in forested areas. The Lavinians are featured in "Fall of Silvium".<br />
# Sidhe - The Sidhe are a group of forest-dwelling elves whose focus is stealth and fleet movement. Their mages are able to channel the lightning itself, and their various other units move almost as fast. The Sidhe feature in "Tale of Vaniyera".<br />
# Marauders - Based on the Germanic peoples that eventually conquered Rome (hint, hint), the Marauders are equally as at home in the hills, forests and swamps of their homeland. Their hard-hitting melee units are practicalyl unstoppable during the night-time. The Marauders are the stars of the "Alfhelm the Wise" campaign.<br />
# Orcei Gentorum - The orcs have been captured gladiators slaving away in the Lavinian arenas for generations.The life of an orc in Orbivm is harsh and brutal, just like the orcs themselves. The tale of the uprising of one such group of Orcs is told in "Up from Slavery".<br />
# Cavernei - The Cavernei are a dwarvish race with similarities to the mainline Knalgans, but with a greater emphasis on the military uses of runesmithing. They get a campaign too, in "Gali's Contract"<br />
# Issaelfr - The frost elves live on the fringes of the habitable lands of Evrosia, the main continent of Orbivm, and have become inured to difficult conditions and tuned in to their Fae natures. They don't have a campaign yet, but you could always write one.<br />
# Arendians - The Arendians are horse-lords living on the Western steppes of Evrosia. A life of constant battle has developed a military-focused society where warriors are trained from a young age. They used to have a campaign, but it fell into disrepair a very long time ago.<br />
<br />
'''Version:''' 0.22.1 (July, 2015)<br />
<br />
'''Wiki:''' [[Orbivm]]<br />
<br />
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?t=37920 Development and Feedback Thread]</div>Inkyhttps://wiki.wesnoth.org/index.php?title=IftU_Walkthrough&diff=57904IftU Walkthrough2016-09-12T07:33:13Z<p>Inky: changed category</p>
<hr />
<div>This is a strategy guide for the add-on campaign '''Invasion from the Unknown''' (IftU) version 2.0 by shadowm. Note that there have been many major gameplay changes from the original version (for example, elvish enchantresses can no longer advance to sylphs, the elvish warrior spirit and Aragwaithi recruits have been removed, and many scenarios were changed), so much of the advice here won’t apply to earlier campaign versions.<br />
<br />
This walkthrough was written by Inky and is based on the hard difficulty. (I also did a commented playthrough of the campaign with screenshots and replays on the [https://forums.wesnoth.org/viewtopic.php?f=3&t=43960 forums].) Feel free to make corrections or add your own advice.<br />
<br />
Campaign discussion and developer support on the forums available for [https://forums.wesnoth.org/viewtopic.php?t=43309 IftU version 2.0.0 and Wesnoth v.1.12].<br />
<br />
==General campaign advice==<br />
It’s advised to play ''Under the Burning Suns'' first, to familiarize yourself with the story and the two suns schedule.<br />
<br />
===Units===<br />
You begin with the typical elvish recruits plus the campaign specific elvish hunter unit, then gain the ability to recruit undead in Scenario 4, dark adepts in Scenario 5, and sprites in Scenario 14.<br />
<br />
*A large part of this campaign takes place underground, making undead units especially ideal. Spectres are perhaps the most useful unit throughout the campaign due to their draining, excellent mobility and arcane damage. Nightgaunts (raw damage) and necromancers (arcane resist and plague) are also very useful. Skeletal undead are generally not recommended due to their low mobility.<br />
*On almost every scenario it’s helpful to recruit some vampire bats for scouting, village grabbing, and to act as distractions since they do not cost upkeep.<br />
*For elves, leveling at least a couple shydes for healing is essential. Prowlers are one of the most useful elvish units, being good in melee and able to slow in ranged. Enchantresses are also valuable for their arcane magical damage and slowing, though they do not advance to sylphs in this campaign. Fighters, archers and scout types are generally not so useful.<br />
*The lawful sprites which you can recruit starting from S14 are helpful in S15 (Shadows of Time) against undead, but are useless from S17 onward where it is perpetually night, so do not invest too heavily in them.<br />
<br />
====The Recall List====<br />
*You have the option of either continuing to Part II keeping all your veterans from Part I (recommended), or starting Part II fresh. To compensate for the difference, there are several recall list wipes in the campaign:<br />
**S12 (The Escape): You can only bring up to 6 undead units (dark adepts/sorcerers/necromancers and bats do not count) with you and the rest are permanently lost.<br />
**S16 (Dawn of War): You can only bring up to 6 elves with you and the rest are permanently lost. In addition, any unit not recalled in this scenario is permanently lost.<br />
**S21 (Innuendo): You can only recall 8 veterans, which will be the only veterans you have for the rest of the campaign.<br />
*In Part II gold becomes very scarce so you will only be able to use a limited amount of veterans in each scenario; therefore quality (units with good traits such as resilient, and several AMLAs) is better than quantity.<br />
<br />
===Item List===<br />
This is a list of the permanent items which can be picked up throughout the campaign, and which units can use them.<br />
*S3: '''Ring of Swiftness''' (+1 movement) - ''living units''<br />
*S5 (This is a branching path so you'll only be able to obtain one of the following:)<br />
**S5a: '''Ring of Regeneration''' (if you chose to spare the bandit leader) (+5 HP, regenerates +4 ability, +1 melee damage) - ''not usable by: shamans and their advancements and Anlindë ''<br />
**S5b: '''Shardia's Meteor''' (adds 15-2 ranged fire firststrike slow attack, +20% fire resistance, intimidates ability which causes level 0 and 1 enemies to fight worse) - ''elvish hunters, fighters, and their advancements''<br />
*S7: '''Void Armor''' (secret item) (sets physical resistances to 50% blade/50% pierce/40% impact, +10% fire resistance) - ''elvish fighters, rangers, skeletons, skeleton riders and their advancements''<br />
*S8: '''Poisonous Bow''' (adds a new 11-3 poisonous ranged bow attack) - ''skeleton archers, revenants, elvish archers, elvish heroes and their advancements.''<br />
*S10:<br />
**'''Berserker Potion''' (adds berserk special to melee attacks, +1 melee damage, +10% HP, and +10% blade / +20% fire / +30% impact resistance) - ''not usable by: ghosts, bats, corpses, elvish shamans and their advancements, or hero units.''<br />
**'''Potion of Drain''' (adds drain special to melee attacks, -5% HP, +10% arcane resistance) - ''living units''<br />
*S14: '''Explosive arrows''' (6 uses, does 80% base damage to the unit in the hex behind the target) ''- elvish archers, skeleton archers and their advancements''<br />
*S21:<br />
**'''Potion of Deftness''' (+1 movement, +1 ranged damage) - ''living non bat units.''<br />
**'''Accuracy Bow''' (adds marksman special to ranged attacks) - ''bone shooters and elvish rangers and their advancements, and Erathan.''<br />
**'''Potion of Strength''' (+1 melee damage, +8 HP) - ''living non bat units.''<br />
**'''Glacial Gladius''' (+1 melee damage, cold damage and slow for a unit’s melee attack, -5% HP) - ''elvish fighters, archers, hunters, scouts and their advancements, and Erathan.''<br />
**'''Amulet of the Divine Breeze''' (+10% arcane resist, sets ranged damage type to arcane) - ''living units besides sprites and bats.''<br />
<br />
==Part I: Seeking the Light==<br />
===S1 (Border Patrol)===<br />
*Objectives: The starting objectives are to hold out as long as possible, but on Turn 4 the objectives will change to defeating all enemy leaders.<br />
<br />
This is a deceptively easy scenario, as the next scenario is very difficult and requires a substantial gold carryover. On Hard something like 140 carryover is ideal and anything less than 100 carryover is probably too little to win with. Do not overrecruit, keep an eye on your income (make sure it’s positive) and be aggressive – don’t be afraid to lose some units, as it will help your income.<br />
<br />
Recruits: I’d recommend getting 2 shamans so that you can divide your forces and have a healer for each one, but not more than that as you need damage dealers. The rest of your units should be a mix of mostly archers and hunters. (Fighters are generally inferior to hunters, and scouts are expensive and do little damage).<br />
<br />
General strategies:<br />
*'''Defending the starting keep:''' One strategy is to hang back at your initial castle during the first day, recruiting very lightly during these turns to preserve income. Form a line on good terrain: one possibility is to use the forts just south of your keep; another option is to form a slightly more forward line stretching from the forest tiles (19,20) to (26,17) through the village southeast of your keep. <br /> Let the enemies come to you; they’ll arrive around Turn 6 (The Short Dark). Attack aggressively during Second Dawn/Day and you should be able to eliminate almost all the enemy units before The Long Dark hits.<br />
<br />
*'''Moving to the center keep (by Theron):''' An alternate faster and much more aggressive strategy, meant to finish as early as possible for maximum carryover, is to recruit a full keep on turn 1 and move Galas to the central keep immediately. Much of the fighting will take place around First Dusk / The Short Dark so expect heavy losses. <br /> Theron's advice: Recruit 3 Archers and 3 Hunters in turn 1. (Fighters are too slow; shamans are too slow and their damage output is too low.) Move Galas to the tiny keep in the middle of the map. Recruit 1 more Archer and 1 more Hunter in turn 3. Recruit 2 Fighters and 2 Shamans in turn 3 + 4. Decide where to amass your army (green front or blue front). Do not retreat. Ignore TOD. Use terrain advantage.<br />
<br />
For defeating the enemy leaders you can either split your forces in two and kill them simultaneously, or a safer (but slower) strategy is to send everyone to kill the southern green leader and them move them all to the blue eastern leader. The eastern leader is tough to kill – it can help to level an archer to marksman and shoot him down during daytime.<br />
<br />
Try to get Galas to level 2 (captain is strongly recommended for leadership) and level at least one of the shamans to druid.<br />
<br />
===S2 (A Real Confrontation)===<br />
*Objectives:<br />
**Hold out until the end of turns.<br />
**Alternate objective: Defeat all enemy leaders (early finish bonus).<br />
<br />
This is an extremely difficult scenario on Hard, so you’ll want to start this with over 200 gold (minimum gold is 100; replay scenario 1 for more carryover if necessary). The first thing to do is grab the villages of your useless ally, as you can put the gold to much better use. Note that you (or your ally) must retain control of a certain number of villages (9 on Hard, depends on difficulty) or you will lose. This should not be a problem though, as there are 9 villages (3 in the northwest, 3 near your keep, 3 near Ledinor’s keep) which are quite far back and easy to defend.<br />
<br />
This battle has two fronts divided by the central lake: the western front south of your keep, and the eastern front. The eastern front is relatively safe as there are less enemies there and Ledinor sends the bulk of his army that way, while the western front will be a high casualty bloodbath. Therefore one approach is to send a small elite group of veterans including Anlindë east, while using a massive spam approach (civilians and fresh recruits, mixed with some veterans) in the west. An alternate strategy is to recruit only civilians initially and send them out to delay the enemy forces enough so that they reach your main force during the day.<br />
<br />
Keep your elves in a line in the forest and try to slow the level 2 enemies; use ctrl + v and watch out for the skirmishers. With constant reinforcements from your high income and the time of day changing in your favor the chaos army should eventually run out of steam.<br />
<br />
It’s perfectly fine to start the next scenario with minimum gold, so do not worry if you can't defeat the enemy leaders for the finish bonus. Try to level a shaman to sorceress, as the arcane magical damage will be very useful for the next scenario. This is best done on the later turns, when most of the chaos army is gone and it’s relatively safe.<br />
<br />
===S3 (Memories from the Depths)===<br />
*Objectives: Explore the cave, then defeat the undead leader in the far northeast corner.<br />
<br />
Recruit lightly initially, as there aren’t so many enemies in the tunnel and there is another keep right at the end of the tunnel. You’ll be fighting undead so hunters and their advancements are especially good, as are sorceresses if you have any; try to get Anlindë to level 3 and / or a sorceress or enchantress during this scenario as it will help defeat the enemy at the very end. When you reach the end of the tunnel, you can use the nearby keep to recruit/recall some more units. Try to keep your income positive though – you don’t need too many units and there will be more opportunities to recruit along the way.<br />
<br />
Proceed northwest past the second keep, and you’ll come across some branching paths. On the right, moving to the flashing yellow hex will open up a passage leading to a Ring of Swiftness granting +1 movement. A good choice for this ring is Galas, since it can potentially allow him to reach keeps and recruit a turn earlier. The two western paths which will join together in a large central chamber, where you’ll encounter the main undead army; take them out with the help of slowing and arcane attacks.<br />
<br />
Triggering a touchplate in the southwest leads to two holy waters which grant arcane melee damage for this scenario only. Continue northwest, being careful not to expose wounded units since bats will often come out of nowhere and attack, and you’ll come to a river crossing. Across the river is another keep – I would highly recommend using this keep to recruit a couple expendable hunters or shamans for their slowing ability in preparation for the scenario’s final enemy.<br />
<br />
Head east across the river and the path will split north and east. Both paths will join up in the northeast corner but the eastern path has much stronger enemies so send most of your units that way - you can use expendable units to lure the high level undead guards into the open where they are easily killed. In the northeast you’ll come across the scenario’s final enemy, an ancient lich! You’ll need to slow him first, so hopefully you have some expendable hunters or shamans which can suicide into him until he’s slowed. After he’s slowed use your sorceress/enchantress and Anlindë to hopefully finish him off.<br />
<br />
===S4 (Over the Sands)===<br />
<br />
Recruits: Living units are generally not recommended in this scenario due to the dehydration mechanic, but you’ll certainly want another (preferably +8) healer besides Anlindë, and you might as well recall the loyal scout too since he doesn’t cost upkeep. I’d recommend recruiting mostly ghosts – they are fast and have extremely good advancements – with some vampire bats mixed in to scout and act as a distraction force.<br />
You start with 2 villages and there are 6 more around the orc’s keep, but this is all you’re going to get for most of the scenario so take that into account when recruiting (try to keep your income positive).<br />
<br />
'''Part 1'''<br />
*Objectives: Defeat the orc leader to the northwest.<br />
<br />
Use Galas’ leadership on the level 1 ghosts; try to level a couple by feeding them the level 2 orc kills. Focus on killing crossbowmen and archers as their ranged fire attack is dangerous to ghosts. Mal Keshar is great at screening your units – you can put him in very exposed positions and the orcs will generally ignore him.<br />
<br />
When you kill the orcish leader you’ll get about 50 gold. You can use his keep to recruit some reinforcements (watch your income; there aren’t any more villages for a long time). Start heading west, where you’ll encounter some very weak undead. There will also be some scorpions north and south of the path which are free experience for wraiths and ghosts.<br />
After a while the path will turn south and you’ll spot some bandits.<br />
<br />
'''Part 2'''<br />
*Objectives: Defeat the bandit leader in the southwest.<br />
<br />
Try to fight the elusive outlaw units (footpads, thieves) on sand terrain where they only have 40% defense instead of their usual 60 or 70%. Bats make great bait for luring out powerful guard units, or the enemy leader.<br />
<br />
Once you defeat the leader some humans will show up from the north, and you will have to decide whether to fight them. If you do decide to fight them you'll have to defeat their leader and will go to S5a (Crossfire). If you choose the second option instead, the scenario will end immediately and you will go to S5b (Cursed Plateau). <br />
S5a is the easier scenario, but since both scenarios give a different item (see the [[#Item_List | Item List]]) you may want to decide based on that.<br />
<br />
'''Part 3 (only if you chose to fight the humans)'''<br />
*Objectives: Defeat the leader of the humans in the northwest.<br />
<br />
Note that drain attacks will not work on the human units so you’ll have to be a bit more careful with putting wraiths on the front line.<br />
Use the bandit’s keep to recruit more reinforcements if needed and start heading north. You’ll encounter two revenants; you can easily lure them out and kill them with spectres / wraiths. The humans have a lot of units, but if you form a line where your units can only be reached from 2 hexes then their level 1 units won’t be able to damage you too much.<br />
Continue northwest towards the final leader; again a vampire bat can be used to lure her out.<br />
<br />
===Diverging campaign path===<br />
====S5a (Crossfire)====<br />
*Objectives: Defeat all enemy leaders, and make sure no chaos empire units survive.<br />
<br />
All three enemy sides will fight each other, so a couple keeps of units should be enough. Villages are very scarce so using mainly low level units supported by leadership will save on upkeep. Start by sending your entire army south against the chaos empire; the undead and bandits will mostly be occupied fighting each other. The undead will send quite a few troops east but they should arrive around daytime so it should be easy to wipe them out.<br />
<br />
After the chaos empire is defeated, head west; you can send everybody against the lich and then north or split into two groups, one to defeat the lich and one to deal with the bandits. The bandits are the stronger enemy – try to attack them during the day.<br />
<br />
After defeating the bandit leader you’ll be given the choice to spare him; do so and you’ll be given a very useful Ring of Regeneration (+5 HP, regenerates +4 ability, +1 melee damage), a good item for Galas. (Deciding to kill him will only give you some gold and is not worth it.)<br />
<br />
====S5b (Cursed Plateau)====<br />
*Objectives: Move to the northwest corner of the map with Galas, Anlindë or Mal Keshar.<br />
**In order to get the item you must defeat both enemy leaders.<br />
<br />
You won't be getting any more villages for a while, so recruit very lightly initially. There's another tiny 1-hex keep to the west where you can recall some more reinforcements, and you'll only face some scorpions and bats at first, so a couple wraiths should be enough. Once you reach the tiny keep in the west, send some flying undead into the southwest cave, where there's a touchplate opening into a chasm full of bats. To the southeast of the chasm is a passage leading to a piece of parchment, which reveals a secret passage through the mountains in the northwest.<br />
<br />
To the north is another small 2-hex keep, though you might have to clear out some chaos empire units before you can use it. There are a lot of invokers so you'll probably want either some cannon fodder or some durable non undead units. It's preferable to form a solid line and defend until most of the enemies are gone, because there are many high level enemies and also some nasty shadow minions (nightstalking, skirmishing and backstabbing pests) around.<br />
<br />
Northeast of the small keep there's a dead end cave with the blue enemy leader; if you want the scenario's item you'll have to defeat him (Mal Keshar is very effective against him), otherwise you can just ignore the cave, though there is a small amount of gold there.<br />
<br />
Following the northwest path through the mountains leads to a gate, which you won't be able to open until you defeat both enemy leaders, though you could start sending whichever unit you want to pick up the item that way (it can be used by elvish hunters, fighters and advancements; I'd strongly recommend Galas.) Just send them on their own because there aren't any enemies behind the gate. Once you kill both leaders, you'll be able to pass through the gate to a chest in the south containing Shardia's Meteor (adds 15-2 ranged fire firststrike slow attack, +20% fire resistance, intimidates ability which causes level 0 and 1 enemies to fight worse).<br />
<br />
Continuing north and then east, there's another cave with the second leader. There's also a couple small piles of gold (in the southeast and northeast) in the cave. In the northwest is the shadow courier leader; try to kill him as quickly as possible in melee (preferably luring him out of the castle first so he doesn't have such high defense) because he will completely demolish your undead units. Once you kill the shadow courier, the western path which leads outside to the exit only has a few vampire bats. <br />
<br />
===S6 (Moon Valley)===<br />
*Objectives: Defeat all enemy leaders.<br />
<br />
This scenario is much easier than it looks, because the orcish units will generally stay clumped together near their leader instead of all coming towards you at once, allowing you to focus on each army separately. You’ll receive a small amount of gold each time you defeat an enemy leader.<br />
<br />
It's possible to rush the northeastern (blue) orc leader and kill him before he spends most of his gold: recruit a full keep on turn 1 and send Galas northwest immediately; send a bat southwest to village grab and move everyone else northwest. With the help of Anlindë and Mal Keshar you should be able to whittle down the leader on turn 3 and finish him on turn 4. Galas can then use the keep to recruit reinforcements while the rest of the army clears out the remaining blue orcs.<br />
<br />
At this point the green and black orcs will be hanging around the central forest while purple remains in the west. Advance aggressively during the second day and you should be able to wipe out most of the green and black units. After that only purple will be left; it will be night now but with the help of slow and Mal Keshar who is practically invincible they shouldn’t pose a problem.<br />
<br />
As the dialogue hints, when you approach the northwest area close to the final keep, several high level orcs will appear and the northwest leader will also get some gold to recruit. Wait until daytime (preferably morning) to approach, and you can also use the nearby keep to recruit some spam if you want to be extra safe.<br />
<br />
===S7 (Goliath)===<br />
*Objectives: Defeat Goliath.<br />
*Note: The units you recruit/recall on the first turn are all you will have for the entire scenario, so choose carefully.<br />
<br />
This scenario has a lot of weak level 1 units scattered around, so it’s a good opportunity to get some experience. Most of the enemies in this scenario are automatons which are extremely resistant to blade and arcane (50%) but only have 10% impact resistance making trappers/prowlers especially effective against them.<br />
<br />
After heading west through the tunnel that you start in, you’ll come across the keep of the chaos empire. This is actually the toughest opposition you will face all scenario so be defensive (form a line and let the enemies come to you) and take your time. The enemy leader is extremely dangerous in ranged so try to take him down in 1 turn using mostly melee attacks.<br />
<br />
After defeating the enemy leader, head south across the river and you’ll encounter some demons and bats scattered about; keep heading south and you’ll come to a chamber with some automatons which are basically free experience. There’s a passage in the south leading to an orb switch; send a fast unit like a flying undead to trigger it, which will open the eastern wall into a large central area.<br />
<br />
In the central area, triggering the touchplate in the southwest corner opens a small room in the center with two golems guarding a potion of strength (+2 melee attack, +8 HP for this scenario only) and the final touchplate which opens the way south. The northeast path is just a dead end with some weak enemies (though you could go kill them for the experience if you have the time) so send everyone down the southern passage. <br />
<br />
The passage leads into a huge chamber in the south filled with automatons. Moving further south in this chamber reveals the scenario’s boss, Goliath, who appears along with a few level 1 automatons. Goliath has a lot of HP and good resistances but is extremely weak in offense, so just slow him and attack with powerful units like Mal Keshar and he will be destroyed in no time.<br />
<br />
In the far southeast, down the watery passage, there is a secret touchplate at 40,26 which opens a passage to the Void Armor, which is located in the lit hex at 31,24. The armor sets physical resistances to 50% blade/50% pierce/40% impact and is a great item for Galas (it can be used by elvish fighters, rangers, skeletons, skeleton riders and their advancements) - start sending whichever unit you want to take it southeast ASAP if you want to make it in time.<br />
<br />
===S8 (An Errand of Hope)===<br />
*Objective: Defeat all enemy leaders (3 in total).<br />
<br />
You will get another opportunity to recruit later, when you are much closer to the main battle, so you may want to save some gold until then and try not to go negative on income. The first enemy you’ll be facing is some trolls directly to the northwest. Wraiths, spectres and Mal Keshar are especially effective against them. Near the troll’s keep you’ll find a Poisonous Bow (can be used by elvish archers, skeleton archers, elvish heroes, revenants and their advancements) which adds an 11-3 ranged poison attack.<br />
<br />
Head northwest across the river (don’t bother exploring southwest of the river; there’s nothing there) and you’ll come across a large central area – entering it will clear the fog in the area and reveal an ongoing battle between the chaos empire and some allied dwarves. There’s also a second dwarf leader far in the northwest (he has a few villages, so you can send a bat up that way to steal them), and another chaos empire leader all the way in the northeast corner.<br />
<br />
Use the large keep here to recruit/recall some reinforcements, and split up your forces between the western front and the northeastern front. You’ll need more firepower in the northeast, since there are quite a few high level enemies there and the dwarves will concentrate their forces in the west. It helps to have Galas use Althurin’s keep to constantly reinforce (you should have a pretty high income) and just defend the northeast passage until the high level enemies are gone. (Don’t worry about keeping Althurin alive; he’ll just flee if he gets to 0 HP).<br />
<br />
The final enemy leader is all the way in the northeast corner; he’s a chaos lorekeeper so send your strongest melee units against him.<br />
By the way, there’s no point in sending a unit to the crypt south of the western leader (you’ll just get a message saying it’s empty).<br />
<br />
===S9 (The Library)===<br />
*Objective: Reach the exit in the south with Galas, Anlindë or Mal Keshar.<br />
**Optional objective: Defeat all enemy leaders (early finish bonus).<br />
*Note: The exit is marked by a turquoise glyph somewhere in the south (its exact location is random). You'll need the exit key to pass through, which is dropped by a random enemy leader.<br />
<br />
Don’t recruit too heavily at the beginning, since you’ll get another opportunity to recruit about halfway through the scenario. You’ll probably have to do quite a bit of fighting before then though, so some durable units will be helpful. Ghosts/wraiths/spectres are especially good in this scenario due to the lack of chaos invokers and fire demons. Head west (the passage south of your starting keep just leads to an empty dead end) and after fighting through a couple level 2 undead you’ll come to an intersection.<br />
<br />
The northwest path leads to a dead end with a ruined house; when you send a living nonbat unit there to investigate you’ll discover Igor, a loyal wolf rider. He is automatically recalled in all later scenarios and even has his own dialogue, so it's highly recommended to keep him alive. Meanwhile in the south, the combined forces of the 3 enemy leaders will begin to arrive. The easiest way to fight them is to just defend in the bottleneck until the massive army is mostly gone; it will take quite a while but the rest of the scenario will go much quicker after the main enemy army is gone.<br />
<br />
When you get past the bottleneck you’ll come to a large keep where you can recruit some reinforcements, and the path splits into a western and eastern one. There are two enemy leaders in the west and one in the south, so one possibility is to split into two groups and have one group take out the two western leaders one after another (there’s a banebow leader in the northwest and a draug leader in the southwest), while another group circles east and then south to take care of the southern lich leader (bring some arcane damage).<br />
<br />
The purple glyphs scattered around reveal various pieces of backstory. There is also a turquoise glyph somewhere in the south which marks the exit. You’ll need the exit key (dropped by a random enemy leader) to use the glyph. You might as well just defeat all enemy leaders for the experience and early finish bonus, as they don’t have much income and are pretty much on their own.<br />
<br />
===S10 (The Source of Light)===<br />
*Objectives: Defeat the enemy leader, and then activate the six runes to open the central chamber.<br />
<br />
Note that this scenario takes place deep underground, where chaotic units get +30% damage instead of the usual +25%. In the beginning, make sure to send a vampire bat to grab the village in the far northeast corner of the map, across the chasm. The first objective is to defeat the enemy leader to the southwest. There are a lot of high level enemy units including skirmishers, so a safe way to play it is to form a solid vertical line along the 4-hex bottleneck (from 42,11 to 42,15) and defend there until the most threatening enemies are gone.<br />
<br />
Once the leader is defeated, you’ll have to activate the 6 glyphs scattered throughout the lower half of the map. Here are their approximate locations (going counterclockwise):<br />
*'''Northwest (across the river):''' A long twisty passage leads past some giant spiders to a glyph at the very end.<br />
*'''West:''' There’s a glyph behind a cuttlefish leader in the west of the watery area.<br />
*'''Southwest corner:''' There are a bunch of animated rocks and various undead here, and a glyph next to an enemy leader. Watch out, because several wraiths are lurking near the keep.<br />
*'''Center south:''' There’s a sealed chamber containing a glyph, which you have to open by finding a touchplate in the far south. There’s also a red Berserker Potion (not usable by: ghosts/bats/corpses, elvish shamans and their advancements, or hero units), which gives the berserk special to a unit’s melee attacks, +1 melee damage, +10% HP, and some extra resistance (+10% blade, +20% fire, +30% impact).<br />
*'''Southeast:''' There’s a lava filled cave full of fire spirits – dark adepts and their advancements are especially effective against them. In the far southeast there’s a fire guardian leader and a glyph next to the keep.<br />
*'''Northeast:''' You’ll encounter some undead and a chocobone leader (be sure to keep fragile units out of range of its charge attack). There’s a glyph guarded by vampire bats north of the undead keep, and a northeast passage leading to a green Potion of Drain (adds drain special, -5% HP, +10% arcane resistance, usable by non undead units).<br />
<br />
In order to explore efficiently it’s best to divide into several small groups (e.g. 4 groups, one for each corner). A very useful tip by skeptical_troll if you’d like to avoid a lot of fighting completely is to send a shadow/nightgaunt to activate the glyphs (though it’s not advised to do this in the southwest or northeast corner, since these glyphs are surrounded by enemies).<br />
<br />
Since there is no early finish bonus and you likely have very high income, you may want to take your time and make some extra gold for next scenario.<br />
<br />
===S11 (Strike on Herthgar)===<br />
*Objectives: Hold out until the end of turns, or defeat all enemy leaders.<br />
*Note: All enemy sides will get a small amount of gold on turns 6 and 14.<br />
<br />
This scenario is actually the final battle for Part I – the next two scenarios are more of an epilogue. This is one of the more difficult scenarios, so don’t worry too much about losing some veterans (another thing to note is that you will not be able to take more than six undead veterans with you after this scenario.)<br />
<br />
Gold carryover is completely irrelevant (you won’t be able to use more than the minimum gold next scenario) so one approach is to just recall every single veteran you can afford. It can be helpful to create walking corpses with your necromancers to act as a distraction. Also, be sure not to let your spectres/nightgaunts etc. get within range of multiple chaos invokers and demons, or they will die fast.<br />
<br />
Here is one strategy for defeating all enemy leaders:<br />
#Send a large force northwest to wipe out the two northwestern enemies while a smaller force heads south to defend the dwarven castle. (The eastern front and southern front do not require immediate attention because the dwarves will delay the enemies for several turns.) Form a line and let them come to you; prowlers with their slowing ability and necromancers with their high HP and arcane resistance (there are lots of chaos invokers around) are especially good at holding the line.<br />
#Once the two northwest enemies are defeated, split the large northern force, with one part going to deal with the eastern enemies, and the rest going south to reinforce the castle.<br />
#Defend in the castle using the bridge chokepoints (just watch out for demon zephyrs which can fly over the deep water moat) until most of the southern enemies are gone. The southern force can then split into two groups and take out the two remaining southern leaders.<br />
<br />
===S12 (The Escape)===<br />
*Objectives: Reach the northern exit with Galas, Elynia or Mal Keshar.<br />
*Note: You may only recruit/recall during the first turn (6 units total), and any undead veterans you do not recall this scenario will be permanently lost (dark adepts/sorcerers/necromancers and bats do not count).<br />
<br />
This is a relatively easy scenario, but there are some triggered events including a large ambush near the end so don’t send your units too far ahead by themselves.<br />
<br />
There are four minor enemies you’ll be facing this scenario:<br />
<br />
#After crossing the river at the beginning you’ll come across a chamber with the chaos empire fighting some trolls; both are very weak and shouldn’t be a problem.<br />
#After crossing another bridge and heading north you’ll encounter a mechanical Goliath along with some automatons; he is also extremely weak.<br />
#You’ll then come across a tunnel leading into a large empty chamber. Do not send a unit all the way into the chamber because there’s an ambush; instead move a scouting unit slowly toward the chamber until you trigger the ambush, then pull it back using its remaining movement. After that the ambush shouldn’t be hard to deal with – the most threatening enemy is the hellhound with 10-4 melee berserk, but a single spectre can easily take care of it.<br />
#Finally, after heading north you’ll come across some imps. One thing to watch out for is that when you kill the leader imp, he will dissolve into a bunch of mudcrawlers. After that the exit is straight to the north.<br />
<br />
===S13 (Face Your Fate)===<br />
*Objectives: Hold out to the end of turns; then accept the inevitable.<br />
<br />
This is mostly a cutscene scenario.<br />
Holding out until the end of turns should be trivial with your extremely high starting gold. If you didn’t manage to recall some of your undead veterans last scenario, you can recall them now. A few turns after the initial turn limit, the Chaos Warlord will appear in the southwest and the objectives will change to defeating her. However, it is impossible (if you reduce her HP to 0 she’ll just heal back to full and instantly kill all your undead units), and the only way to end the scenario is to let your leader die.<br />
<br />
==Part II: Armageddon==<br />
<br />
===S14 (Bye and Behold)===<br />
*Objectives: Defeat both enemy leaders.<br />
This should be a very easy scenario, especially if you’re continuing from a Part I save, so it’s a good opportunity to get some easy XP for fresh recruits. The barrel contains 6 explosive arrows (does 80% of the base damage to the unit immediately behind the target).<br />
<br />
The two enemies you’ll be facing are saurians and water serpents from the northwest and orcs from the northeast. The northeast orc keep is surrounded by deep water to the south, forcing the orcs to go all the way around to the west and then south, giving you several turns to focus on the saurian army before they arrive. Most of your forces should head northwest since the main battle will take place there (for the east you can just send a bat to village grab). If you keep your elves in the forests you should have no problem dealing with the saurians and then the orcs.<br />
<br />
===S15 (Shadows of Time)===<br />
*Objectives: Defeat all enemy leaders. (You actually do not need to kill the ancient lich leader – once you attack him he will flee.)<br />
You’ll be fighting a lot of undead so arcane (sorceresses, dark adepts, etc.) and fire damage (sprites) will be very useful. Your orcish allies will mostly go up the northeastern side of the map and delay the undead coming from that direction, so the main battle will likely take place on two fronts: fighting the undead from the west, and the orcs in the center.<br />
<br />
The first threat you’ll face is the group of four Forefathers coming at you from the west; stay back and let them get close, and then finish them off with heavy arcane hitters like Elynia and Mal Keshar. After that you can split your army in two, with one group holding off the undead in the western forest, and another (probably larger) group dealing with the incoming flood of orcs (and later undead from the north) in the center.<br />
<br />
===S16 (Dawn of War)===<br />
*Objectives: Reach the southern edge of the map with Galas, Elynia or Mal Keshar.<br />
**Optional objective (early finish bonus): Defeat all enemy leaders.<br />
*Note: You can only recruit / recall elves on the first turn, and all veterans not recalled in this scenario are permanently lost.<br />
<br />
Recalling advice:<br />
*If you continued from Part I you’ll likely have much more veterans than you can recall; however there’s no need to get obsessed about bringing every single veteran with you because there is very little gold in later scenarios, so you won’t be able to use them all anyway.<br />
*Elves: It’s highly recommended to get at least two healers because you will not be able to get any more healers later! After that, probably the most useful elven units are enchantresses and prowlers since they can slow.<br />
*Spectres are great in later levels (arcane damage + mobility); I’d recommend recalling every one you have. Necromancers and nightgaunts will also be very useful.<br />
*I would not recommend recalling any sprites, since they are lawful and the next scenarios all feature perpetual night.<br />
<br />
Your two allies will do a pretty good job distracting the two outer enemies, so the main battle will take place in the center. If you began the battle portion of the scenario on turn 4, you should have a turn of daylight (First Afternoon) to strike hard and fast at the central enemies with all your veterans. If you continue to make as many kills as possible during dusk there shouldn’t be many enemies left at all to threaten you during the night. Once you deal with the units from the two central enemies the rest of the battle should be easy, as the two outer enemies should be weakened from fighting your allies. It's recommended to kill all the enemy leaders for the extra gold and experience.<br />
<br />
===S17 (Voice of the Armageddon)===<br />
*Objective: Defeat all enemy leaders.<br />
You will face two enemy leaders: a relatively weak enemy in the center, and a very powerful enemy far to the south. You’ll probably want to recruit a few expendable units such as skeletons or vampire bats to distract the powerful enemy units from your veterans. The central enemy shouldn’t be too much of a problem: blast them with your veterans and then put a couple expendable units in front to screen them.<br />
<br />
Once you scout far enough south, you’ll trigger the southern leader to start recruiting and a boss Armageddon Imp will appear and start heading for you. It’s probably best to wait near the central keep and let the imps come to you so you don’t get in range of the enemies stationed in the southern fort. Once they arrive, illuminate and slow the boss and then zap him with your magical ranged units. Next you’ll have to deal with the army of soulless and necrophages coming from the south; once again an effective tactic is to blast away with your veterans from the back and then insert some expendable units in the front.<br />
<br />
Be careful when approaching the fort because the powerful units stationed there will come out and attack; use ctrl + v to make sure no one is too exposed, and try to lure them out one by one. The ancient lich leader can be lured out onto 40% defense terrain by placing a walking corpse in his range. Don’t bother about setting up the kill on the leader because he will just run away, denying you the killing XP.<br />
<br />
===S18 (Ashes of Wesmere)===<br />
*Objectives: Defeat the enemy leader, and then move Galas, Elynia or Mal Keshar to the cave in the southeast.<br />
<br />
The more spectres you have the easier this scenario will be; I recommend recalling all your spectres and wraiths. Since there aren’t any villages you’ll surely start next scenario with minimum gold anyway, so there’s no point in worrying about upkeep or saving gold. The main enemies you’ll be facing are drones, which do impact damage and are weak to arcane. Advance very cautiously at first because there will be several level 2 drones lurking around. They’re extremely nasty in ranged, so spectres are ideal for taking them out.<br />
<br />
Once you start heading south, you’ll face a horde of level 1 drones from all directions. Just keep killing them every turn with spectres and wraiths, focusing on one group at a time, and eventually they’ll run out. Be careful of putting Mal Keshar in range of a lot of drones because they’ll chain attack him and he’s weak to impact.<br />
<br />
After that it should be easy to kill the enemy leader, who has a pretty pathetic army. When you head southeast to the cave, keep a tight formation and don’t expose heavily wounded units because there are several invisible skirmishing and backstabbing shadow minions around.<br />
Since there’s no early finish bonus, you can use any leftover turns to go around killing the other enemies scattered around the map for the XP.<br />
<br />
===S19 (Under the Sands)===<br />
*Objective: Reach the exit in the south with Elynia or Mal Keshar<br />
<br />
This scenario has a lot of rough terrain and chasms, so ghostly undead (spectres, nightgaunts) will be extremely useful. Also, the blue matrix flow systems have 0% defense and can be drained, so they can be used as free full heals for your spectres.<br />
<br />
When heading out of the initial chamber, be very cautious and keep a completely tight formation because there are several shadow minions (which are invisible and can skirmish and backstab) lurking nearby. This scenario is full of these shadow minions, so be very cautious when advancing.<br />
<br />
Make your way southeast to kill the drone leader, then west where the chaos empire army should be arriving. They shouldn’t be much trouble (just make sure to kill the invokers before they can get at your ghosts). You’ll arrive in a large central chamber full of various enemies. Send some units towards the hive in the southwest of the chamber and you’ll spot a matrix core in the far west; each core you destroy will reduce the gold of certain enemy sides in the next scenario by a bit (there are 5 cores total). Next scenario is difficult, so it's worthwhile to destroy as many cores as possible.<br />
<br />
Head south across the lava chasm (it will probably take a while, due to being assaulted by enemy spawns from all directions) and you’ll come across the chaos empire leader to the left and a dead end with a second matrix core on the right. Once you defeat the leader head south towards a swampy area.<br />
<br />
Past the swamp is a fork: the southern fork doesn’t have enemies and leads straight to the exit. The eastern fork leads into a large hive, where the remaining 3 matrix cores are. One of the cores is near the entrance. The remaining 2 cores are extremely deep into the hive so getting at them may be more trouble than it’s worth, though you can get some good XP out of fighting your way through to them. Note that you won’t be able to leave until Elynia and Mal Keshar are both outside the hive, so make sure you have enough turns left before exploring (but if you kill the innermost core, a shortcut will open up, so you don’t have to backtrack all the way).<br />
<br />
===S20 (The Heart)===<br />
*Objectives: Move Galas, Elynia or Mal Keshar inside the fortress, or defeat all enemy leaders.<br />
*Notes:<br />
**Another enemy leader will appear in the north on Turn 2. Also, every so often starting from Turn 3, a large group of enemies (mostly demon zephyrs) will appear in the chasm surrounding the fortress.<br />
**After the initial turns of daylight the scenario becomes perpetually night.<br />
**You have control over the allied dwarves this time. They leave after this so they’re completely expendable.<br />
<br />
This is somewhat of a finale for Part II of IftU. <br />
Since you don’t have so much time, trying to defeat every leader is probably more trouble than it’s worth, especially on Hard. My strategy was to completely ignore the northern leader and rush my entire army southwest, killing as many units as possible during the day before the scenario turned into perpetual night. After that I fought my way over the bridge into the fortress (having spectres and nightgaunts fly over the chasm is essential in breaking the bridge bottleneck), sending the less valuable veterans in first. Meanwhile some units went to deal with the northern army which was attacking from behind.<br />
<br />
The dwarves really did not do much; I mostly had them camped in the 3 village cluster just northwest of the fortress the entire time, where they lured out and killed any demon zephyrs which spawned in the west.<br />
<br />
Some tips:<br />
*After this you’ll only be able to use 8 of your veterans for the rest of the campaign. So choose your 8 favorite veterans and go crazy with the rest!<br />
*There are a ton of enemies on this map, and a lot of nasty flying ones which can reach your units from quite far away. Use ctrl + v constantly to avoid surprises.<br />
*Two nightgaunts backstabbing from opposite sides of a sentry tower will automatically kill it from full health.<br />
*Having some expendable units will be very helpful; if you’re short on cash, you can use your necromancers’ plague staff to make free corpses.<br />
*Don’t worry about gold carryover; you can’t use more than the minimum next scenario anyway.<br />
<br />
===S21 (Innuendo)===<br />
*Objectives: Reach the exit in the north with Galas, Elynia or Mal Keshar.<br />
*Notes:<br />
**From now on it is ''highly'' recommended to restart anytime any unit dies, because these are the only veterans you'll have for the rest of the campaign and the remaining scenarios are very difficult.<br />
**It is essential to pick up the chest of gold in the southwest, which will be needed several scenarios later for the final battle.<br />
<br />
Recruits: You may only bring 8 veterans with you for the rest of the campaign. Future scenarios will be underground / deep underground so undead are especially useful. It’s also recommended to bring 2 shydes for healing, at least one necromancer for making free fodder corpses, and some flying undead (spectres/nightgaunts) since there will be a lot of unwalkable chasms. (I used 2 shydes, 2 necromancers, 1 lich, 2 spectres and 1 nightgaunt and it worked really well.)<br />
<br />
Get ready for an absolutely massive dungeon crawl! You’ll face several waves of enemies in this scenario:<br />
<br />
'''The beginning:''' Some Chaos Empire units will come at you immediately, so just form a solid line in the passage and let them come. After that the path splits north to a dead end with a Potion of Deftness giving +1 movement and +1 ranged damage (living units only), and a southwestern passage leading to a large chamber full of powerful enemies. You can safely destroy them by forming a line in the 3-hex passage and slowly picking them off until they’re gone. (Try to turn some of them into corpses, which can be used as bait for powerful enemies later).<br />
<br />
'''The large chamber in the south:''' There are two paths north (both lead to the same place) with some enemies guarding them. In the southwest corner there’s a room with a Potion of Strength (+1 melee, +8 HP, a great item for Galas), an Accuracy Bow (for archer units only, such as Erathan), and a chest of gold. There is an enemy leader in the northwest, and moving to the gem behind him will open one of the gates in the northeast.<br />
<br />
'''The northern chamber of undead:''' You’ll need to find the gem which opens the gate in the far north, where there is an ancient lich leader. Be sure to stay out of his range (he has 7 movement!) until you wipe out most of his army. Also be careful of the two wraiths right behind the leader. If you made any walking corpses earlier, you can use them as bait to safely lure out the ancient lich leader. The gem on his keep opens the gate in the east.<br />
<br />
'''The imp boss''': Past the eastern gate, you’ll come to a long passage east with some enemies. Once you advance far enough, you’ll discover a large chamber with a nasty imp boss and some other enemies. It’s best to fight them in the 3-hex bottleneck, and try to have Elynia illuminate and slow the boss.<br />
<br />
'''The dungeon:''' The area northwest of the chamber where the imp was leads to the exit, but it’s blocked by a gate so you’ll have to go east to the dungeons first. There’s a couple (useless) soulless in the cells which will join you. In the southeast, there’s an unwalkable chasm with some enemies on the other side; if you send some flying undead exploring there they can trigger a touchplate which opens a passage for regular units to enter. There is a Glacial Gladius there which gives a slowing cold melee attack (usable by elves other than shamans+advancements, and Erathan.)<br />
<br />
The goal is the northeast hive area, where there’s an amulet (+10% arcane resistance, changes ranged damage type to arcane) which is good for units like shydes so they’ll take less damage when slowing later bosses. The south of the hive contains a cage with Ledinor, the elvish lord from the beginning; freeing him will open the gate in the northwest where there are a ton of high level enemies and a drone boss.<br />
<br />
'''The exit (finally!):''' For the horde of high level enemies coming from the exit, it’s safest to retreat to one of the 3-hex passages leading to the dungeons and just pick them off slowly. When approaching the exit, be careful since the chasms on either side contain drones.<br />
<br />
===S22 A (Face of the Enemy)===<br />
*Objectives: Explore the area, then defeat the Chaos Warlord, then flee to the southeast with Galas, Elynia or Mal Keshar.<br />
Head southeast past some drone hives – the drones will constantly respawn from the hives, though they won’t chase you if no units are in range. Continue heading east across the cave area. There’s a gate in the north which just leads to a dead end, and a couple doors in the southeast which lead to a corridor of enemies. The safe way to deal with them is to camp in the 2-hex bottleneck. Also, watch out for the berserking hellhound hiding in the back. The northeastern water area just leads to a glyph with some backstory about the drones.<br />
<br />
Past the corridor of enemies is another gate; once you open it all your units will be teleported into the chamber beyond, where you’ll be surrounded by powerful enemies. Try to focus on killing a few at a time while staying out of range of the others. A few turns later the Chaos Warlord will show up in the keep in the west. She’ll recruit some units, so retreat and deal with her army before taking her on.<br />
<br />
Once you defeat her she’ll heal back to full so you’ll have to run away by having Mal Keshar destroy the exit gate to the southeast. Fortunately Elynia will cast a spell on her so she’ll only have 1 movement until you open the gate, at which point she regains all her movement (so make sure your units aren’t in her range at that time). The Warlord will just stay in her keep and recruit and not chase you, so it should be easy to get away. The southeast area just has some drones in the south and a giant spider; move a leader to the southern border of the map to proceed to the next part.<br />
<br />
===S22 B (Dark Hive)===<br />
*Objectives: Defeat the Chaos Warlord (you will have to fight her several times.)<br />
This is an extremely difficult scenario. There are hordes of constantly respawning drones, several difficult boss fights and you must also keep as many veterans as possible alive for later scenarios.<br />
<br />
Some tips:<br />
*In general due to the respawning drones it’s best to stick together in a single group, move forward quickly, and not send units off exploring side passages or they may end up trapped – the only things to find anyway are two glyphs with some backstory.<br />
*A useful (but cheap) tactic is to deliberately leave units (especially Elynia/Mal Keshar) a few XP from leveling so when they attack the boss they’ll automatically heal to full.<br />
*Always make sure to lure off and get rid of as many surrounding drones as possible before confronting the Chaos Warlord, because her leadership combined with the drones is deadly. <br />
There are three sections, each ending with a fight against the Chaos Warlord:<br />
<br />
'''Part I'''<br />
<br />
In the beginning, the path branches south and east; both eventually lead to the same place in the southeast but the eastern path has better terrain so is probably the easier one. Eventually you’ll come to a larger area with a chaos magus to the south; the way forward is a couple doors south of the chaos magus past some ants. Once you open the doors you’ll meet Elyssa again; she’s surrounded by a ton of drones and will recruit more so just camp in the 2-hex passage until all the drones are gone. Meanwhile you’ll have to move Elynia and Mal Keshar next to each other and protect them for a few turns (move them off the front lines before doing this, because they won’t be able to move or attack).<br />
<br />
Once Elynia and Mal Keshar have summoned the Union and all the nearby drones are gone, lure Elyssa out onto 40% defense by putting a unit in her range. She’ll absorb all non-Union damage, but you can still slow her so try to always slow her before using the Union. Note that the Union uses up both Elynia and Mal Keshar’s moves and attacks, though you can still slow with Elynia and then Union with Mal Keshar. Once Elyssa’s at 60% health she’ll run away.<br />
<br />
'''Part 2'''<br />
<br />
The way forward is the two gates in the southwest, which lead down some narrow passages into an area full of demon zephyrs and drones. You can form a line just outside the narrow passages (don’t use the 1-hex bottlenecks or it will take too long) and let them come. Also, try to avoid sending your flying undead onto the starry chasms because it has a small chance of killing them.<br />
<br />
Continuing southwest, you’ll come to a rocky area surrounded by chasms - there are a bunch of drones across the chasms so try to lure them off a couple at a time. Elyssa’s in a keep to the south - lure her out and repeat the slowing + Union tactic (she still absorbs non Union damage). This time she’ll flee at 40% HP.<br />
<br />
'''Part 3'''<br />
<br />
Continuing east, a bunch of zephyrs and drones will come at you across the eastern chasm; form a line and lure them onto land so you can easily get rid of them. Then the path splits south and east - both lead to the same area in the southeast, where Elyssa is waiting with a bunch of drones. As usual try to lure off as many drones as possible before luring Elyssa out.<br />
<br />
She is more powerful this time, but fortunately she now takes full damage from non Union attacks! However, make sure to finish her with the Union; otherwise she’ll just regenerate HP instead of dying.<br />
<br />
===S23 A (Into the Lair)===<br />
*Objectives: Find the entrance to the Chaos Emperor’s lair.<br />
<br />
In the beginning, just follow the path southwest past a few demon zephyrs and guards. Past the gate in the southwest there are a couple enemy leaders; just camp in the 3-hex passage until both their armies are gone. There’s a gate in the south which leads to the exit, but you’ll have to find the glyph to open it first.<br />
<br />
A few turns after entering the indoor area, a bunch of cockatrices and drones will come flooding out of the west. It’s preferable to form a solid line against them, since getting petrified disrupts a unit’s ZOC. Cockatrices are weak to arcane so spectres are ideal for taking them out. Once they’re gone split up into two groups to explore the western cave passage and the north- there’s an enemy leader in each area. It’s best to send Elynia with one group and Mal Keshar with the other since the glyph to open the exit is in a random location and only Elynia or Mal Keshar can activate it.<br />
<br />
Once you open the exit gate, there will be another flood of cockatrices from the southeast. Past the exit gate there’s a very weak enemy leader and some assorted enemies scattered around. The path then splits three ways: south is an empty dead end, north is a dead end with some story glyphs, and east is the entrance to the lair.<br />
<br />
===S23 B (Until Death)===<br />
*Objectives: Defeat the Chaos Emperor.<br />
*Note: The blue glyphs scattered around the map heal a unit to full.<br />
This is effectively the final battle; the next scenario is easy and more of a playable cutscene (however, any surviving veterans do carry over to next scenario – you won’t need many but the more the better.) This is probably the most difficult scenario in the entire campaign so hopefully almost all of your veterans are still alive and you got the extra gold from S21.<br />
<br />
You’ll start close to two enemy leaders, and it’s possible (recommended, even) to take them both out on turn 1. The southern leader should be easy; make sure to leave Galas available to take his keep and begin to recruit undead immediately. For the northern shadow courier if you put Mal Keshar next to him and Elynia next to Mal Keshar, two of Mal Keshar’s Union hits will take him down (a 78% chance to kill – it’s slightly risky though, since there are likely some level 2 drones lurking around and Mal Keshar will take a lot of retaliation if he doesn’t kill the shadow courier.)<br />
<br />
Try to recruit as much as possible with Galas on turns 1-3. At the start of turn 4, the Emperor will possess Mal Keshar (meaning you can’t recruit undead anymore) and Erathan (or Galas, if you don’t have Erathan). You’ll then have to use Elynia to kill Mal Keshar (you can make this part easier by making sure Mal Keshar is close to your units and on 40% defense on turn 4.) The Emperor can recall your unused undead veterans while he’s controlling Mal Keshar, so try to finish Mal Keshar off immediately.<br />
<br />
Once you kill Mal Keshar, the Emperor will get a new Union attack and Elynia will also get a powered up (35-4) Union attack when next to him. Elynia’s Union is the only attack which does full damage to the Emperor; all other attacks will do just a few HP of damage (also, non-Union attacks will sometimes cause him to become unslowed so be careful). Lure the Emperor out onto 40% defense, slow him, and then Union with Elynia. You’ll probably need about 3 turns (2 if you’re lucky) of Elynia using the Union. Hopefully Elynia doesn’t get hit too much; if she does you could try ZOCing the boss with cannon fodder while Elynia gets healed or moves to a healing glyph.<br />
<br />
Once you defeat him Mal Keshar will return and you can recruit undead again (although he is extremely fragile now so it’s essential to keep him away from the Emperor), and the Emperor will transform into his final form. This form has much more HP and a stronger ranged attack (hopefully at least one slower is still alive!) but fortunately can now be fully damaged by regular attacks. Elynia’s Union also gets a major powerup, so his HP should go down very quickly. He sometimes spawns drones when hit; you may want to move your own units next to him before attacking so that the drones don’t block the hexes next to him. Make sure to have Elynia finish him off with the Union, or else he’ll regenerate a ton of HP.<br />
<br />
===S23 C (Broken Heart)===<br />
*Objectives: Reach the exit with Elynia, Galas or Mal Keshar.<br />
*Note: This is the last scenario.<br />
This scenario should be pretty easy, even with very few surviving veterans. Head northeast past some demon zephyrs to the first checkpoint; your units will all enter a new lava area. Around this time Ledinor will begin having some ominous dialogue, and several turns later he’ll suddenly transform into a shadow courier, and 3 shadow minions will appear around him. You can either kill him, or just leave him behind.<br />
<br />
After heading east across the doors past the second checkpoint, the path will turn north. Once you approach the third checkpoint, several high level undead will appear in the 3-hex keep just north of the checkpoint. Once you’ve dealt with them, it’s a pretty uneventful trip northwest toward the exit.<br />
<br />
[[Category: User-made Campaigns - Walkthroughs]]</div>Inkyhttps://wiki.wesnoth.org/index.php?title=Category:User-made_Campaigns_-_Walkthroughs&diff=57903Category:User-made Campaigns - Walkthroughs2016-09-12T07:32:08Z<p>Inky: Created page with "This is a collection of walkthroughs for user-made (add-on) campaigns. Category: Campaigns - Walkthroughs"</p>
<hr />
<div>This is a collection of walkthroughs for user-made (add-on) campaigns.<br />
<br />
[[Category: Campaigns - Walkthroughs]]</div>Inkyhttps://wiki.wesnoth.org/index.php?title=A_Song_of_Fire_Walkthrough&diff=57902A Song of Fire Walkthrough2016-09-12T01:59:01Z<p>Inky: Part II is complete! Minor edits/added some advice for previous parts.</p>
<hr />
<div>''NOTE: This is still very unfinished - I'm still working on it! -Inky''<br />
<br />
This is a walkthrough for ''A Song of Fire'' (ASoF), a 36 scenario add-on campaign for Wesnoth 1.12 by revansurik, featuring the Elementals, Aragwaithi and Windsong from the War of Legends era. This campaign is the first part of the Dragon Trilogy; the next two campaigns are ''War of the Jewel'' and ''Aria of the Dragonslayer''. The forum thread for the campaign can be found [https://forums.wesnoth.org/viewtopic.php?f=8&t=38210 here].<br />
<br />
This walkthrough was written by Inky based on ASoF version 0.5.8 on Hard. Feel free to make corrections or add your own advice.<br />
<br />
==Known Bugs==<br />
<br />
There are a couple bugs in ASoF version 0.5.8 (the latest version as of September 2016), but they're pretty easy to fix/avoid:<br />
*On Hard difficulty only, there are a couple typos with the gold. To fix these, open the scenario .cfg files (located in the ''data/add-ons/A_Song_of_Fire/scenarios'' folder - if you don't know where your add-ons folder is, open Wesnoth, go to Preferences -> General and click on the Paths button) in a text editor such as Notepad, but preferably something which displays line numbers, such as Notepad++.<br />
**Scenario 1: Line 77 of 01_Rain_of_Fire.cfg should be {GOLD 180 160 140} instead of {GOLD 180 160 14}.<br />
**Scenaro 13: Line 365 of 13_Twilight_Of_The_Kingdoms.cfg should be {GOLD 550 500 450} instead of {GOLD 550 500 4500}.<br />
*In [[#S11 Legend of the Water Dragon|Scenario 11 (Legend of the Water Dragon)]], you'll be unable to finish the scenario if you move Myra back to her keep before visiting the fountain. More details and a fix here: https://forums.wesnoth.org/viewtopic.php?f=8&t=38210&start=240#p580591.<br />
<br />
==Unit Overview==<br />
<br />
This is a chart to keep track of the various recalls which change many times throughout the campaign. The campaign is divided into three parts, but recalls carry over between parts. In certain scenarios some of the other races will have their own separate side, but will remain under the player's control.<br />
<br />
{| style="border-width: 1px; border-color: #333;border-style: solid;padding:8px;"<br />
!Race<br />
! colspan="31"|Playable scenarios <br /> <span style="font-weight:normal">The darker shades indicate that while recalls of that race are available, new recruits are not.</span><br />
|-<br />
|<br />
|[[#S1 Rain of Fire|1]]<br />
|[[#S2 A Common Cause|2]]<br />
|[[#S3 Monstrous Help|3]]<br />
|[[#S4 Lightning Strike|4]]<br />
|[[#S5 Forest Ablaze|5]]<br />
|[[#S7 Rise of the Dragons|7]]<br />
|[[#S9 Bitter Return|9]]<br />
|[[#S10 The Wilderness|10]]<br />
|[[#S11 Legend of the Water Dragon|11]]<br />
|[[#S12 Burning Revenge|12]]<br />
|[[#S13 Twilight of the Kingdoms|13]]<br />
|[[#S14 The Sky Dragon Descends|14]]<br />
|[[#S15 Farewell|15*]]<br />
|[[#S16 Blood of the Steppes|16]]<br />
|[[#S17 Ashes of the War|17]]<br />
|[[#S18 Besieged|18]]<br />
|[[#S19 Fires of Hope|19]]<br />
|[[#S20 Ring of Fire|20]]<br />
|[[#S21 The Will of the Naiad|21]]<br />
|[[#S22 Where the Sun is Born|22]]<br />
|[[#S23 Holy Fire|23]]<br />
|[[#S24 The Sun Path|24]]<br />
|[[#S25 Wings of Rebellion|25]]<br />
|[[#S26 The Conquest of the Promised Land|26]]<br />
|[[#S27 The Rise of Maat'Kare|27]]<br />
|[[#S28 Embers of War|28]]<br />
|[[#S29 Forging Allies|29]]<br />
|[[#S31 Night Fire|31]]<br />
|[[#S32 Fading of a Flame|32]]<br />
|[[#S33 The Valley of Silence|33]]<br />
|[[#S35 Wrath of the Heavens|35]]<br />
|-<br />
|Elementals<br />
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|Windsong<br />
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<br />
<span style="font-size:85%">*Scenario 15 is unique in that you may not recruit or recall, but start the scenario with every single unit on your recall list.</span><br />
<br />
In the first half of the campaign (up to [[#S19 Fires of Hope|Scenario 19]]) you will fight drakes almost exclusively. In the later half of the campaign you will mostly be fighting minotaurs, vampires, and celestials.<br />
<br />
====Elementals====<br />
*'''Wisps:''' These are extremely important since they level into your only healers, the Ethereal Orb. Try to start leveling them in the first two scenarios; you'll want several by Scenario 4. The Ethereal Orb's maximum level is 1, but their AMLA (After maximum level advancement) gives +5 HP and +1 damage, so it's worth it to keep giving them XP. Combined with leadership, they can even be extremely potent damage dealers, especially against units weak to arcane such as drakes.<br />
*'''Brazier Imps:''' Since they do fire damage, they aren't very effective in the beginning against drakes. However they become very useful later against other units such as undead and trolls. It's recommended to level them into Furnace Beasts, which are much more durable than Fire Wisps and can reach level 4 (Lava Behemoth), becoming an extremely durable tanking unit.<br />
*'''Kobolds:''' These (along with Lava Behemoths) are your main tanking units. They have extremely high resistances, but they are very slow since they never get above 4 movement, so their usefulness depends on the map. They are essential in [[#S3 Monstrous Help|Scenario 3]] against Saurians, and very useful in defense scenarios (there are plenty in this campaign) such as [[#S4 Lightning Strike|Scenario 4]].<br />
*'''Razorbirds:''' These are only good for scouting or village grabbing, but wisps can usually do the job just as well, and without the upkeep costs.<br />
*'''Sylphs:''' With their cold marksman damage they are your main damage dealers against drakes, and they also have excellent mobility since they can fly. However they are quite fragile, so they need to be used carefully.<br />
*'''Tidals:''' These are water based elementals and have poor movement and defense on land, so they are not very useful due to the general lack of water terrain. (There is one water based scenario, [[#S20 Ring of Fire|Scenario 20]], but it can be completed just as well with flying units like ethereal orbs and leveled sylphs.) While the Ice Crab advancement can move well on land, it is still not really worth using due to its extreme weakness to fire damage, which is very common in this campaign.<br />
*'''Vine Beasts:''' These are not useful due to a general lack of forest terrain, lack of durability (they only reach level 2) and a weakness to drakes' fire damage.<br />
<br />
====Dwarves====<br />
<br />
Dwarvish Lords (especially Quick ones) are one of the most useful unit types in the campaign, with their durability and good movement through rough terrain. In [[#S14 The Sky Dragon Descends|Scenario 14]] you control a separate dwarvish side and temporarily gain the ability to recruit high level dwarves, so after Scenario 14 you should have plenty of Dwarvish Lords on your recall list. However, they often won't be available in the later part of the campaign.<br />
<br />
====Aragwaithi====<br />
<br />
Aragwaithi Guardians (level 3 spearmen) are probably the most useful unit type, being quite durable and the best unit for dealing with all the drakes you'll be facing in the first half of the campaign. The spearmen can also advance to Ancient Banners which have level 4 leadership. You already get an Aragwaithi Captain hero, Ravyan (and after Scenario 21 Myra gets access to level 5 leadership), but it can be worthwhile to have a second level 4 leader in large battles such as [[#S19 Fires of Hope|Scenario 19]].<br />
<br />
====Windsong====<br />
<br />
Leveled scribes (Arbiters/Librarians) with their powerful arcane slowing attack will absolutely destroy drakes. It's recommended to recruit some savants in [[#S14 The Sky Dragon Descends|Scenario 14]] when you can temporarily recruit level 2 Windsong, and level them to arbiters by [[#S19 Fires of Hope|Scenario 19 (Fires of Hope)]], an extremely difficult defense scenario against drakes. However, arbiters/librarians become pretty useless in the last part of the campaign against celestials, which are almost immune to arcane damage.<br />
<br />
Other useful units include leveled gatekeepers (for defense) and envoys (cold damage against drakes, and teleport).<br />
<br />
====Hannuks====<br />
*'''Charioteers:''' These mostly end up being useless due to their bad movetype (they're extremely slowed down by rough terrain, and only have 5 base movement at level 3), and weakness to fire.<br />
*'''Horse archers:''' They have a lawful ranged based advancement (Mangudai -> Tarkan) and a chaotic melee advancement (Raider -> Conqueror), both of which can be useful for their mobility, especially in sand covered scenarios such as [[#S25 Wings of Rebellion|Scenario 25]] and the last scenario, [[#S35 Wrath of the Heavens|Scenario 35]]. The lawful Tarkan is probably the more useful of the two advancements, since the last scenario features a time of day schedule which heavily favors lawful units.<br />
*'''Wood hunters:''' These are extremely useful for scenarios with forests, such as [[#S23 Holy Fire|Scenario 23]] and [[#S24 The Sun Path|Scenario 24]]. They're great damage dealers and despite their weakness to physical attacks, they are quite durable due to their dodginess and ability to slow.<br />
<br />
====Humans====<br />
<br />
In Scenario 27 only, you can recruit spearmen, bowmen and infantrymen. By this time you will already have plenty of more powerful veterans though, so it may not be worth bothering with them. Some royal guards/halberdiers can be useful for tanking and lawful damage though. Avoid the chevalier/crusader advancement of the infantryman because their arcane damage is useless against celestials.<br />
<br />
==Part I: The Last War==<br />
<br />
===S1 Rain of Fire===<br />
*Objectives: Defeat the drake leader.<br />
<br />
Drakes are extremely weak to cold damage, so your main recruits here should be sylphs. The wisp's arcane damage is also good against drakes. Send a wisp up the right side to grab your ally's villages, since you can put the gold to better use.<br />
<br />
Try to get your wisps some XP, since you'll want a +8 healer soon. Try to feed some kills to Veela also, since she'll need the HP boost from leveling up.<br />
<br />
===S2 A Common Cause===<br />
*Objectives: Defeat the drake leader.<br />
<br />
The dwarves and trolls start out hostile, but on Turn 2 will both ally with you against the drakes.<br />
As usual, sylphs are your most effective unit against drakes. Send a fast unit like a wisp or razorbird to steal the eastern ally's villages. Myra can also borrow the dwarf leader's keep to recruit reinforcements.<br />
<br />
During the day when the drakes are strongest, you can back off and let your allies take most of the hits. Your allies will do most of the work in this scenario; just try to sneak in and finish off wounded drakes.<br />
<br />
===S3 Monstrous Help===<br />
*Objectives: Defeat the two enemy leaders in the north.<br />
*Notes:<br />
**On turn 12 a second saurian leader will show up.<br />
**On turn 14, Myra will summon a large group of loyal giant spiders in the center of the map. They will not come with you later, so they are expendable.<br />
<br />
This is a very difficult scenario; hopefully you have 400+ starting gold, and you'll probably have to spend most of it. However, try to avoid going negative on income, since next scenario is even harder and you will need decent carryover. You'll mainly be facing saurian skirmishers and saurian oracles, which have very high mobility and defense in caves.<br />
<br />
The hard counter for saurians is kobolds, which have 60% pierce resistance to the skirmishers and 20% cold resistance to the oracles. In addition, the kobolds heal 5 HP per turn on cave terrain. Your army should consist of mainly kobolds, maybe with some dwarvish fighters mixed in. Leveled sylphs with their cold marksman damage will be useful for killing off those dodgy skirmishers, but they are fragile and have terrible defense on cave terrain so they'll need to be protected. Brazier imps are also very mobile in caves and do good damage against saurians, but they are very weak to cold damage so they need to be used with care.<br />
<br />
Try to fight the saurians in the chokepoints, so that the skirmishers can't gang up on you. Also, be wary of skirmishers popping out of the shroud since they're very fast and you often won't be able to see them- if you have an important wounded unit try to cover it from all sides. Once Myra's spiders arrive on turn 14, you can use them aggressively since they only join for this scenario.<br />
<br />
You will need some tanks (leveled kobolds, or leveled dwarvish fighters) and healers (ethereal orbs) for next scenario.<br />
<br />
===S4 Lightning Strike===<br />
<br />
*Objectives: Survive until the end of turns.<br />
*Notes:<br />
**On turn 10, the two drake enemy leaders get some major reinforcements (600 gold each).<br />
**On turn 11, Dvalin will show up in the south with some loyal dwarvish veterans.<br />
<br />
This is an extremely difficult scenario, one of the most difficult in the entire campaign. Hopefully you have 400+ starting gold; if not you may need to replay the previous scenario for more gold. Don't worry about gold carryover; you probably can't avoid going very negative and next scenario is easy even with minimum gold. The southwest saurian leader will flee once he is attacked, so if you can sneak a unit next to him you can get rid of him pretty early on.<br />
<br />
On turn 1, you can either recall some units to deal with the saurians and then run Myra north, or run Myra straight north to the city without recalling anything. Either way Myra should head straight for the city, since the defenses there won't last long. Once she's there, recall all your veterans (leveled kobolds or leveled dwarvish fighters are essential) and recruit kobold spam with any extra gold. Although sylphs are usually good against drakes, it may not be a good idea to recruit them here since they are expensive and fragile, and your main focus should be on surviving instead of making kills, since there's no way you will come close to getting rid of all the drakes. Zephyrs and djinns can be very useful though, since they are much more likely to survive being attacked by the drakes.<br />
<br />
Form lines on good terrain backed by healers, and try to take advantage of the patches of impassible mountain terrain. Put the kobolds in the mountains, and block the northern bridge bottleneck by placing durable units (preferably dwarvish steelclads/lords, because kobolds only have 40% defense in castle tiles) in the castle hexes on either side. Focus only on defense; often it's better to just have a unit do nothing rather than attack and lose HP in the process, especially during the day. It's inevitable that you'll lose a lot of units, even veterans, but don't worry too much because the next few scenarios are quite easy and offer plenty of XP to level new veterans. Just try to keep the loyal dwarves alive, since they'll save you a lot of money in later scenarios.<br />
<br />
What makes this scenario much more difficult than it should be is that the allied leader will sometimes charge into danger to attack if a drake is in her range. You can try to prevent this by mousing over her to view her movement range, and then covering the hexes she is likely to attack from with your own units. Try to also leave her some villages so she can heal from them. Hopefully it won't be a big problem, if you are doing a good job of keeping the drakes out of the fortress.<br />
<br />
===S5 Forest Ablaze===<br />
*Objectives: Defeat the drake leader.<br />
<br />
This is a pretty easy breather scenario compared to the last two. Units which can move quickly through forest, such as sylphs, dwarves and ethereal orbs will be most helpful here. The main challenge is surviving the initial daytime assault of the drakes. Form a line in the forest along the river's edge with durable units like dwarves in front, and it also helps to have a few expendable recruits for distraction.<br />
<br />
===S6 Council with the King===<br />
Story.<br />
<br />
===S7 Rise of the Dragons===<br />
*Objectives: Kill Shek'har.<br />
*Note: You have control over the allied Aragwaithi side. They do not come with you so they are completely expendable.<br />
<br />
This is a relatively easy scenario, since you can use the allied Aragwaithi units as cannon fodder (just don't get Abhai or Aracyn killed since their death causes a defeat). You'll be facing mostly drakes and a few undead, so spam spearmen with the Aragwaithi and use Abhai's level 4 leadership on them to do tremendous damage to the drakes.<br />
<br />
There aren't many villages so don't overrecruit with Myra's side (give all the villages to Myra's side). As usual sylphs and their advancements are the best units for damaging drakes. You also temporarily control Maat, an extremely overpowered unit with level 5 leadership, great resistances and very powerful attacks, so use her to lead your units and slow powerful enemies.<br />
<br />
Once the main army is gone, you can march into the fortress and kill Shek'har. The other two leaders will just flee when attacked, though Assix will leave behind some high level undead when fleeing. After this scenario Dvalin will leave for a few scenarios and you won't be able to recruit new dwarves during that time (though you can still recall your veterans), so you may wish to recruit some extras now.<br />
<br />
===S8 The Kalian of Garet-Desh===<br />
Story.<br />
<br />
===S9 Bitter Return===<br />
*Objectives: Defeat the enemy leader.<br />
<br />
This is an easy experience gathering scenario, as you will face only level 1 undead. You may now recruit Aragwaithi, but their pierce damage is pretty useless against the undead and trolls in the next few scenarios, and you will have a much better opportunity to level fresh Aragwaithi recruits in [[#S12 Burning Revenge|Scenario 12]].<br />
<br />
To save on upkeep, just recruit a wisp or two on turn 1 to village grab, then move Myra to the center keeps and recall from there. Watch out for the skeleton riders and their charge attack; they are the biggest threats so try to take them out first. Focus on getting some experience for your two new hero units, who do arcane damage for this scenario only. This scenario is also a perfect opportunity to level some brazier imps.<br />
<br />
===S10 The Wilderness===<br />
*Objectives: Kill the enemy leader, then move Myra to the cave entrance in the southwest mountains.<br />
<br />
This is another relatively easy experience gathering scenario. Groups of wild animals (wolves, ogres, scorpions and mudcrawlers) will periodically spawn all over the map, and they will all fight each other so will mostly leave you alone. Due to the spawns you will probably lose most of your villages, so don't recruit a ton of units or you'll end up very negative on income. It helps to get a Razorbird for scout out the map.<br />
<br />
Head southeast across the river, where you'll encounter a horde of level 1 undead - this is another great opportunity to level fire elementals, which are also the best units to use against the scorpions and mudcrawlers. The enemy leader is far in the southeast; once you defeat him you can move Myra to the exit in the southwest (marked by a red icon), or if your income is not too bad you could stick around for a while and kill some wildlife for the experience.<br />
<br />
===S11 Legend of the Water Dragon===<br />
*Objectives: Find the Fountain of Life (with any unit), then move Myra back to the starting keep. ''(Note: Do not move Myra back onto the keep before discovering the fountain, or you won't be able to end the scenario due to a bug.)''<br />
<br />
You'll be fighting trolls and later undead. Leveled fire elementals, dwarves and kobolds will be the most useful units here with their good damage types, high HP and cave mobility.<br />
<br />
There are 3 paths from the starting keep:<br />
<br />
'''West:''' After a bit, the path splits into an upper and lower path: The upper path curves to the west and eventually leads to a fight with the green trolls (it's a long hike, so send your faster units this way). The lower path is just a dead end with some villages (just grab them with a wisp).<br />
<br />
'''Southeast:''' This is where the main battle takes place, so send most units this way. You'll be facing green trolls coming from the left and blue trolls from the right.<br />
<br />
'''East:''' There is practically nothing here, just a village and river in the east leading south where there are some water villages and blue trolls. Just send a wisp to explore.<br />
<br />
Make sure you are ready before moving to the fountain (the light blue lake in the very southern edge of the map), because several things will happen:<br />
*High level undead will appear all over the cave. Make sure none of your units are wandering off on their own.<br />
*A powerful saurian leader and some guards will appear in the southwest cave (the one with 5 villages). Make sure your units are not in this area or they'll probably get trapped.<br />
*The blue trolls in the southeast get a bunch of gold; you may want to kill the leader beforehand.<br />
*Your hero units will automatically move to the fountain, and several saurian flankers will appear in the tunnel. Some kobolds will also appear to help you. Slow the flankers with Veela and Alenya, and use Ravyan's leadership on the kobolds and have them pound the flankers.<br />
<br />
The saurians and green trolls in the southwest will mostly distract one another, so focus on clearing away the blue trolls and undead so that Myra has a clear path back to the keep.<br />
<br />
===S12 Burning Revenge===<br />
*Objectives: Kill Lados with Myra.<br />
<br />
A new Aragwaithi captain, Prince Varthan, will join you, but he'll only be with you up to Scenario 15 so whether you want to take the trouble to level him is up to you.<br />
<br />
Spam Aragwaithi spearmen and archer recruits (mostly spearmen, since they're much more durable) and fill up the outer walls. When the drakes attack from 20% defense water, use the spearmen/archers backed by leadership to demolish them. Move Myra, Varthan and Ravyan behind your lines to give leadership to as many units as possible. There will be very high casualties but you should also be able to level up several spearmen in the process.<br />
<br />
Remember to have Myra deal the killing blow to Lados, or he'll just heal to full.<br />
<br />
===S13 Twilight of the Kingdoms===<br />
*Objectives: Resist until the end of turns.<br />
*Notes:<br />
**Turn 6: Allied elves arrive in the keep southeast of King Dashien.<br />
**Turn 9: Allied trolls arrive in the keep northeast of King Dashien.<br />
**Turn 12: Both drake leaders get some reinforcements, and the elven allies also get some reinforcements.<br />
**Turn 15: Dvalin returns with 400 gold, and you can now recruit level 2 dwarves.<br />
**Turn 16: Another enemy leader arrives in the southeast.<br />
<br />
The easiest way to play this scenario is to just stay inside the city and defend it (if you get too close to the enemy leaders, they will get a large amount of reinforcements). The first thing to do is start stealing all of your ally's villages. Send wisps in all directions to village grab. Try not to recall above your village limit in order to maximize your income.<br />
<br />
The allied Aragwaithi will mostly keep the first wave of drakes occupied during the second day; retreat your troops to the inner walls and engage them during the night. By now you should have a mix of damage dealers (leveled spearmen and sylphs) and tanks (dwarvish lords, stone titans) so with the help of the allied elves and trolls acting as cannon fodder the first wave of drakes shouldn't be too difficult.<br />
<br />
The second wave of drakes is more problematic because they arrive during daytime and the allied units will be dead by then, but you should have plenty of cash from high income and Dvalin's 400 gold. One approach is to spam dwarvish steelclads and line them up along the walls to delay the drakes - they can take plenty of damage and distract large amounts of drakes even during the day, and the surviving ones can be recalled for only 20 gold next scenario.<br />
<br />
===S14 The Sky Dragon Descends===<br />
*Survive for until turn 22 (18 turns initially), then use Maat to defeat Svarballi.<br />
*Notes:<br />
**On turn 20 Svarballi will arrive in the southwest.<br />
**On turn 22 Maat gets a huge powerup, and all of your units will leave except for the shield guards (including Dashien) and Aracyn.<br />
<br />
Note that this scenario features an unusual time of day schedule: Lawful units get a slight damage penalty during stormy day, a slight bonus during stormy dawn and night, and a huge penalty during stormy night (the reverse is true for chaotic units). So you'll want to be more passive during dawn and dusk, and very aggressive during the night.<br />
<br />
This is quite a difficult scenario so some losses of veterans is to be expected. However you should also be able to level up plenty of new veterans in this scenario.<br />
<br />
'''Recruits:'''<br />
*You also have control of the allied Aragwaithi and dwarf sides, and any veterans from these sides (besides shield guards) will be added to your recall list so they are worth preserving. This is also the only time when you'll be able to directly recruit the higher level units, so it's a good opportunity for getting some already leveled Windsong/Aragwaithi/Dwarves onto your recall list.<br />
<br />
*For Myra's side, get plenty of tanking units (Stone Titans, Lava Behemoths) and plenty of Ethereal Orbs for healing (note that your orbs can heal the allied units too). It's also a good opportunity to recruit and level some Windsong Savants, which are extremely effective against drakes. Windsong Envoys with their cold damage are also good, and can reinforce anywhere with their teleport ability. Another thing to note is that after this scenario you won't be able to recruit new elementals for a while (until Scenario 22) so you mainly want to make sure you have enough healers (4-5 ethereal orbs is a good number).<br />
<br />
*For the allied sides, Aragwaithi Pikemen and Dwarvish Steelclads are the most useful recruits (it's more cost effective to recruit the level 2s instead of level 3s, and you should be able to level plenty of them in this scenario). Dvalin may also recall your dwarvish veterans.<br />
<br />
The drakes won't arrive for a few turns so you could wait for a bit before recruiting to let your income work. It's better to defend along the moat than the outer wall, because it's less area to defend and the drakes in the water have 20% defense rather than 40% in the chasm. The biggest assault will come from the western side. Try to have the shield guards take most of the hits, since they won't come with you anyway. The biggest threat will come from the Fire Dragons; use Maat to heavily damage and slow them. Form a solid line on the walls and constantly rotate and heal, and the drake assault will eventually die out. It's best to just stay in the city and defend there, because getting close to the enemy leaders will cause them to get a large amount of gold.<br />
<br />
On Turn 22, all your units except Maat and the shield guards will leave and you'll have to use Maat to defeat Svarballi. Try to use the shield guards to distract the drakes while Maat hits Svarballi with her arcane attack. Maat can also recruit Sky Crystals, if you still have any gold left.<br />
<br />
===S15 Farewell===<br />
*Move to the center of the two rivers with Jevyan (the area around 45, 19).<br />
<br />
Every single veteran on your recall list will be recalled at the beginning. Every few turns, groups of high level drakes and saurians will spawn in the surrounding forest. The most difficult part of this scenario is the beginning, when they'll all come for you at once. Don't advance too far in the beginning, and just stay back and let them come to you. By far the most useful units here are dwarvish lords and leveled sylphs for their mobility in forests.<br />
<br />
Once you've dealt with the initial wave, send small groups in each direction backed by ethereal orbs to hold off the new spawns while some units escort Jevyan to the east - there aren't any enemy spawns in the eastern part of the map so it should be a pretty safe trip.<br />
<br />
===S15b Farewell, Part 2===<br />
*Objectives: Move Myra to the city's center (marked by a red icon).<br />
<br />
This is mostly a cutscene scenario. You'll get surrounded by a bunch of fire elementals in the beginning, but they won't attack so they're not a threat. Your leaders should be able to kill about one fire elemental each per turn, so they'll soon run out.<br />
<br />
==Part II: Towards the Rising Sun==<br />
<br />
===S16 Blood of the Steppes===<br />
*Objectives: Defeat the two eastern enemy leaders, Bleda and Denziq.<br />
<br />
In this scenario enemy leaders will appear when you get close to their keep, so do not send units scouting too far ahead on their own!<br />
<br />
The first enemy leader is directly to your southeast; you'll face Hannuk horse archers and charioteers, which are lawful. The main threat is the charioteers' dangerous charging melee attack, but if you put powerful melee units in front the charioteers will likely decide to use their weaker ranged attack instead. Charioteers are resistant to physical damage but weak to fire, so furnace beasts and their advancements are useful against them. Since the enemies are lawful, just retreat back near the starting keep during the day so that most of the fighting will take place at night.<br />
<br />
After defeating the first leader and heading east, the path will split into a northern and southern area divided by the river. In the southern area, getting close to the keep in the swamp will trigger some ogres to appear. There's no reward for defeating the ogres so it may be best just to head north and ignore them. The northern area leads to another Hannuk leader, who should be relatively easy to defeat if you made sure to have most of your units in the area before triggering him, since he has a small keep and can only recruit a few units at a time. Defeating him is worthwhile because it gives you 250 gold, which will help with defeating the last two leaders.<br />
<br />
Scouting the eastern part of the map will trigger the appearance of a friendly Hannuk leader, Tarkyn, and two hostile leaders to the north and south of him. Make sure you are ready before doing this, because Tarkyn's death causes a defeat and the two enemy sides will overwhelm him quickly if you aren't nearby to reinforce. Myra can use the keeps in the outer edges of Tarkyn's fortress to recruit reinforcements if needed.<br />
<br />
===S17 Ashes of the War===<br />
*Objectives: Destroy Assix with Myra's arcane attack.<br />
<br />
This is a very easy XP gathering scenario, good for leveling Windsong savants/arbiters. Get some leveled dwarves and/or leveled furnace beasts and move everyone into the central mountains. The undead army will reach you at around dawn, and you can then demolish most of them during the day. Use Myra's soul explosion attack to finish off Assix, otherwise he'll just heal back to full.<br />
<br />
===S18 Besieged===<br />
*Objectives: Defeat the two eastern enemy leaders.<br />
<br />
This scenario is quite difficult. It's a race against time to kill the two eastern leaders before the hordes of drakes and charioteers from the west catch up to you. On turn 1, recruit some durable sacrificial units (such as Windsong gatekeepers) to block the central bridge for a couple turns, and immediately move Myra northeast toward the keep on the eastern wall. On turn 2 Myra should move to the northeastern keep and fill the eastern wall with cannon fodder mixed with veterans. Fire elementals will be especially useful for dealing with the charioteers from the southeast enemy leader.<br />
<br />
The northeastern leader should come out to attack your units on the wall, so on turn 3 you should be able to kill him and most of his units. After that most of your units should rush south toward the other leader as fast as possible, because the western and central armies will be catching up since your units blocking the bridge are probably dead. Hold off the western forces with either some durable units (dwarvish lords/stone titans) or cannon fodder (Hannuk wood hunters have 70% defense in castles/villages, so with luck they can soak up some charioteer attacks), while some powerful veterans like dwarvish lords and lava behemoths force their way south to the last leader.<br />
<br />
===S19 Fires of Hope===<br />
*Objectives: Resist until the end of turns.<br />
*Notes:<br />
**On turn 5 (on normal or hard difficulty only), a merman leader with 300 gold will show up in the northeast, and will offer to help you if you pay him 100 gold.<br />
**All drake leaders will receive reinforcements on turns 9 and 12.<br />
<br />
This is possibly the most difficult scenario in the entire campaign. But take heart, for this is the last time in the campaign you will see these pesky overgrown lizards! Don't worry about gold carryover - next scenario is extremely easy with minimum gold. Since carryover is not an issue, you might as well go very negative and recall your best veterans. It's recommended to take the mermen leader up on his offer since he will help take the pressure off the later waves of drakes (he will still offer to help if you don't have 100 gold on turn 5; you'll just go more deeply negative on gold).<br />
<br />
'''Recruits:''' You will not have access to your dwarven recalls for the entire scenario. You also cannot recruit or recall Hannuk charioteers for the first 3 turns, but due to their fire weakness they are not worth using here anyway.<br />
<br />
These units are especially useful:<br />
*Windsong Arbiters / Librarians - they are able to slow drakes while doing tremendous damage at the same time.<br />
*Aragwaithi Pikemen / Guardians - high damage, and they also act as meatshields. A second ancient banner if you have one will also be helpful for leadership.<br />
*Zephyrs / Djinns - huge damage and mobility; they are very fragile though so you should cover them with durable units like Guardians, or use them mainly at night.<br />
*Ethereal orbs - besides healing, they can also do major damage if you use leadership on them.<br />
It's also good to get some cannon fodder like Aragwaithi spearmen or Hannuk wood hunters to distract the drakes during their initial daytime assault.<br />
<br />
The first wave of drakes is the most brutal, since they arrive during the day. Form your lines on good terrain such as the patch of forest to the west and the hills to the north, and slow the drakes with arbiters / wood hunters. Often it's better to leave a slowed drake alone, especially during the day, because by killing it you will only be making room for a healthy unslowed drake to take its place. You'll unavoidably take some heavy losses during the first daytime attack (hopefully most of the losses will be your cannon fodder recruits), but once night comes you should be able to strike back and wipe out most of the initial wave of drakes.<br />
<br />
Once you survive the first wave, the scenario becomes easier - the reinforcements which come later will be much weaker than the initial wave, and a large portion of them will have gone east to fight the mermen.<br />
<br />
===S20 Ring of Fire===<br />
*Objectives: Defeat all three naga leaders.<br />
<br />
''(Note: If the weather effects in this scenario are causing lag, unchecking "animate map" in preferences can help.)''<br />
<br />
This is a very easy scenario. You'll have to cross some mountains to the south, and the main battle takes place in the water, so don't bother with land units at all. In the beginning, just recruit some ethereal orbs and zephyrs/djinns, and don't forget to send a flying unit to grab the water villages north of starting keep.<br />
<br />
Heading south past some simian enemies, you'll come to a large lake with and some naga enemies and friendly mermen. There are three naga leaders: one in the northeast of the lake, on in the southeast, and one way in the south. There are some small keeps in the water where Myra can recall reinforcements such as water elementals or other flying units such as Windsong couriers. The ally is actually quite powerful and should do a good job weakening the enemies for you to finish off. It's possible to finish very early for a huge gold bonus.<br />
<br />
===S21 The Will of the Naiad===<br />
*Objectives: Move Myra to the whirlpool in the center south, then pick up the trident.<br />
<br />
This is another easy scenario. You can't recruit/recall, but most villages will spawn friendly water elementals when you occupy them (even the already flagged village in the north where you start!) The elementals don't come with you, so there's no need to manage experience or try to preserve them. The main difficulty is getting through the tight bottlenecks - try to lure the high HP enemies to places where you can attack them from multiple hexes.<br />
<br />
Myra should constantly be moving toward the center south. Once she reaches the whirlpool (at 15, 35) she'll teleport to an area with a trident. Simply move to the trident to end the scenario. You will now have one of the most overpowered units in Wesnoth!<br />
<br />
===S22 Where the Sun is Born===<br />
*Objectives: Defeat Bagrar, the orcish leader in the south.<br />
<br />
This is a relatively easy scenario. You'll probably have extremely high starting gold, but 2-3 keeps of recruits/recalls should be enough. It's a good opportunity to level some Hannuk horse archers and wood hunters (charioteers are not really recommended because you'll have to cross some rough terrain to reach the southern area, including some shallow water where they have 5 movement cost).<br />
<br />
There is a minotaur leader directly to the south. He only recruits level 1 units but they can be very damaging especially at night - watch out for the boar riders (charging melee attack) and behemoths (berserk melee attack) especially. Form a line in the woods/hills south of the keep with durable units like dwarves on the hills and wait out the night, then strike back at day.<br />
<br />
When you scout the area directly west of the minotaurs, a carapace leader will appear. Carapaces are extremely hard to kill, and they will mostly stay clustered near their keep, so it's probably most convenient to just ignore them and send everyone south across the river. For most units the fastest way to cross the river is to head southwest from the minotaur keep, going left around the big swamp.<br />
<br />
When you start scouting south of the river, a friendly orc leader will appear as well as a hostile orc leader to the south. Defeating the enemy orcs shouldn't be too much of a problem, since the allied orc is quite powerful. Hannuk wood hunters and Alenya do very well in hunting orcs in the large western forest, while your orcish allies will mostly hold off the right flank. Myra is also almost invincible now, so you can send her in alone against hordes of orcs at night and they will usually ignore her.<br />
<br />
===S23 Holy Fire===<br />
*Objectives: Defeat the southeast leader, Liliel.<br />
<br />
Start by stealing your ally's villages, since you can put the gold to much better use. The minotaurs in the southwest are the weaker enemy and you don't have to defeat them, so it's sufficient to send some powerful units to defend the orcish fort's western walls. The bulk of your army should head southeast and try to wait until night to engage the lawful celestials. Celestials are extremely resistant to arcane damage, so don't bother with arbiters/librarians. Akashia's berserk melee attack is great for instantly killing the lantern archons.<br />
<br />
The large forest in the southeast is perfect for Hannuk wood hunters and their advancements. The celestials are quite powerful so it helps to recruit some expendable wood hunters to slow as many units as possible. Dwarvish lords also have good forest mobility and are very durable, and as usual Myra can act as the ultimate blocking unit.<br />
<br />
===S24 The Sun Path===<br />
*Objectives: Explore to the east, then defeat the eastern leader (Garmo) with Myra, then move any unit to the southeastern river edge.<br />
<br />
The main battle in the first part of the scenario will take place in the northern mountains, so you mostly want to use dwarvish and flying units. About 2 keeps of recalls should be sufficient. There are some minotaurs to the southeast; if you are very fast you can fight them and mostly wipe them out in the first few turns during the day - if you send Liliel straight southeast on turn 1, she should see the minotaur camp and trigger them to start recruiting at dawn.<br />
<br />
After defeating the minotaurs everyone can head northeast (you can just send a wisp or something to grab some villages south of the river; the mountains far to the south are mostly empty). You'll come across a vampire leader in the mountains, who mostly recruits very weak units which are absolutely no match for dwarves in the mountains. Attacking the vampire leader will cause another vampire leader to show up nearby to the northeast. This leader has much more powerful units, but you can take advantage of their terrible mobility in mountains to only engage them at favorable times of day. Once you start fighting the northeastern vampires, an allied dwarvish leader will appear in the keep to the south, though since he's so far away his troops will likely not reach the battle until it's already over.<br />
<br />
Once you get rid of all the vampires, the allied dwarves will leave, along with Dvalin and all your dwarves, so you'll probably have to recruit some reinforcements since there's one more enemy leader to fight. The fight will mostly be in the forest, so wood hunters and their advancements will be very useful. When you scout the island to the east, an enemy warg leader will appear. Wargs are quite powerful especially at night so just try to form a defensive line in the forest. Myra can venture out on her own though (even at night) and blast about one warg per turn, so they should run out pretty quickly. Once you defeat the Warg leader (make sure to have Myra finish him), just send any unit south along the river to the southern edge of the map.<br />
<br />
===S25 Wings of Rebellion===<br />
*Objectives:<br />
**Defeat all enemy leaders (early finish bonus).<br />
**Alternative objective: Resist until the end of turns.<br />
*Notes:<br />
**If you kill the southwestern or southeastern orc leader (Erudush or Garag) before turn 16, the southern orc leader will get 1500 gold.<br />
**Otherwise (if Erudush or Garag are both alive on turn 16), all orc leaders will receive several hundred gold on turn 16.<br />
<br />
'''Recruits:''' Aragwaithi are great in this scenario for their good movement and defense on sand. Fire elementals also move well on sand and regenerate 5 HP on sand terrain. Hannuk wood hunters, horse archers and their advancements are also very mobile on sand, though their terrain defense is rather low. As usual, zephyrs/djinns are also great for damage and high mobility.<br />
<br />
It's best to just move Myra straight south to the large castle and do your recalling there (most of the central castle is made of keeps which you can recruit from). Focus most of your recalls in the northeast so you can deal with Zaal first (the allies should keep the southern orcs busy for a while), and also recruit some wisps/orbs in the west to grab your ally's villages.<br />
<br />
Zaal's celestials should arrive around the first night, when you should be able to almost completely wipe them out. Most of your units can then rush back to the fortress while a few units go to kill Zaal. The orcs should arrive at the castle around dawn; you can move Myra to the castle and recruit more reinforcements directly into the southern walls of the castle to hold them off (veterans mixed with some cannon fodder recruits works well, and you'll probably even manage to level some of the recruits). Then during the day, your entire army can focus on aggressively wiping out the orcs (use Myra's level 5 leadership as much as possible). The orcs should mostly be gone by the second night (turn 11).<br />
<br />
It's recommended to defeat the orcish leaders early on (before turn 16), because not only will the large early finish bonus be helpful for next scenario, you will also avoid the second wave of orcish reinforcements on turn 16. The southern orc leader will get 1500 gold when you kill one of the other orcish leaders, but he can be lured out of his keep (for example he will come out to use his ranged attack on a Guardian), so it's possible to kill him before he spends most of his gold. Ideally your assault on the orcish leaders will take place during the day, on turns 14-15.<br />
<br />
===S26 The Conquest of the Promised Land===<br />
*Objectives: Defeat all enemy leaders.<br />
**On turn 4, Dvalin shows up in the southwest with about 500 gold and you can recruit/recall your dwarvish veterans with him.<br />
<br />
The loyal wargs and nymph only join for this scenario so don't worry about leveling or preserving them. The most difficult part of this scenario is surviving the first night, when the army of high level vampires and minotaurs will likely reach you. Get some durable tanking units (Stone titans, Lava behemoths) and plenty of healers, and head straight south towards the hills; this way Dvalin's huge army of dwarves can reinforce when they show up in the southwest. The carapaces are extremely resistant to damage types besides arcane and cold, so some djinns or librarians can head south to help the dwarves deal with them.<br />
<br />
Try to stay back and hold the line for the first night. You can put Myra in the most dangerous positions, and also use the wargs and nymph as cannon fodder. During the next day, strike back hard with the help of Dvalin's massive army of dwarves which should have reached the front lines by now. Focus on the vampires and minotaurs since they are the biggest threat. During the next night, you should mostly just have the carapaces left to deal with.</div>Inkyhttps://wiki.wesnoth.org/index.php?title=A_Song_of_Fire_Walkthrough&diff=57900A Song of Fire Walkthrough2016-09-11T06:14:49Z<p>Inky: Added half of Part II, and made some minor edits to the previous parts.</p>
<hr />
<div>''NOTE: This is still very unfinished - I'm still working on it! -Inky''<br />
<br />
This is a walkthrough for ''A Song of Fire'' (ASoF), a 36 scenario add-on campaign by revansurik featuring the Elementals, Aragwaithi and Windsong from the War of Legends era. This campaign is the first part of the Dragon Trilogy; the next two campaigns are ''War of the Jewel'' and ''Aria of the Dragonslayer''. The forum thread for the campaign can be found [https://forums.wesnoth.org/viewtopic.php?f=8&t=38210 here].<br />
<br />
This walkthrough was written by Inky based on ASoF version 0.5.8 on Hard. Feel free to make corrections or add your own advice.<br />
<br />
==Known Bugs/Issues (as of campaign version 0.5.8)==<br />
<br />
*On Hard difficulty only, there are a couple typos with the gold. To fix these, open the scenario .cfg files (located in the ''data/add-ons/A_Song_of_Fire/scenarios'' folder - if you don't know where your add-ons folder is, open Wesnoth, go to Preferences -> General and click on the Paths button) in a text editor such as Notepad, but preferably something which displays line numbers, such as Notepad++.<br />
**Scenario 1: Line 77 of 01_Rain_of_Fire.cfg should be {GOLD 180 160 140} instead of {GOLD 180 160 14}.<br />
**Scenaro 13: Line 365 of 13_Twilight_Of_The_Kingdoms.cfg should be {GOLD 550 500 450} instead of {GOLD 550 500 4500}.<br />
*In [[#S11 Legend of the Water Dragon|Scenario 11 (Legend of the Water Dragon)]], you'll be unable to finish the scenario if you move Myra back to her keep before visiting the fountain. More details and a fix here: https://forums.wesnoth.org/viewtopic.php?f=8&t=38210&start=240#p580591.<br />
<br />
==Unit Overview==<br />
<br />
This is a chart to keep track of the various recalls which change many times throughout the campaign. The campaign is divided into three parts, but recalls carry over between parts. In certain scenarios some of the other races will have their own separate side, but will remain under the player's control.<br />
<br />
{| style="border-width: 1px; border-color: #333;border-style: solid;padding:8px;"<br />
!Race<br />
! colspan="31"|Playable scenarios <br /> <span style="font-weight:normal">The darker shades indicate that while recalls of that race are available, new recruits are not.</span><br />
|-<br />
|<br />
|[[#S1 Rain of Fire|1]]<br />
|[[#S2 A Common Cause|2]]<br />
|[[#S3 Monstrous Help|3]]<br />
|[[#S4 Lightning Strike|4]]<br />
|[[#S5 Forest Ablaze|5]]<br />
|[[#S7 Rise of the Dragons|7]]<br />
|[[#S9 Bitter Return|9]]<br />
|[[#S10 The Wilderness|10]]<br />
|[[#S11 Legend of the Water Dragon|11]]<br />
|[[#S12 Burning Revenge|12]]<br />
|[[#S13 Twilight of the Kingdoms|13]]<br />
|[[#S14 The Sky Dragon Descends|14]]<br />
|[[#S15 Farewell|15*]]<br />
|[[#S16 Blood of the Steppes|16]]<br />
|[[#S17 Ashes of the War|17]]<br />
|[[#S18 Besieged|18]]<br />
|[[#S19 Fires of Hope|19]]<br />
|[[#S20 Ring of Fire|20]]<br />
|[[#S21 The Will of the Naiad|21]]<br />
|[[#S22 Where the Sun is Born|22]]<br />
|[[#S23 Holy Fire|23]]<br />
|[[#S24 The Sun Path|24]]<br />
|[[#S25 Wings of Rebellion|25]]<br />
|[[#S26 The Conquest of the Promised Land|26]]<br />
|[[#S27 The Rise of Maat'Kare|27]]<br />
|[[#S28 Embers of War|28]]<br />
|[[#S29 Forging Allies|29]]<br />
|[[#S31 Night Fire|31]]<br />
|[[#S32 Fading of a Flame|32]]<br />
|[[#S33 The Valley of Silence|33]]<br />
|[[#S35 Wrath of the Heavens|35]]<br />
|-<br />
|Elementals<br />
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<br />
<span style="font-size:85%">*Scenario 15 is unique in that you may not recruit or recall, but start the scenario with every single unit on your recall list.</span><br />
<br />
In the first half of the campaign (up to [[#S19 Fires of Hope|Scenario 19]]) you will fight drakes almost exclusively. In the later half of the campaign you will mostly be fighting minotaurs, vampires, and celestials.<br />
<br />
====Elementals====<br />
*'''Wisps:''' These are extremely important since they level into your only healers, the Ethereal Orb. Try to start leveling them in the first two scenarios; you'll want several by Scenario 4. The Ethereal Orb's maximum level is 1, but their AMLA (After maximum level advancement) gives +5 HP and +1 damage, so it's worth it to keep giving them XP. Combined with leadership, they can even be extremely potent damage dealers, especially against units weak to arcane such as drakes.<br />
*'''Brazier Imps:''' Since they do fire damage, they aren't very effective in the beginning against drakes. However they become very useful later against other units such as undead and trolls. It's recommended to level them into Furnace Beasts, which are much more durable than Fire Wisps and can reach level 4 (Lava Behemoth), becoming an extremely durable tanking unit.<br />
*'''Kobolds:''' These (along with Lava Behemoths) are your main tanking units. They have extremely high resistances, but they are very slow (they never get above 4 movement), so their usefulness depends on the map. They are essential in [[#S3 Monstrous Help|Scenario 3]] against Saurians, and very useful in defense scenarios (there are plenty in this campaign) such as [[#S4 Lightning Strike|Scenario 4]].<br />
*'''Razorbirds:''' These are only good for scouting or village grabbing, but wisps can usually do the job just as well, and without the upkeep costs.<br />
*'''Sylphs:''' With their cold marksman damage they are your main damage dealers against drakes, and they also have excellent mobility since they can fly. However they are quite fragile, so they need to be used carefully.<br />
*'''Tidals:''' These are water based elementals and have poor movement and defense on land, so they are not very useful due to the general lack of water terrain. (There is one water based scenario, [[#S20 Ring of Fire|Scenario 20]], but it can be completed just as well with flying units like ethereal orbs and leveled sylphs.) While the Ice Crab advancement can move well on land, it is still not really worth using due to its extreme weakness to fire damage, which is very common in this campaign.<br />
*'''Vine Beasts:''' These are not useful due to a general lack of forest terrain, lack of durability (they only reach level 2) and a weakness to drakes' fire damage.<br />
<br />
====Dwarves====<br />
<br />
Dwarvish Lords (especially Quick ones) are one of the most useful unit types in the campaign, with their durability and good movement through rough terrain. In [[#S14 The Sky Dragon Descends|Scenario 14]] you control a separate dwarvish side and temporarily gain the ability to recruit high level dwarves, so after Scenario 14 you should have plenty of Dwarvish Lords on your recall list. However, they often won't be available in the later part of the campaign.<br />
<br />
====Aragwaithi====<br />
<br />
Aragwaithi Guardians (level 3 spearmen) are probably the most useful unit type, being quite durable and the best unit for dealing with all the drakes you'll be facing in the first half of the campaign. The spearmen can also advance to Ancient Banners which have level 4 leadership. You already get an Aragwaithi Captain hero, Ravyan (and after Scenario 21 Myra gets access to level 5 leadership), but it can be worthwhile to have a second level 4 leader in large battles such as [[#S19 Fires of Hope|Scenario 19]].<br />
<br />
====Windsong====<br />
<br />
Leveled scribes (Arbiters/Librarians) with their powerful arcane slowing attack will absolutely destroy drakes. It's recommended to recruit some savants in [[#S14 The Sky Dragon Descends|Scenario 14]] when you can temporarily recruit level 2 Windsong, and level them to arbiters by [[#S19 Fires of Hope|Scenario 19 (Fires of Hope)]], a defense scenario against drakes which is one of the most difficult scenarios in the campaign. However, arbiters/librarians become pretty useless in the last part of the campaign against celestials, which are almost immune to arcane damage.<br />
<br />
Other useful units include leveled gatekeepers (for defense) and envoys (cold damage against drakes, and teleport).<br />
<br />
====Hannuks====<br />
*'''Charioteers:''' These are actually pretty useless, mostly due to their bad movetype (they're extremely slowed down by rough terrain, and only have 5 base movement at level 3), unreliable damage and weakness to fire.<br />
*'''Horse archers:''' They have a lawful ranged based advancement (Mangudai -> Tarkan) and a chaotic melee advancement (Raider -> Conqueror), both of which can be useful for their mobility, especially in sand covered scenarios such as [[#S25 Wings of Rebellion|Scenario 25]] and the last scenario, [[#S35 Wrath of the Heavens|Scenario 35]]. The lawful Tarkan is probably the more useful of the two advancements, since the last scenario features a time of day schedule which heavily favors lawful units.<br />
*'''Wood hunters:''' These are extremely useful for scenarios with forests, such as [[#S23 Holy Fire|Scenario 23]] and [[#S24 The Sun Path|Scenario 24]]. They're great damage dealers and despite their weakness to physical attacks, they are quite durable due to their dodginess and ability to slow.<br />
<br />
====Humans====<br />
<br />
In Scenario 27 only, you can recruit spearmen, bowmen and infantrymen. By this time you will already have plenty of more powerful veterans though, so it may not be worth bothering with them. Some royal guards/halberdiers can be useful for tanking and lawful damage though. Avoid the chevalier/crusader advancement of the infantryman because the arcane damage is useless against celestials.<br />
<br />
==Part I: The Last War==<br />
<br />
===S1 Rain of Fire===<br />
*Objectives: Defeat the drake leader.<br />
<br />
Drakes are extremely weak to cold damage, so your main recruits here should be sylphs. The wisp's arcane damage is also good against drakes. Send a wisp up the right side to grab your ally's villages, since you can put the gold to better use.<br />
<br />
Try to get your wisps some XP, since you'll want a +8 healer soon. Try to feed some kills to Veela also, since she'll need the HP boost from leveling up.<br />
<br />
===S2 A Common Cause===<br />
*Objectives: Defeat the drake leader.<br />
<br />
The dwarves and trolls start out hostile, but on Turn 2 will both ally with you against the drakes.<br />
As usual, sylphs are your most effective unit against drakes. Send a fast unit like a wisp or razorbird to steal the eastern ally's villages. Myra can also borrow the dwarf leader's keep to recruit reinforcements.<br />
<br />
During the day when the drakes are strongest, you can back off and let your allies take most of the hits. Your allies will do most of the work in this scenario; just try to sneak in and finish off wounded drakes.<br />
<br />
===S3 Monstrous Help===<br />
*Objectives: Defeat the two enemy leaders in the north.<br />
*Notes:<br />
**On turn 12 a second saurian leader will show up.<br />
**On turn 14, Myra will summon a large group of loyal giant spiders in the center of the map. They will not come with you later, so they are expendable.<br />
<br />
This is a very difficult scenario; hopefully you have 400+ starting gold, and you'll probably have to spend most of it. (However, try to avoid going negative on income, since next scenario is even harder and you will need decent carryover.) You'll mainly be facing saurian skirmishers and saurian oracles, which have very high mobility and defense in caves.<br />
<br />
The hard counter for saurians is kobolds, which have 60% pierce resistance to the skirmishers and 20% cold resistance to the oracles. In addition, the kobolds heal 5 HP per turn on cave terrain. Your army should consist of mainly kobolds, maybe with some dwarvish fighters mixed in. Leveled sylphs with their cold marksman damage will be useful for killing off those dodgy skirmishers, but they are fragile and have terrible defense on cave terrain so they'll need to be protected. Brazier imps are also very mobile in caves and do good damage against saurians, but they are very weak to cold damage so they need to be used with care.<br />
<br />
Try to fight the saurians in the chokepoints, so that the skirmishers can't gang up on you. Also, be wary of skirmishers popping out of the shroud since they're very fast and you often won't be able to see them- if you have an important wounded unit try to cover it from all sides. Once Myra's spiders arrive on turn 14, you can use them aggressively since they only join for this scenario.<br />
<br />
You will need some tanks (leveled kobolds, or leveled dwarvish fighters) and healers (ethereal orbs) for next scenario.<br />
<br />
===S4 Lightning Strike===<br />
<br />
*Objectives: Survive until the end of turns.<br />
*Notes:<br />
**On turn 10, the two drake enemy leaders get some major reinforcements (600 gold each).<br />
**On turn 11, Dvalin will show up in the south with some loyal dwarvish veterans.<br />
<br />
This is an extremely difficult scenario, one of the most difficult in the entire campaign. Hopefully you have 400+ starting gold; if not you may need to replay the previous scenario for more gold. Don't worry about gold carryover; you probably can't avoid going very negative and next scenario is easy even with minimum gold. The southwest saurian leader will flee once he is attacked, so if you can sneak a unit next to him you can get rid of him pretty early on.<br />
<br />
On turn 1, you can either recall some units to deal with the saurians and then run Myra north, or run Myra straight north to the city without recalling anything. Either way Myra should head straight for the city, since the defenses there won't last long. Once she's there, recall all your veterans (leveled kobolds or leveled dwarvish fighters are essential) and recruit kobold spam with any extra gold.<br />
<br />
Form lines on good terrain backed by healers and focus only on defense; often it's better to just have a unit do nothing rather than attack and lose HP in the process, especially during the day. It's inevitable that you'll lose a lot of units, even veterans, but don't worry too much because the next few scenarios are quite easy and offer plenty of XP to level new veterans. Just try to keep the loyal dwarves alive, since they'll save you a lot of money in later scenarios.<br />
<br />
What makes this scenario much more difficult than it should be is that the allied leader will sometimes charge into danger to attack if a drake is in her range. You can try to prevent this by mousing over her to view her movement range, and then covering the hexes she is likely to attack from with your own units. [If it gets really infuriating, you can cheat and take control of the allied side in Wesnoth 1.12 by typing :debug, then :droid 2.]<br />
<br />
===S5 Forest Ablaze===<br />
*Objectives: Defeat the drake leader.<br />
<br />
This is a pretty easy breather scenario compared to the last two. Units which can move quickly through forest, such as sylphs, dwarves and ethereal orbs will be most helpful here. The main challenge is surviving the initial daytime assault of the drakes. Form a line in the forest along the river's edge with durable units like dwarves in front, and it also helps to have a few expendable recruits for distraction.<br />
<br />
===S6 Council with the King===<br />
Story.<br />
<br />
===S7 Rise of the Dragons===<br />
*Objectives: Kill Shek'har.<br />
*Note: You have control over the allied Aragwaithi side. They do not come with you so they are completely expendable.<br />
<br />
This is a relatively easy scenario, since you can use the allied Aragwaithi units as cannon fodder (just don't get Abhai or Aracyn killed since their death causes a defeat). You'll be facing mostly drakes and a few undead, so spam spearmen with the Aragwaithi and use Abhai's level 4 leadership on them to do tremendous damage to the drakes.<br />
<br />
There aren't many villages so don't overrecruit with Myra's side (give all the villages to Myra's side). As usual sylphs and their advancements are the best units for damaging drakes. You also temporarily control Maat, an extremely overpowered unit with level 5 leadership, great resistances and very powerful attacks, so use her to lead your units and slow powerful enemies.<br />
<br />
Once the main army is gone, you can march into the fortress and kill Shek'har. The other two leaders will just flee when attacked, though Assix will leave behind some high level undead when fleeing. After this scenario Dvalin will leave for a few scenarios and you won't be able to recruit new dwarves during that time (though you can still recall your veterans), so you may wish to recruit some extras now.<br />
<br />
===S8 The Kalian of Garet-Desh===<br />
Story.<br />
<br />
===S9 Bitter Return===<br />
*Objectives: Defeat the enemy leader.<br />
<br />
This is an easy experience gathering scenario, as you will face only level 1 undead. You may now recruit Aragwaithi, but their pierce damage is pretty useless against the undead and trolls in the next few scenarios, and you will have a much better opportunity to level fresh Aragwaithi recruits in [[#S12 Burning Revenge|Scenario 12]].<br />
<br />
To save on upkeep, just recruit a wisp or two on turn 1 to village grab, then move Myra to the center keeps and recall from there. Watch out for the skeleton riders and their charge attack; they are the biggest threats so try to take them out first. Focus on getting some experience for your two new hero units, who do arcane damage for this scenario only. This scenario is also a perfect opportunity to level some brazier imps.<br />
<br />
===S10 The Wilderness===<br />
*Objectives: Kill the enemy leader, then move Myra to the cave entrance in the southwest mountains.<br />
<br />
This is another relatively easy experience gathering scenario. Groups of wild animals (wolves, ogres, scorpions and mudcrawlers) will periodically spawn all over the map, and they will all fight each other so will mostly leave you alone. Due to the spawns you will probably lose most of your villages, so don't recruit a ton of units or you'll end up very negative on income. It helps to get a Razorbird for scout out the map.<br />
<br />
Head southeast across the river, where you'll encounter a horde of level 1 undead - this is another great opportunity to level fire elementals (which are also the best units to use against the scorpions and mudcrawlers). The enemy leader is far in the southeast; once you defeat him you can move Myra to the exit in the southwest (marked by a red icon), or if your income is not too bad you could stick around for a while and kill some wildlife for the experience.<br />
<br />
===S11 Legend of the Water Dragon===<br />
*Objectives: Find the Fountain of Life (with any unit), then move Myra back to the starting keep. ''(Note: Do not move Myra back onto the keep before discovering the fountain, or you won't be able to end the scenario due to a bug.)''<br />
<br />
You'll be fighting trolls and later undead. Leveled fire elementals, dwarves and kobolds will be the most useful units here with their good damage types, high HP and cave mobility.<br />
<br />
There are 3 paths from the starting keep:<br />
<br />
'''West:''' After a bit, the path splits into an upper and lower path: The upper path curves to the west and eventually leads to a fight with the green trolls (it's a long hike, so send your faster units this way). The lower path is just a dead end with some villages (just grab them with a wisp).<br />
<br />
'''Southeast:''' This is where the main battle takes place, so send most units this way. You'll be facing green trolls coming from the left and blue trolls from the right.<br />
<br />
'''East:''' There is practically nothing here, just a village and river in the east leading south where there are some water villages and blue trolls. Just send a wisp to explore.<br />
<br />
Make sure you are ready before moving to the fountain (the light blue lake in the very southern edge of the map), because several things will happen:<br />
*High level undead will appear all over the cave. Make sure none of your units are wandering off on their own.<br />
*A powerful saurian leader and some guards will appear in the southwest cave (the one with 5 villages). Make sure your units are not in this area or they'll probably get trapped.<br />
*The blue trolls in the southeast get a bunch of gold; you may want to kill the leader beforehand.<br />
*Your hero units will automatically move to the fountain, and several saurian flankers will appear in the tunnel. Some kobolds will also appear to help you. Slow the flankers with Veela and Alenya, and use Ravyan's leadership on the kobolds and have them pound the flankers.<br />
<br />
The saurians and green trolls in the southwest will mostly distract one another, so focus on clearing away the blue trolls and undead so that Myra has a clear path back to the keep.<br />
<br />
===S12 Burning Revenge===<br />
*Objectives: Kill Lados with Myra.<br />
<br />
A new Aragwaithi captain, Prince Varthan, will join you, but he'll only be with you up to Scenario 15 so whether you want to take the trouble to level him is up to you.<br />
<br />
Spam Aragwaithi spearmen and archer recruits (mostly spearmen, since they're much more durable) and fill up the outer walls. When the drakes attack from 20% defense water, use the spearmen/archers backed by leadership to demolish them. Move Myra, Varthan and Ravyan behind your lines to give leadership to as many units as possible. There will be very high casualties but you should also be able to level up several spearmen in the process.<br />
<br />
Remember to have Myra deal the killing blow to Lados, or he'll just heal to full.<br />
<br />
===S13 Twilight of the Kingdoms===<br />
*Objectives: Resist until the end of turns.<br />
*Notes:<br />
**Turn 6: Allied elves arrive in the keep southeast of King Dashien.<br />
**Turn 9: Allied trolls arrive in the keep northeast of King Dashien.<br />
**Turn 12: Both drake leaders get some reinforcements, and the elven allies also get some reinforcements.<br />
**Turn 15: Dvalin returns with 400 gold, and you can now recruit level 2 dwarves.<br />
**Turn 16: Another enemy leader arrives in the southeast.<br />
<br />
The easiest way to play this scenario is to just stay inside the city and defend it (if you get too close to the enemy leaders, they will get a large amount of reinforcements). The first thing to do is start stealing all of your ally's villages. Send wisps in all directions to village grab. Try not to recall above your village limit in order to maximize your income.<br />
<br />
The allied Aragwaithi will mostly keep the first wave of drakes occupied during the second day; retreat your troops to the inner walls and engage them during the night. By now you should have a mix of damage dealers (leveled spearmen and sylphs) and tanks (dwarvish lords, stone titans) so with the help of the allied elves and trolls acting as cannon fodder the first wave of drakes shouldn't be too difficult.<br />
<br />
The second wave of drakes is more problematic because they arrive during daytime and the allied units will be dead by then, but you should have plenty of cash from high income and Dvalin's 400 gold. One approach is to spam dwarvish steelclads and line them up along the walls to delay the drakes - they can take plenty of damage and distract large amounts of drakes even during the day, and the surviving ones can be recalled for only 20 gold next scenario.<br />
<br />
===S14 The Sky Dragon Descends===<br />
*Survive for until turn 22 (18 turns initially), then use Maat to defeat Svarballi.<br />
*Notes:<br />
**On turn 20 Svarballi will arrive in the southwest.<br />
**On turn 22 Maat gets a huge powerup, and all of your units will leave except for the shield guards (including Dashien) and Aracyn.<br />
<br />
Note that this scenario features an unusual time of day schedule: Lawful units get a slight damage penalty during stormy day, a slight bonus during stormy dawn and night, and a huge penalty during stormy night (the reverse is true for chaotic units). So you'll want to be more passive during dawn and dusk, and very aggressive during the night.<br />
<br />
This is quite a difficult scenario so some losses of veterans is to be expected. However you should also be able to level up plenty of new veterans in this scenario.<br />
<br />
'''Recruits:'''<br />
*You also have control of the allied Aragwaithi and dwarf sides, and any veterans from these sides (besides shield guards) will be added to your recall list so they are worth preserving. This is also the only time when you'll be able to directly recruit the higher level units, so it's a good opportunity for getting some already leveled Windsong/Aragwaithi/Dwarves onto your recall list.<br />
<br />
*For Myra's side, get plenty of tanking units (Stone Titans, Lava Behemoths) and plenty of Ethereal Orbs for healing (note that your orbs can heal the allied units too). It's also a good opportunity to recruit and level some Windsong Savants, which are extremely effective against drakes. Windsong Envoys with their cold damage are also good, and can reinforce anywhere with their teleport ability. Another thing to note is that after this scenario you won't be able to recruit new elementals for a while (until Scenario 22) so you mainly want to make sure you have enough healers (4-5 ethereal orbs is a good number).<br />
<br />
*For the allied sides, Aragwaithi Pikemen and Dwarvish Steelclads are the most useful recruits (it's more cost effective to recruit the level 2s instead of level 3s, and you should be able to level plenty of them in this scenario). Dvalin may also recall your dwarvish veterans.<br />
<br />
The drakes won't arrive for a few turns so you could wait for a bit before recruiting to let your income work. It's better to defend along the moat than the outer wall, because it's less area to defend and the drakes in the water have 20% defense rather than 40% in the chasm. The biggest assault will come from the western side. Try to have the shield guards take most of the hits, since they won't come with you anyway. The biggest threat will come from the Fire Dragons; use Maat to heavily damage and slow them. Form a solid line on the walls and constantly rotate and heal, and the drake assault will eventually die out. It's best to just stay in the city and defend there, because getting close to the enemy leaders will cause them to get a large amount of gold.<br />
<br />
On Turn 22, all your units except Maat and the shield guards will leave and you'll have to use Maat to defeat Svarballi. Try to use the shield guards to distract the drakes while Maat hits Svarballi with her arcane attack. Maat can also recruit Sky Crystals, if you still have any gold left.<br />
<br />
===S15 Farewell===<br />
*Move to the center of the two rivers with Jevyan (the area around 45, 19).<br />
<br />
Every single veteran on your recall list will be recalled at the beginning. Every few turns, groups of high level drakes and saurians will spawn in the surrounding forest. The most difficult part of this scenario is the beginning, when they'll all come for you at once. Don't advance too far in the beginning, and just stay back and let them come to you. By far the most useful units here are dwarvish lords and leveled sylphs for their mobility in forests.<br />
<br />
Once you've dealt with the initial wave, send small groups in each direction backed by ethereal orbs to hold off the new spawns while some units escort Jevyan to the east - there aren't any enemy spawns in the eastern part of the map so it should be a pretty safe trip.<br />
<br />
===S15b Farewell, Part 2===<br />
*Objectives: Move Myra to the city's center (marked by a red icon).<br />
<br />
This is mostly a cutscene scenario. You'll get surrounded by a bunch of fire elementals in the beginning, but they won't attack so they're not a threat. Your leaders should be able to kill about one fire elemental each per turn, so they'll soon run out.<br />
<br />
==Part II: Towards the Rising Sun==<br />
<br />
===S16 Blood of the Steppes===<br />
*Objectives: Defeat the two eastern enemy leaders, Bleda and Denziq.<br />
<br />
In this scenario enemy leaders will appear when you get close to their keep, so do not send units scouting too far ahead on their own!<br />
<br />
The first enemy leader is directly to your southeast; you'll face Hannuk horse archers and charioteers, which are lawful. The main threat is the charioteers' dangerous charging melee attack, but if you put powerful melee units in front the charioteers will likely decide to use their weaker ranged attack instead. Charioteers are resistant to physical damage but weak to fire, so furnace beasts and their advancements are useful against them. Since the enemies are lawful, just retreat back near the starting keep during the day so that most of the fighting will take place at night.<br />
<br />
After defeating the first leader and heading east, the path will split into a northern and southern area divided by the river. In the southern area, getting close to the keep in the swamp will trigger some ogres to appear. There's no reward for defeating the ogres so it may be best just to head north and ignore them. The northern area leads to another Hannuk leader, who should be relatively easy to defeat if you made sure to have most of your units in the area before triggering him, since he has a small keep and can only recruit a few units at a time. Defeating him is worthwhile because it gives you 250 gold, which will help with defeating the last two leaders.<br />
<br />
Scouting the eastern part of the map will trigger the appearance of a friendly Hannuk leader, Tarkyn, and two hostile leaders to the north and south of him. Make sure you are ready before doing this, because Tarkyn's death causes a defeat and the two enemy sides will overwhelm him quickly if you aren't nearby to reinforce. Myra can use the keeps in the outer edges of Tarkyn's fortress to recruit reinforcements if needed.<br />
<br />
===S17 Ashes of the War===<br />
*Objectives: Destroy Assix with Myra's arcane attack.<br />
<br />
This is a very easy XP gathering scenario, good for leveling Windsong savants/arbiters. Get some leveled dwarves and/or leveled furnace beasts and move everyone into the central mountains. The undead army will reach you at around dawn, and you can then demolish most of them during the day. Use Myra's soul explosion attack to finish off Assix, otherwise he'll just heal back to full.<br />
<br />
===S18 Besieged===<br />
*Objectives: Defeat the two eastern enemy leaders.<br />
<br />
This scenario is quite difficult. It's a race against time to kill the two eastern leaders before the hordes of drakes and charioteers from the west catch up to you. On turn 1, recruit some durable sacrificial units (such as Windsong gatekeepers) to block the central bridge for a couple turns, and immediately move Myra northeast toward the keep on the eastern wall. On turn 2 Myra should move to the northeastern keep and fill the eastern wall with cannon fodder mixed with veterans. Fire elementals will be especially useful for dealing with the charioteers from the southeast enemy leader.<br />
<br />
The northeastern leader should come out to attack your units on the wall, so on turn 3 you should be able to kill him and most of his units. After that most of your units should rush south toward the other leader as fast as possible, because the western and central armies will be catching up since your units blocking the bridge are probably dead. Hold off the western forces with either some durable units (dwarvish lords/stone titans) or cannon fodder (Hannuk wood hunters have 70% defense in castles/villages, so with luck they can soak up some charioteer attacks), while some powerful veterans like dwarvish lords and lava behemoths force their way south to the last leader.<br />
<br />
===S19 Fires of Hope===<br />
*Objectives: Resist until the end of turns.<br />
*Notes:<br />
**On turn 5 (on normal or hard difficulty only), a merman leader with 300 gold will show up in the northeast, and will offer to help you if you pay him 100 gold.<br />
**All drake leaders will receive reinforcements on turns 9 and 12.<br />
<br />
This is possibly the most difficult scenario in the entire campaign. But take heart, for this is the last time in the campaign you will see these pesky overgrown lizards! Don't worry about gold carryover - next scenario is extremely easy with minimum gold. Since carryover is not an issue, you might as well go very negative and recall your best veterans. It's recommended to take the mermen leader up on his offer since he will help take the pressure off the later waves of drakes (he will still offer to help if you don't have 100 gold on turn 5; you'll just go more deeply negative on gold).<br />
<br />
'''Recruits:''' You will not have access to your dwarven recalls for the entire scenario. You also cannot recruit or recall Hannuk charioteers for the first 3 turns, but due to their fire weakness they are not worth using here anyway.<br />
<br />
These units are especially useful:<br />
*Windsong Arbiters / Librarians - they are able to slow drakes while doing tremendous damage at the same time.<br />
*Aragwaithi Pikemen / Guardians - high damage, and they also act as meatshields. A second ancient banner if you have one will also be helpful for leadership.<br />
*Zephyrs / Djinns - huge damage and mobility; they are very fragile though so you should cover them with durable units like Guardians, or use them mainly at night.<br />
*Ethereal orbs - besides healing, they can also do major damage if you use leadership on them.<br />
It's also good to get some cannon fodder like Aragwaithi spearmen or Hannuk wood hunters to distract the drakes during their initial daytime assault.<br />
<br />
The first wave of drakes is the most brutal, since they arrive during the day. Form your lines on good terrain (the patch of forest to the west, and the hills to the north) and slow the drakes with arbiters / wood hunters. You'll unavoidably take some heavy losses during the day (hopefully most of the losses will be your cannon fodder recruits), but once night comes you should be able to strike back and wipe out most of the initial wave of drakes.<br />
<br />
Once you survive the first wave, the scenario becomes easier - the reinforcements which come later will be much weaker than the initial wave, and a large portion of them will have gone east to fight the mermen.<br />
<br />
===S20 Ring of Fire===<br />
*Objectives: Defeat all three naga leaders.<br />
<br />
''(Note: If the weather effects in this scenario are causing lag, unchecking "animate map" in preferences can help.)''<br />
<br />
This is a very easy scenario. You'll have to cross some mountains to the south, and the main battle takes place in the water, so don't bother with land units at all. In the beginning, just recruit some ethereal orbs and zephyrs/djinns, and don't forget to send a flying unit to grab the water villages north of starting keep.<br />
<br />
Heading south past some simian enemies, you'll come to a large lake with and some naga enemies and friendly mermen. There are three naga leaders: one in the northeast of the lake, on in the southeast, and one way in the south. There are some small keeps in the water where Myra can recall reinforcements such as water elementals or other flying units such as Windsong couriers. The ally is actually quite powerful and should do a good job weakening the enemies for you to finish off. It's possible to finish very early for a huge gold bonus.<br />
<br />
===S21 The Will of the Naiad===<br />
*Objectives: Move Myra to the whirlpool in the center south, then pick up the trident.<br />
<br />
This is another easy scenario. You can't recruit/recall, but most villages will spawn friendly water elementals when you occupy them (even the already flagged village in the north where you start!) The elementals don't come with you, so there's no need to manage experience or try to preserve them. The main difficulty is getting through the tight bottlenecks - try to lure the high HP enemies to places where you can attack them from multiple hexes.<br />
<br />
Myra should constantly be moving toward the center south. Once she reaches the whirlpool (at 15, 35) she'll teleport to an area with a trident. Simply move to the trident to end the scenario. You will now have one of the most overpowered units in any Wesnoth campaign!</div>Inkyhttps://wiki.wesnoth.org/index.php?title=IftU_Walkthrough&diff=57899IftU Walkthrough2016-09-10T21:41:39Z<p>Inky: Good idea to add a link to the campaign thread! Wesnoth 1.4 is completely outdated though so I removed that link to avoid confusion.</p>
<hr />
<div>This is a strategy guide for the add-on campaign '''Invasion from the Unknown''' (IftU) version 2.0 by shadowm. Note that there have been many major gameplay changes from the original version (for example, elvish enchantresses can no longer advance to sylphs, the elvish warrior spirit and Aragwaithi recruits have been removed, and many scenarios were changed), so much of the advice here won’t apply to earlier campaign versions.<br />
<br />
This walkthrough was written by Inky and is based on the hard difficulty. (I also did a commented playthrough of the campaign with screenshots and replays on the [https://forums.wesnoth.org/viewtopic.php?f=3&t=43960 forums].) Feel free to make corrections or add your own advice.<br />
<br />
Campaign discussion and developer support on the forums available for [https://forums.wesnoth.org/viewtopic.php?t=43309 IftU version 2.0.0 and Wesnoth v.1.12].<br />
<br />
==General campaign advice==<br />
It’s advised to play ''Under the Burning Suns'' first, to familiarize yourself with the story and the two suns schedule.<br />
<br />
===Units===<br />
You begin with the typical elvish recruits plus the campaign specific elvish hunter unit, then gain the ability to recruit undead in Scenario 4, dark adepts in Scenario 5, and sprites in Scenario 14.<br />
<br />
*A large part of this campaign takes place underground, making undead units especially ideal. Spectres are perhaps the most useful unit throughout the campaign due to their draining, excellent mobility and arcane damage. Nightgaunts (raw damage) and necromancers (arcane resist and plague) are also very useful. Skeletal undead are generally not recommended due to their low mobility.<br />
*On almost every scenario it’s helpful to recruit some vampire bats for scouting, village grabbing, and to act as distractions since they do not cost upkeep.<br />
*For elves, leveling at least a couple shydes for healing is essential. Prowlers are one of the most useful elvish units, being good in melee and able to slow in ranged. Enchantresses are also valuable for their arcane magical damage and slowing, though they do not advance to sylphs in this campaign. Fighters, archers and scout types are generally not so useful.<br />
*The lawful sprites which you can recruit starting from S14 are helpful in S15 (Shadows of Time) against undead, but are useless from S17 onward where it is perpetually night, so do not invest too heavily in them.<br />
<br />
====The Recall List====<br />
*You have the option of either continuing to Part II keeping all your veterans from Part I (recommended), or starting Part II fresh. To compensate for the difference, there are several recall list wipes in the campaign:<br />
**S12 (The Escape): You can only bring up to 6 undead units (dark adepts/sorcerers/necromancers and bats do not count) with you and the rest are permanently lost.<br />
**S16 (Dawn of War): You can only bring up to 6 elves with you and the rest are permanently lost. In addition, any unit not recalled in this scenario is permanently lost.<br />
**S21 (Innuendo): You can only recall 8 veterans, which will be the only veterans you have for the rest of the campaign.<br />
*In Part II gold becomes very scarce so you will only be able to use a limited amount of veterans in each scenario; therefore quality (units with good traits such as resilient, and several AMLAs) is better than quantity.<br />
<br />
===Item List===<br />
This is a list of the permanent items which can be picked up throughout the campaign, and which units can use them.<br />
*S3: '''Ring of Swiftness''' (+1 movement) - ''living units''<br />
*S5 (This is a branching path so you'll only be able to obtain one of the following:)<br />
**S5a: '''Ring of Regeneration''' (if you chose to spare the bandit leader) (+5 HP, regenerates +4 ability, +1 melee damage) - ''not usable by: shamans and their advancements and Anlindë ''<br />
**S5b: '''Shardia's Meteor''' (adds 15-2 ranged fire firststrike slow attack, +20% fire resistance, intimidates ability which causes level 0 and 1 enemies to fight worse) - ''elvish hunters, fighters, and their advancements''<br />
*S7: '''Void Armor''' (secret item) (sets physical resistances to 50% blade/50% pierce/40% impact, +10% fire resistance) - ''elvish fighters, rangers, skeletons, skeleton riders and their advancements''<br />
*S8: '''Poisonous Bow''' (adds a new 11-3 poisonous ranged bow attack) - ''skeleton archers, revenants, elvish archers, elvish heroes and their advancements.''<br />
*S10:<br />
**'''Berserker Potion''' (adds berserk special to melee attacks, +1 melee damage, +10% HP, and +10% blade / +20% fire / +30% impact resistance) - ''not usable by: ghosts, bats, corpses, elvish shamans and their advancements, or hero units.''<br />
**'''Potion of Drain''' (adds drain special to melee attacks, -5% HP, +10% arcane resistance) - ''living units''<br />
*S14: '''Explosive arrows''' (6 uses, does 80% base damage to the unit in the hex behind the target) ''- elvish archers, skeleton archers and their advancements''<br />
*S21:<br />
**'''Potion of Deftness''' (+1 movement, +1 ranged damage) - ''living non bat units.''<br />
**'''Accuracy Bow''' (adds marksman special to ranged attacks) - ''bone shooters and elvish rangers and their advancements, and Erathan.''<br />
**'''Potion of Strength''' (+1 melee damage, +8 HP) - ''living non bat units.''<br />
**'''Glacial Gladius''' (+1 melee damage, cold damage and slow for a unit’s melee attack, -5% HP) - ''elvish fighters, archers, hunters, scouts and their advancements, and Erathan.''<br />
**'''Amulet of the Divine Breeze''' (+10% arcane resist, sets ranged damage type to arcane) - ''living units besides sprites and bats.''<br />
<br />
==Part I: Seeking the Light==<br />
===S1 (Border Patrol)===<br />
*Objectives: The starting objectives are to hold out as long as possible, but on Turn 4 the objectives will change to defeating all enemy leaders.<br />
<br />
This is a deceptively easy scenario, as the next scenario is very difficult and requires a substantial gold carryover. On Hard something like 140 carryover is ideal and anything less than 100 carryover is probably too little to win with. Do not overrecruit, keep an eye on your income (make sure it’s positive) and be aggressive – don’t be afraid to lose some units, as it will help your income.<br />
<br />
Recruits: I’d recommend getting 2 shamans so that you can divide your forces and have a healer for each one, but not more than that as you need damage dealers. The rest of your units should be a mix of mostly archers and hunters. (Fighters are generally inferior to hunters, and scouts are expensive and do little damage).<br />
<br />
General strategies:<br />
*'''Defending the starting keep:''' One strategy is to hang back at your initial castle during the first day, recruiting very lightly during these turns to preserve income. Form a line on good terrain: one possibility is to use the forts just south of your keep; another option is to form a slightly more forward line stretching from the forest tiles (19,20) to (26,17) through the village southeast of your keep. <br /> Let the enemies come to you; they’ll arrive around Turn 6 (The Short Dark). Attack aggressively during Second Dawn/Day and you should be able to eliminate almost all the enemy units before The Long Dark hits.<br />
<br />
*'''Moving to the center keep (by Theron):''' An alternate faster and much more aggressive strategy, meant to finish as early as possible for maximum carryover, is to recruit a full keep on turn 1 and move Galas to the central keep immediately. Much of the fighting will take place around First Dusk / The Short Dark so expect heavy losses. <br /> Theron's advice: Recruit 3 Archers and 3 Hunters in turn 1. (Fighters are too slow; shamans are too slow and their damage output is too low.) Move Galas to the tiny keep in the middle of the map. Recruit 1 more Archer and 1 more Hunter in turn 3. Recruit 2 Fighters and 2 Shamans in turn 3 + 4. Decide where to amass your army (green front or blue front). Do not retreat. Ignore TOD. Use terrain advantage.<br />
<br />
For defeating the enemy leaders you can either split your forces in two and kill them simultaneously, or a safer (but slower) strategy is to send everyone to kill the southern green leader and them move them all to the blue eastern leader. The eastern leader is tough to kill – it can help to level an archer to marksman and shoot him down during daytime.<br />
<br />
Try to get Galas to level 2 (captain is strongly recommended for leadership) and level at least one of the shamans to druid.<br />
<br />
===S2 (A Real Confrontation)===<br />
*Objectives:<br />
**Hold out until the end of turns.<br />
**Alternate objective: Defeat all enemy leaders (early finish bonus).<br />
<br />
This is an extremely difficult scenario on Hard, so you’ll want to start this with over 200 gold (minimum gold is 100; replay scenario 1 for more carryover if necessary). The first thing to do is grab the villages of your useless ally, as you can put the gold to much better use. Note that you (or your ally) must retain control of a certain number of villages (9 on Hard, depends on difficulty) or you will lose. This should not be a problem though, as there are 9 villages (3 in the northwest, 3 near your keep, 3 near Ledinor’s keep) which are quite far back and easy to defend.<br />
<br />
This battle has two fronts divided by the central lake: the western front south of your keep, and the eastern front. The eastern front is relatively safe as there are less enemies there and Ledinor sends the bulk of his army that way, while the western front will be a high casualty bloodbath. Therefore one approach is to send a small elite group of veterans including Anlindë east, while using a massive spam approach (civilians and fresh recruits, mixed with some veterans) in the west. An alternate strategy is to recruit only civilians initially and send them out to delay the enemy forces enough so that they reach your main force during the day.<br />
<br />
Keep your elves in a line in the forest and try to slow the level 2 enemies; use ctrl + v and watch out for the skirmishers. With constant reinforcements from your high income and the time of day changing in your favor the chaos army should eventually run out of steam.<br />
<br />
It’s perfectly fine to start the next scenario with minimum gold, so do not worry if you can't defeat the enemy leaders for the finish bonus. Try to level a shaman to sorceress, as the arcane magical damage will be very useful for the next scenario. This is best done on the later turns, when most of the chaos army is gone and it’s relatively safe.<br />
<br />
===S3 (Memories from the Depths)===<br />
*Objectives: Explore the cave, then defeat the undead leader in the far northeast corner.<br />
<br />
Recruit lightly initially, as there aren’t so many enemies in the tunnel and there is another keep right at the end of the tunnel. You’ll be fighting undead so hunters and their advancements are especially good, as are sorceresses if you have any; try to get Anlindë to level 3 and / or a sorceress or enchantress during this scenario as it will help defeat the enemy at the very end. When you reach the end of the tunnel, you can use the nearby keep to recruit/recall some more units. Try to keep your income positive though – you don’t need too many units and there will be more opportunities to recruit along the way.<br />
<br />
Proceed northwest past the second keep, and you’ll come across some branching paths. On the right, moving to the flashing yellow hex will open up a passage leading to a Ring of Swiftness granting +1 movement. A good choice for this ring is Galas, since it can potentially allow him to reach keeps and recruit a turn earlier. The two western paths which will join together in a large central chamber, where you’ll encounter the main undead army; take them out with the help of slowing and arcane attacks.<br />
<br />
Triggering a touchplate in the southwest leads to two holy waters which grant arcane melee damage for this scenario only. Continue northwest, being careful not to expose wounded units since bats will often come out of nowhere and attack, and you’ll come to a river crossing. Across the river is another keep – I would highly recommend using this keep to recruit a couple expendable hunters or shamans for their slowing ability in preparation for the scenario’s final enemy.<br />
<br />
Head east across the river and the path will split north and east. Both paths will join up in the northeast corner but the eastern path has much stronger enemies so send most of your units that way - you can use expendable units to lure the high level undead guards into the open where they are easily killed. In the northeast you’ll come across the scenario’s final enemy, an ancient lich! You’ll need to slow him first, so hopefully you have some expendable hunters or shamans which can suicide into him until he’s slowed. After he’s slowed use your sorceress/enchantress and Anlindë to hopefully finish him off.<br />
<br />
===S4 (Over the Sands)===<br />
<br />
Recruits: Living units are generally not recommended in this scenario due to the dehydration mechanic, but you’ll certainly want another (preferably +8) healer besides Anlindë, and you might as well recall the loyal scout too since he doesn’t cost upkeep. I’d recommend recruiting mostly ghosts – they are fast and have extremely good advancements – with some vampire bats mixed in to scout and act as a distraction force.<br />
You start with 2 villages and there are 6 more around the orc’s keep, but this is all you’re going to get for most of the scenario so take that into account when recruiting (try to keep your income positive).<br />
<br />
'''Part 1'''<br />
*Objectives: Defeat the orc leader to the northwest.<br />
<br />
Use Galas’ leadership on the level 1 ghosts; try to level a couple by feeding them the level 2 orc kills. Focus on killing crossbowmen and archers as their ranged fire attack is dangerous to ghosts. Mal Keshar is great at screening your units – you can put him in very exposed positions and the orcs will generally ignore him.<br />
<br />
When you kill the orcish leader you’ll get about 50 gold. You can use his keep to recruit some reinforcements (watch your income; there aren’t any more villages for a long time). Start heading west, where you’ll encounter some very weak undead. There will also be some scorpions north and south of the path which are free experience for wraiths and ghosts.<br />
After a while the path will turn south and you’ll spot some bandits.<br />
<br />
'''Part 2'''<br />
*Objectives: Defeat the bandit leader in the southwest.<br />
<br />
Try to fight the elusive outlaw units (footpads, thieves) on sand terrain where they only have 40% defense instead of their usual 60 or 70%. Bats make great bait for luring out powerful guard units, or the enemy leader.<br />
<br />
Once you defeat the leader some humans will show up from the north, and you will have to decide whether to fight them. If you do decide to fight them you'll have to defeat their leader and will go to S5a (Crossfire). If you choose the second option instead, the scenario will end immediately and you will go to S5b (Cursed Plateau). <br />
S5a is the easier scenario, but since both scenarios give a different item (see the [[#Item_List | Item List]]) you may want to decide based on that.<br />
<br />
'''Part 3 (only if you chose to fight the humans)'''<br />
*Objectives: Defeat the leader of the humans in the northwest.<br />
<br />
Note that drain attacks will not work on the human units so you’ll have to be a bit more careful with putting wraiths on the front line.<br />
Use the bandit’s keep to recruit more reinforcements if needed and start heading north. You’ll encounter two revenants; you can easily lure them out and kill them with spectres / wraiths. The humans have a lot of units, but if you form a line where your units can only be reached from 2 hexes then their level 1 units won’t be able to damage you too much.<br />
Continue northwest towards the final leader; again a vampire bat can be used to lure her out.<br />
<br />
===Diverging campaign path===<br />
====S5a (Crossfire)====<br />
*Objectives: Defeat all enemy leaders, and make sure no chaos empire units survive.<br />
<br />
All three enemy sides will fight each other, so a couple keeps of units should be enough. Villages are very scarce so using mainly low level units supported by leadership will save on upkeep. Start by sending your entire army south against the chaos empire; the undead and bandits will mostly be occupied fighting each other. The undead will send quite a few troops east but they should arrive around daytime so it should be easy to wipe them out.<br />
<br />
After the chaos empire is defeated, head west; you can send everybody against the lich and then north or split into two groups, one to defeat the lich and one to deal with the bandits. The bandits are the stronger enemy – try to attack them during the day.<br />
<br />
After defeating the bandit leader you’ll be given the choice to spare him; do so and you’ll be given a very useful Ring of Regeneration (+5 HP, regenerates +4 ability, +1 melee damage), a good item for Galas. (Deciding to kill him will only give you some gold and is not worth it.)<br />
<br />
====S5b (Cursed Plateau)====<br />
*Objectives: Move to the northwest corner of the map with Galas, Anlindë or Mal Keshar.<br />
**In order to get the item you must defeat both enemy leaders.<br />
<br />
You won't be getting any more villages for a while, so recruit very lightly initially. There's another tiny 1-hex keep to the west where you can recall some more reinforcements, and you'll only face some scorpions and bats at first, so a couple wraiths should be enough. Once you reach the tiny keep in the west, send some flying undead into the southwest cave, where there's a touchplate opening into a chasm full of bats. To the southeast of the chasm is a passage leading to a piece of parchment, which reveals a secret passage through the mountains in the northwest.<br />
<br />
To the north is another small 2-hex keep, though you might have to clear out some chaos empire units before you can use it. There are a lot of invokers so you'll probably want either some cannon fodder or some durable non undead units. It's preferable to form a solid line and defend until most of the enemies are gone, because there are many high level enemies and also some nasty shadow minions (nightstalking, skirmishing and backstabbing pests) around.<br />
<br />
Northeast of the small keep there's a dead end cave with the blue enemy leader; if you want the scenario's item you'll have to defeat him (Mal Keshar is very effective against him), otherwise you can just ignore the cave, though there is a small amount of gold there.<br />
<br />
Following the northwest path through the mountains leads to a gate, which you won't be able to open until you defeat both enemy leaders, though you could start sending whichever unit you want to pick up the item that way (it can be used by elvish hunters, fighters and advancements; I'd strongly recommend Galas.) Just send them on their own because there aren't any enemies behind the gate. Once you kill both leaders, you'll be able to pass through the gate to a chest in the south containing Shardia's Meteor (adds 15-2 ranged fire firststrike slow attack, +20% fire resistance, intimidates ability which causes level 0 and 1 enemies to fight worse).<br />
<br />
Continuing north and then east, there's another cave with the second leader. There's also a couple small piles of gold (in the southeast and northeast) in the cave. In the northwest is the shadow courier leader; try to kill him as quickly as possible in melee (preferably luring him out of the castle first so he doesn't have such high defense) because he will completely demolish your undead units. Once you kill the shadow courier, the western path which leads outside to the exit only has a few vampire bats. <br />
<br />
===S6 (Moon Valley)===<br />
*Objectives: Defeat all enemy leaders.<br />
<br />
This scenario is much easier than it looks, because the orcish units will generally stay clumped together near their leader instead of all coming towards you at once, allowing you to focus on each army separately. You’ll receive a small amount of gold each time you defeat an enemy leader.<br />
<br />
It's possible to rush the northeastern (blue) orc leader and kill him before he spends most of his gold: recruit a full keep on turn 1 and send Galas northwest immediately; send a bat southwest to village grab and move everyone else northwest. With the help of Anlindë and Mal Keshar you should be able to whittle down the leader on turn 3 and finish him on turn 4. Galas can then use the keep to recruit reinforcements while the rest of the army clears out the remaining blue orcs.<br />
<br />
At this point the green and black orcs will be hanging around the central forest while purple remains in the west. Advance aggressively during the second day and you should be able to wipe out most of the green and black units. After that only purple will be left; it will be night now but with the help of slow and Mal Keshar who is practically invincible they shouldn’t pose a problem.<br />
<br />
As the dialogue hints, when you approach the northwest area close to the final keep, several high level orcs will appear and the northwest leader will also get some gold to recruit. Wait until daytime (preferably morning) to approach, and you can also use the nearby keep to recruit some spam if you want to be extra safe.<br />
<br />
===S7 (Goliath)===<br />
*Objectives: Defeat Goliath.<br />
*Note: The units you recruit/recall on the first turn are all you will have for the entire scenario, so choose carefully.<br />
<br />
This scenario has a lot of weak level 1 units scattered around, so it’s a good opportunity to get some experience. Most of the enemies in this scenario are automatons which are extremely resistant to blade and arcane (50%) but only have 10% impact resistance making trappers/prowlers especially effective against them.<br />
<br />
After heading west through the tunnel that you start in, you’ll come across the keep of the chaos empire. This is actually the toughest opposition you will face all scenario so be defensive (form a line and let the enemies come to you) and take your time. The enemy leader is extremely dangerous in ranged so try to take him down in 1 turn using mostly melee attacks.<br />
<br />
After defeating the enemy leader, head south across the river and you’ll encounter some demons and bats scattered about; keep heading south and you’ll come to a chamber with some automatons which are basically free experience. There’s a passage in the south leading to an orb switch; send a fast unit like a flying undead to trigger it, which will open the eastern wall into a large central area.<br />
<br />
In the central area, triggering the touchplate in the southwest corner opens a small room in the center with two golems guarding a potion of strength (+2 melee attack, +8 HP for this scenario only) and the final touchplate which opens the way south. The northeast path is just a dead end with some weak enemies (though you could go kill them for the experience if you have the time) so send everyone down the southern passage. <br />
<br />
The passage leads into a huge chamber in the south filled with automatons. Moving further south in this chamber reveals the scenario’s boss, Goliath, who appears along with a few level 1 automatons. Goliath has a lot of HP and good resistances but is extremely weak in offense, so just slow him and attack with powerful units like Mal Keshar and he will be destroyed in no time.<br />
<br />
In the far southeast, down the watery passage, there is a secret touchplate at 40,26 which opens a passage to the Void Armor, which is located in the lit hex at 31,24. The armor sets physical resistances to 50% blade/50% pierce/40% impact and is a great item for Galas (it can be used by elvish fighters, rangers, skeletons, skeleton riders and their advancements) - start sending whichever unit you want to take it southeast ASAP if you want to make it in time.<br />
<br />
===S8 (An Errand of Hope)===<br />
*Objective: Defeat all enemy leaders (3 in total).<br />
<br />
You will get another opportunity to recruit later, when you are much closer to the main battle, so you may want to save some gold until then and try not to go negative on income. The first enemy you’ll be facing is some trolls directly to the northwest. Wraiths, spectres and Mal Keshar are especially effective against them. Near the troll’s keep you’ll find a Poisonous Bow (can be used by elvish archers, skeleton archers, elvish heroes, revenants and their advancements) which adds an 11-3 ranged poison attack.<br />
<br />
Head northwest across the river (don’t bother exploring southwest of the river; there’s nothing there) and you’ll come across a large central area – entering it will clear the fog in the area and reveal an ongoing battle between the chaos empire and some allied dwarves. There’s also a second dwarf leader far in the northwest (he has a few villages, so you can send a bat up that way to steal them), and another chaos empire leader all the way in the northeast corner.<br />
<br />
Use the large keep here to recruit/recall some reinforcements, and split up your forces between the western front and the northeastern front. You’ll need more firepower in the northeast, since there are quite a few high level enemies there and the dwarves will concentrate their forces in the west. It helps to have Galas use Althurin’s keep to constantly reinforce (you should have a pretty high income) and just defend the northeast passage until the high level enemies are gone. (Don’t worry about keeping Althurin alive; he’ll just flee if he gets to 0 HP).<br />
<br />
The final enemy leader is all the way in the northeast corner; he’s a chaos lorekeeper so send your strongest melee units against him.<br />
By the way, there’s no point in sending a unit to the crypt south of the western leader (you’ll just get a message saying it’s empty).<br />
<br />
===S9 (The Library)===<br />
*Objective: Reach the exit in the south with Galas, Anlindë or Mal Keshar.<br />
**Optional objective: Defeat all enemy leaders (early finish bonus).<br />
*Note: The exit is marked by a turquoise glyph somewhere in the south (its exact location is random). You'll need the exit key to pass through, which is dropped by a random enemy leader.<br />
<br />
Don’t recruit too heavily at the beginning, since you’ll get another opportunity to recruit about halfway through the scenario. You’ll probably have to do quite a bit of fighting before then though, so some durable units will be helpful. Ghosts/wraiths/spectres are especially good in this scenario due to the lack of chaos invokers and fire demons. Head west (the passage south of your starting keep just leads to an empty dead end) and after fighting through a couple level 2 undead you’ll come to an intersection.<br />
<br />
The northwest path leads to a dead end with a ruined house; when you send a living nonbat unit there to investigate you’ll discover Igor, a loyal wolf rider. He is automatically recalled in all later scenarios and even has his own dialogue, so it's highly recommended to keep him alive. Meanwhile in the south, the combined forces of the 3 enemy leaders will begin to arrive. The easiest way to fight them is to just defend in the bottleneck until the massive army is mostly gone; it will take quite a while but the rest of the scenario will go much quicker after the main enemy army is gone.<br />
<br />
When you get past the bottleneck you’ll come to a large keep where you can recruit some reinforcements, and the path splits into a western and eastern one. There are two enemy leaders in the west and one in the south, so one possibility is to split into two groups and have one group take out the two western leaders one after another (there’s a banebow leader in the northwest and a draug leader in the southwest), while another group circles east and then south to take care of the southern lich leader (bring some arcane damage).<br />
<br />
The purple glyphs scattered around reveal various pieces of backstory. There is also a turquoise glyph somewhere in the south which marks the exit. You’ll need the exit key (dropped by a random enemy leader) to use the glyph. You might as well just defeat all enemy leaders for the experience and early finish bonus, as they don’t have much income and are pretty much on their own.<br />
<br />
===S10 (The Source of Light)===<br />
*Objectives: Defeat the enemy leader, and then activate the six runes to open the central chamber.<br />
<br />
Note that this scenario takes place deep underground, where chaotic units get +30% damage instead of the usual +25%. In the beginning, make sure to send a vampire bat to grab the village in the far northeast corner of the map, across the chasm. The first objective is to defeat the enemy leader to the southwest. There are a lot of high level enemy units including skirmishers, so a safe way to play it is to form a solid vertical line along the 4-hex bottleneck (from 42,11 to 42,15) and defend there until the most threatening enemies are gone.<br />
<br />
Once the leader is defeated, you’ll have to activate the 6 glyphs scattered throughout the lower half of the map. Here are their approximate locations (going counterclockwise):<br />
*'''Northwest (across the river):''' A long twisty passage leads past some giant spiders to a glyph at the very end.<br />
*'''West:''' There’s a glyph behind a cuttlefish leader in the west of the watery area.<br />
*'''Southwest corner:''' There are a bunch of animated rocks and various undead here, and a glyph next to an enemy leader. Watch out, because several wraiths are lurking near the keep.<br />
*'''Center south:''' There’s a sealed chamber containing a glyph, which you have to open by finding a touchplate in the far south. There’s also a red Berserker Potion (not usable by: ghosts/bats/corpses, elvish shamans and their advancements, or hero units), which gives the berserk special to a unit’s melee attacks, +1 melee damage, +10% HP, and some extra resistance (+10% blade, +20% fire, +30% impact).<br />
*'''Southeast:''' There’s a lava filled cave full of fire spirits – dark adepts and their advancements are especially effective against them. In the far southeast there’s a fire guardian leader and a glyph next to the keep.<br />
*'''Northeast:''' You’ll encounter some undead and a chocobone leader (be sure to keep fragile units out of range of its charge attack). There’s a glyph guarded by vampire bats north of the undead keep, and a northeast passage leading to a green Potion of Drain (adds drain special, -5% HP, +10% arcane resistance, usable by non undead units).<br />
<br />
In order to explore efficiently it’s best to divide into several small groups (e.g. 4 groups, one for each corner). A very useful tip by skeptical_troll if you’d like to avoid a lot of fighting completely is to send a shadow/nightgaunt to activate the glyphs (though it’s not advised to do this in the southwest or northeast corner, since these glyphs are surrounded by enemies).<br />
<br />
Since there is no early finish bonus and you likely have very high income, you may want to take your time and make some extra gold for next scenario.<br />
<br />
===S11 (Strike on Herthgar)===<br />
*Objectives: Hold out until the end of turns, or defeat all enemy leaders.<br />
*Note: All enemy sides will get a small amount of gold on turns 6 and 14.<br />
<br />
This scenario is actually the final battle for Part I – the next two scenarios are more of an epilogue. This is one of the more difficult scenarios, so don’t worry too much about losing some veterans (another thing to note is that you will not be able to take more than six undead veterans with you after this scenario.)<br />
<br />
Gold carryover is completely irrelevant (you won’t be able to use more than the minimum gold next scenario) so one approach is to just recall every single veteran you can afford. It can be helpful to create walking corpses with your necromancers to act as a distraction. Also, be sure not to let your spectres/nightgaunts etc. get within range of multiple chaos invokers and demons, or they will die fast.<br />
<br />
Here is one strategy for defeating all enemy leaders:<br />
#Send a large force northwest to wipe out the two northwestern enemies while a smaller force heads south to defend the dwarven castle. (The eastern front and southern front do not require immediate attention because the dwarves will delay the enemies for several turns.) Form a line and let them come to you; prowlers with their slowing ability and necromancers with their high HP and arcane resistance (there are lots of chaos invokers around) are especially good at holding the line.<br />
#Once the two northwest enemies are defeated, split the large northern force, with one part going to deal with the eastern enemies, and the rest going south to reinforce the castle.<br />
#Defend in the castle using the bridge chokepoints (just watch out for demon zephyrs which can fly over the deep water moat) until most of the southern enemies are gone. The southern force can then split into two groups and take out the two remaining southern leaders.<br />
<br />
===S12 (The Escape)===<br />
*Objectives: Reach the northern exit with Galas, Elynia or Mal Keshar.<br />
*Note: You may only recruit/recall during the first turn (6 units total), and any undead veterans you do not recall this scenario will be permanently lost (dark adepts/sorcerers/necromancers and bats do not count).<br />
<br />
This is a relatively easy scenario, but there are some triggered events including a large ambush near the end so don’t send your units too far ahead by themselves.<br />
<br />
There are four minor enemies you’ll be facing this scenario:<br />
<br />
#After crossing the river at the beginning you’ll come across a chamber with the chaos empire fighting some trolls; both are very weak and shouldn’t be a problem.<br />
#After crossing another bridge and heading north you’ll encounter a mechanical Goliath along with some automatons; he is also extremely weak.<br />
#You’ll then come across a tunnel leading into a large empty chamber. Do not send a unit all the way into the chamber because there’s an ambush; instead move a scouting unit slowly toward the chamber until you trigger the ambush, then pull it back using its remaining movement. After that the ambush shouldn’t be hard to deal with – the most threatening enemy is the hellhound with 10-4 melee berserk, but a single spectre can easily take care of it.<br />
#Finally, after heading north you’ll come across some imps. One thing to watch out for is that when you kill the leader imp, he will dissolve into a bunch of mudcrawlers. After that the exit is straight to the north.<br />
<br />
===S13 (Face Your Fate)===<br />
*Objectives: Hold out to the end of turns; then accept the inevitable.<br />
<br />
This is mostly a cutscene scenario.<br />
Holding out until the end of turns should be trivial with your extremely high starting gold. If you didn’t manage to recall some of your undead veterans last scenario, you can recall them now. A few turns after the initial turn limit, the Chaos Warlord will appear in the southwest and the objectives will change to defeating her. However, it is impossible (if you reduce her HP to 0 she’ll just heal back to full and instantly kill all your undead units), and the only way to end the scenario is to let your leader die.<br />
<br />
==Part II: Armageddon==<br />
<br />
===S14 (Bye and Behold)===<br />
*Objectives: Defeat both enemy leaders.<br />
This should be a very easy scenario, especially if you’re continuing from a Part I save, so it’s a good opportunity to get some easy XP for fresh recruits. The barrel contains 6 explosive arrows (does 80% of the base damage to the unit immediately behind the target).<br />
<br />
The two enemies you’ll be facing are saurians and water serpents from the northwest and orcs from the northeast. The northeast orc keep is surrounded by deep water to the south, forcing the orcs to go all the way around to the west and then south, giving you several turns to focus on the saurian army before they arrive. Most of your forces should head northwest since the main battle will take place there (for the east you can just send a bat to village grab). If you keep your elves in the forests you should have no problem dealing with the saurians and then the orcs.<br />
<br />
===S15 (Shadows of Time)===<br />
*Objectives: Defeat all enemy leaders. (You actually do not need to kill the ancient lich leader – once you attack him he will flee.)<br />
You’ll be fighting a lot of undead so arcane (sorceresses, dark adepts, etc.) and fire damage (sprites) will be very useful. Your orcish allies will mostly go up the northeastern side of the map and delay the undead coming from that direction, so the main battle will likely take place on two fronts: fighting the undead from the west, and the orcs in the center.<br />
<br />
The first threat you’ll face is the group of four Forefathers coming at you from the west; stay back and let them get close, and then finish them off with heavy arcane hitters like Elynia and Mal Keshar. After that you can split your army in two, with one group holding off the undead in the western forest, and another (probably larger) group dealing with the incoming flood of orcs (and later undead from the north) in the center.<br />
<br />
===S16 (Dawn of War)===<br />
*Objectives: Reach the southern edge of the map with Galas, Elynia or Mal Keshar.<br />
**Optional objective (early finish bonus): Defeat all enemy leaders.<br />
*Note: You can only recruit / recall elves on the first turn, and all veterans not recalled in this scenario are permanently lost.<br />
<br />
Recalling advice:<br />
*If you continued from Part I you’ll likely have much more veterans than you can recall; however there’s no need to get obsessed about bringing every single veteran with you because there is very little gold in later scenarios, so you won’t be able to use them all anyway.<br />
*Elves: It’s highly recommended to get at least two healers because you will not be able to get any more healers later! After that, probably the most useful elven units are enchantresses and prowlers since they can slow.<br />
*Spectres are great in later levels (arcane damage + mobility); I’d recommend recalling every one you have. Necromancers and nightgaunts will also be very useful.<br />
*I would not recommend recalling any sprites, since they are lawful and the next scenarios all feature perpetual night.<br />
<br />
Your two allies will do a pretty good job distracting the two outer enemies, so the main battle will take place in the center. If you began the battle portion of the scenario on turn 4, you should have a turn of daylight (First Afternoon) to strike hard and fast at the central enemies with all your veterans. If you continue to make as many kills as possible during dusk there shouldn’t be many enemies left at all to threaten you during the night. Once you deal with the units from the two central enemies the rest of the battle should be easy, as the two outer enemies should be weakened from fighting your allies. It's recommended to kill all the enemy leaders for the extra gold and experience.<br />
<br />
===S17 (Voice of the Armageddon)===<br />
*Objective: Defeat all enemy leaders.<br />
You will face two enemy leaders: a relatively weak enemy in the center, and a very powerful enemy far to the south. You’ll probably want to recruit a few expendable units such as skeletons or vampire bats to distract the powerful enemy units from your veterans. The central enemy shouldn’t be too much of a problem: blast them with your veterans and then put a couple expendable units in front to screen them.<br />
<br />
Once you scout far enough south, you’ll trigger the southern leader to start recruiting and a boss Armageddon Imp will appear and start heading for you. It’s probably best to wait near the central keep and let the imps come to you so you don’t get in range of the enemies stationed in the southern fort. Once they arrive, illuminate and slow the boss and then zap him with your magical ranged units. Next you’ll have to deal with the army of soulless and necrophages coming from the south; once again an effective tactic is to blast away with your veterans from the back and then insert some expendable units in the front.<br />
<br />
Be careful when approaching the fort because the powerful units stationed there will come out and attack; use ctrl + v to make sure no one is too exposed, and try to lure them out one by one. The ancient lich leader can be lured out onto 40% defense terrain by placing a walking corpse in his range. Don’t bother about setting up the kill on the leader because he will just run away, denying you the killing XP.<br />
<br />
===S18 (Ashes of Wesmere)===<br />
*Objectives: Defeat the enemy leader, and then move Galas, Elynia or Mal Keshar to the cave in the southeast.<br />
<br />
The more spectres you have the easier this scenario will be; I recommend recalling all your spectres and wraiths. Since there aren’t any villages you’ll surely start next scenario with minimum gold anyway, so there’s no point in worrying about upkeep or saving gold. The main enemies you’ll be facing are drones, which do impact damage and are weak to arcane. Advance very cautiously at first because there will be several level 2 drones lurking around. They’re extremely nasty in ranged, so spectres are ideal for taking them out.<br />
<br />
Once you start heading south, you’ll face a horde of level 1 drones from all directions. Just keep killing them every turn with spectres and wraiths, focusing on one group at a time, and eventually they’ll run out. Be careful of putting Mal Keshar in range of a lot of drones because they’ll chain attack him and he’s weak to impact.<br />
<br />
After that it should be easy to kill the enemy leader, who has a pretty pathetic army. When you head southeast to the cave, keep a tight formation and don’t expose heavily wounded units because there are several invisible skirmishing and backstabbing shadow minions around.<br />
Since there’s no early finish bonus, you can use any leftover turns to go around killing the other enemies scattered around the map for the XP.<br />
<br />
===S19 (Under the Sands)===<br />
*Objective: Reach the exit in the south with Elynia or Mal Keshar<br />
<br />
This scenario has a lot of rough terrain and chasms, so ghostly undead (spectres, nightgaunts) will be extremely useful. Also, the blue matrix flow systems have 0% defense and can be drained, so they can be used as free full heals for your spectres.<br />
<br />
When heading out of the initial chamber, be very cautious and keep a completely tight formation because there are several shadow minions (which are invisible and can skirmish and backstab) lurking nearby. This scenario is full of these shadow minions, so be very cautious when advancing.<br />
<br />
Make your way southeast to kill the drone leader, then west where the chaos empire army should be arriving. They shouldn’t be much trouble (just make sure to kill the invokers before they can get at your ghosts). You’ll arrive in a large central chamber full of various enemies. Send some units towards the hive in the southwest of the chamber and you’ll spot a matrix core in the far west; each core you destroy will reduce the gold of certain enemy sides in the next scenario by a bit (there are 5 cores total). Next scenario is difficult, so it's worthwhile to destroy as many cores as possible.<br />
<br />
Head south across the lava chasm (it will probably take a while, due to being assaulted by enemy spawns from all directions) and you’ll come across the chaos empire leader to the left and a dead end with a second matrix core on the right. Once you defeat the leader head south towards a swampy area.<br />
<br />
Past the swamp is a fork: the southern fork doesn’t have enemies and leads straight to the exit. The eastern fork leads into a large hive, where the remaining 3 matrix cores are. One of the cores is near the entrance. The remaining 2 cores are extremely deep into the hive so getting at them may be more trouble than it’s worth, though you can get some good XP out of fighting your way through to them. Note that you won’t be able to leave until Elynia and Mal Keshar are both outside the hive, so make sure you have enough turns left before exploring (but if you kill the innermost core, a shortcut will open up, so you don’t have to backtrack all the way).<br />
<br />
===S20 (The Heart)===<br />
*Objectives: Move Galas, Elynia or Mal Keshar inside the fortress, or defeat all enemy leaders.<br />
*Notes:<br />
**Another enemy leader will appear in the north on Turn 2. Also, every so often starting from Turn 3, a large group of enemies (mostly demon zephyrs) will appear in the chasm surrounding the fortress.<br />
**After the initial turns of daylight the scenario becomes perpetually night.<br />
**You have control over the allied dwarves this time. They leave after this so they’re completely expendable.<br />
<br />
This is somewhat of a finale for Part II of IftU. <br />
Since you don’t have so much time, trying to defeat every leader is probably more trouble than it’s worth, especially on Hard. My strategy was to completely ignore the northern leader and rush my entire army southwest, killing as many units as possible during the day before the scenario turned into perpetual night. After that I fought my way over the bridge into the fortress (having spectres and nightgaunts fly over the chasm is essential in breaking the bridge bottleneck), sending the less valuable veterans in first. Meanwhile some units went to deal with the northern army which was attacking from behind.<br />
<br />
The dwarves really did not do much; I mostly had them camped in the 3 village cluster just northwest of the fortress the entire time, where they lured out and killed any demon zephyrs which spawned in the west.<br />
<br />
Some tips:<br />
*After this you’ll only be able to use 8 of your veterans for the rest of the campaign. So choose your 8 favorite veterans and go crazy with the rest!<br />
*There are a ton of enemies on this map, and a lot of nasty flying ones which can reach your units from quite far away. Use ctrl + v constantly to avoid surprises.<br />
*Two nightgaunts backstabbing from opposite sides of a sentry tower will automatically kill it from full health.<br />
*Having some expendable units will be very helpful; if you’re short on cash, you can use your necromancers’ plague staff to make free corpses.<br />
*Don’t worry about gold carryover; you can’t use more than the minimum next scenario anyway.<br />
<br />
===S21 (Innuendo)===<br />
*Objectives: Reach the exit in the north with Galas, Elynia or Mal Keshar.<br />
*Notes:<br />
**From now on it is ''highly'' recommended to restart anytime any unit dies, because these are the only veterans you'll have for the rest of the campaign and the remaining scenarios are very difficult.<br />
**It is essential to pick up the chest of gold in the southwest, which will be needed several scenarios later for the final battle.<br />
<br />
Recruits: You may only bring 8 veterans with you for the rest of the campaign. Future scenarios will be underground / deep underground so undead are especially useful. It’s also recommended to bring 2 shydes for healing, at least one necromancer for making free fodder corpses, and some flying undead (spectres/nightgaunts) since there will be a lot of unwalkable chasms. (I used 2 shydes, 2 necromancers, 1 lich, 2 spectres and 1 nightgaunt and it worked really well.)<br />
<br />
Get ready for an absolutely massive dungeon crawl! You’ll face several waves of enemies in this scenario:<br />
<br />
'''The beginning:''' Some Chaos Empire units will come at you immediately, so just form a solid line in the passage and let them come. After that the path splits north to a dead end with a Potion of Deftness giving +1 movement and +1 ranged damage (living units only), and a southwestern passage leading to a large chamber full of powerful enemies. You can safely destroy them by forming a line in the 3-hex passage and slowly picking them off until they’re gone. (Try to turn some of them into corpses, which can be used as bait for powerful enemies later).<br />
<br />
'''The large chamber in the south:''' There are two paths north (both lead to the same place) with some enemies guarding them. In the southwest corner there’s a room with a Potion of Strength (+1 melee, +8 HP, a great item for Galas), an Accuracy Bow (for archer units only, such as Erathan), and a chest of gold. There is an enemy leader in the northwest, and moving to the gem behind him will open one of the gates in the northeast.<br />
<br />
'''The northern chamber of undead:''' You’ll need to find the gem which opens the gate in the far north, where there is an ancient lich leader. Be sure to stay out of his range (he has 7 movement!) until you wipe out most of his army. Also be careful of the two wraiths right behind the leader. If you made any walking corpses earlier, you can use them as bait to safely lure out the ancient lich leader. The gem on his keep opens the gate in the east.<br />
<br />
'''The imp boss''': Past the eastern gate, you’ll come to a long passage east with some enemies. Once you advance far enough, you’ll discover a large chamber with a nasty imp boss and some other enemies. It’s best to fight them in the 3-hex bottleneck, and try to have Elynia illuminate and slow the boss.<br />
<br />
'''The dungeon:''' The area northwest of the chamber where the imp was leads to the exit, but it’s blocked by a gate so you’ll have to go east to the dungeons first. There’s a couple (useless) soulless in the cells which will join you. In the southeast, there’s an unwalkable chasm with some enemies on the other side; if you send some flying undead exploring there they can trigger a touchplate which opens a passage for regular units to enter. There is a Glacial Gladius there which gives a slowing cold melee attack (usable by elves other than shamans+advancements, and Erathan.)<br />
<br />
The goal is the northeast hive area, where there’s an amulet (+10% arcane resistance, changes ranged damage type to arcane) which is good for units like shydes so they’ll take less damage when slowing later bosses. The south of the hive contains a cage with Ledinor, the elvish lord from the beginning; freeing him will open the gate in the northwest where there are a ton of high level enemies and a drone boss.<br />
<br />
'''The exit (finally!):''' For the horde of high level enemies coming from the exit, it’s safest to retreat to one of the 3-hex passages leading to the dungeons and just pick them off slowly. When approaching the exit, be careful since the chasms on either side contain drones.<br />
<br />
===S22 A (Face of the Enemy)===<br />
*Objectives: Explore the area, then defeat the Chaos Warlord, then flee to the southeast with Galas, Elynia or Mal Keshar.<br />
Head southeast past some drone hives – the drones will constantly respawn from the hives, though they won’t chase you if no units are in range. Continue heading east across the cave area. There’s a gate in the north which just leads to a dead end, and a couple doors in the southeast which lead to a corridor of enemies. The safe way to deal with them is to camp in the 2-hex bottleneck. Also, watch out for the berserking hellhound hiding in the back. The northeastern water area just leads to a glyph with some backstory about the drones.<br />
<br />
Past the corridor of enemies is another gate; once you open it all your units will be teleported into the chamber beyond, where you’ll be surrounded by powerful enemies. Try to focus on killing a few at a time while staying out of range of the others. A few turns later the Chaos Warlord will show up in the keep in the west. She’ll recruit some units, so retreat and deal with her army before taking her on.<br />
<br />
Once you defeat her she’ll heal back to full so you’ll have to run away by having Mal Keshar destroy the exit gate to the southeast. Fortunately Elynia will cast a spell on her so she’ll only have 1 movement until you open the gate, at which point she regains all her movement (so make sure your units aren’t in her range at that time). The Warlord will just stay in her keep and recruit and not chase you, so it should be easy to get away. The southeast area just has some drones in the south and a giant spider; move a leader to the southern border of the map to proceed to the next part.<br />
<br />
===S22 B (Dark Hive)===<br />
*Objectives: Defeat the Chaos Warlord (you will have to fight her several times.)<br />
This is an extremely difficult scenario. There are hordes of constantly respawning drones, several difficult boss fights and you must also keep as many veterans as possible alive for later scenarios.<br />
<br />
Some tips:<br />
*In general due to the respawning drones it’s best to stick together in a single group, move forward quickly, and not send units off exploring side passages or they may end up trapped – the only things to find anyway are two glyphs with some backstory.<br />
*A useful (but cheap) tactic is to deliberately leave units (especially Elynia/Mal Keshar) a few XP from leveling so when they attack the boss they’ll automatically heal to full.<br />
*Always make sure to lure off and get rid of as many surrounding drones as possible before confronting the Chaos Warlord, because her leadership combined with the drones is deadly. <br />
There are three sections, each ending with a fight against the Chaos Warlord:<br />
<br />
'''Part I'''<br />
<br />
In the beginning, the path branches south and east; both eventually lead to the same place in the southeast but the eastern path has better terrain so is probably the easier one. Eventually you’ll come to a larger area with a chaos magus to the south; the way forward is a couple doors south of the chaos magus past some ants. Once you open the doors you’ll meet Elyssa again; she’s surrounded by a ton of drones and will recruit more so just camp in the 2-hex passage until all the drones are gone. Meanwhile you’ll have to move Elynia and Mal Keshar next to each other and protect them for a few turns (move them off the front lines before doing this, because they won’t be able to move or attack).<br />
<br />
Once Elynia and Mal Keshar have summoned the Union and all the nearby drones are gone, lure Elyssa out onto 40% defense by putting a unit in her range. She’ll absorb all non-Union damage, but you can still slow her so try to always slow her before using the Union. Note that the Union uses up both Elynia and Mal Keshar’s moves and attacks, though you can still slow with Elynia and then Union with Mal Keshar. Once Elyssa’s at 60% health she’ll run away.<br />
<br />
'''Part 2'''<br />
<br />
The way forward is the two gates in the southwest, which lead down some narrow passages into an area full of demon zephyrs and drones. You can form a line just outside the narrow passages (don’t use the 1-hex bottlenecks or it will take too long) and let them come. Also, try to avoid sending your flying undead onto the starry chasms because it has a small chance of killing them.<br />
<br />
Continuing southwest, you’ll come to a rocky area surrounded by chasms - there are a bunch of drones across the chasms so try to lure them off a couple at a time. Elyssa’s in a keep to the south - lure her out and repeat the slowing + Union tactic (she still absorbs non Union damage). This time she’ll flee at 40% HP.<br />
<br />
'''Part 3'''<br />
<br />
Continuing east, a bunch of zephyrs and drones will come at you across the eastern chasm; form a line and lure them onto land so you can easily get rid of them. Then the path splits south and east - both lead to the same area in the southeast, where Elyssa is waiting with a bunch of drones. As usual try to lure off as many drones as possible before luring Elyssa out.<br />
<br />
She is more powerful this time, but fortunately she now takes full damage from non Union attacks! However, make sure to finish her with the Union; otherwise she’ll just regenerate HP instead of dying.<br />
<br />
===S23 A (Into the Lair)===<br />
*Objectives: Find the entrance to the Chaos Emperor’s lair.<br />
<br />
In the beginning, just follow the path southwest past a few demon zephyrs and guards. Past the gate in the southwest there are a couple enemy leaders; just camp in the 3-hex passage until both their armies are gone. There’s a gate in the south which leads to the exit, but you’ll have to find the glyph to open it first.<br />
<br />
A few turns after entering the indoor area, a bunch of cockatrices and drones will come flooding out of the west. It’s preferable to form a solid line against them, since getting petrified disrupts a unit’s ZOC. Cockatrices are weak to arcane so spectres are ideal for taking them out. Once they’re gone split up into two groups to explore the western cave passage and the north- there’s an enemy leader in each area. It’s best to send Elynia with one group and Mal Keshar with the other since the glyph to open the exit is in a random location and only Elynia or Mal Keshar can activate it.<br />
<br />
Once you open the exit gate, there will be another flood of cockatrices from the southeast. Past the exit gate there’s a very weak enemy leader and some assorted enemies scattered around. The path then splits three ways: south is an empty dead end, north is a dead end with some story glyphs, and east is the entrance to the lair.<br />
<br />
===S23 B (Until Death)===<br />
*Objectives: Defeat the Chaos Emperor.<br />
*Note: The blue glyphs scattered around the map heal a unit to full.<br />
This is effectively the final battle; the next scenario is easy and more of a playable cutscene (however, any surviving veterans do carry over to next scenario – you won’t need many but the more the better.) This is probably the most difficult scenario in the entire campaign so hopefully almost all of your veterans are still alive and you got the extra gold from S21.<br />
<br />
You’ll start close to two enemy leaders, and it’s possible (recommended, even) to take them both out on turn 1. The southern leader should be easy; make sure to leave Galas available to take his keep and begin to recruit undead immediately. For the northern shadow courier if you put Mal Keshar next to him and Elynia next to Mal Keshar, two of Mal Keshar’s Union hits will take him down (a 78% chance to kill – it’s slightly risky though, since there are likely some level 2 drones lurking around and Mal Keshar will take a lot of retaliation if he doesn’t kill the shadow courier.)<br />
<br />
Try to recruit as much as possible with Galas on turns 1-3. At the start of turn 4, the Emperor will possess Mal Keshar (meaning you can’t recruit undead anymore) and Erathan (or Galas, if you don’t have Erathan). You’ll then have to use Elynia to kill Mal Keshar (you can make this part easier by making sure Mal Keshar is close to your units and on 40% defense on turn 4.) The Emperor can recall your unused undead veterans while he’s controlling Mal Keshar, so try to finish Mal Keshar off immediately.<br />
<br />
Once you kill Mal Keshar, the Emperor will get a new Union attack and Elynia will also get a powered up (35-4) Union attack when next to him. Elynia’s Union is the only attack which does full damage to the Emperor; all other attacks will do just a few HP of damage (also, non-Union attacks will sometimes cause him to become unslowed so be careful). Lure the Emperor out onto 40% defense, slow him, and then Union with Elynia. You’ll probably need about 3 turns (2 if you’re lucky) of Elynia using the Union. Hopefully Elynia doesn’t get hit too much; if she does you could try ZOCing the boss with cannon fodder while Elynia gets healed or moves to a healing glyph.<br />
<br />
Once you defeat him Mal Keshar will return and you can recruit undead again (although he is extremely fragile now so it’s essential to keep him away from the Emperor), and the Emperor will transform into his final form. This form has much more HP and a stronger ranged attack (hopefully at least one slower is still alive!) but fortunately can now be fully damaged by regular attacks. Elynia’s Union also gets a major powerup, so his HP should go down very quickly. He sometimes spawns drones when hit; you may want to move your own units next to him before attacking so that the drones don’t block the hexes next to him. Make sure to have Elynia finish him off with the Union, or else he’ll regenerate a ton of HP.<br />
<br />
===S23 C (Broken Heart)===<br />
*Objectives: Reach the exit with Elynia, Galas or Mal Keshar.<br />
*Note: This is the last scenario.<br />
This scenario should be pretty easy, even with very few surviving veterans. Head northeast past some demon zephyrs to the first checkpoint; your units will all enter a new lava area. Around this time Ledinor will begin having some ominous dialogue, and several turns later he’ll suddenly transform into a shadow courier, and 3 shadow minions will appear around him. You can either kill him, or just leave him behind.<br />
<br />
After heading east across the doors past the second checkpoint, the path will turn north. Once you approach the third checkpoint, several high level undead will appear in the 3-hex keep just north of the checkpoint. Once you’ve dealt with them, it’s a pretty uneventful trip northwest toward the exit.<br />
<br />
[[Category: Campaigns - Walkthroughs]]</div>Inkyhttps://wiki.wesnoth.org/index.php?title=A_Song_of_Fire_Walkthrough&diff=57895A Song of Fire Walkthrough2016-09-10T07:32:37Z<p>Inky: Part I is complete!</p>
<hr />
<div>''NOTE: This is still very unfinished - I'm still working on it! -Inky''<br />
<br />
This is a walkthrough for ''A Song of Fire'' (ASoF), a 36 scenario add-on campaign by revansurik featuring the Elementals, Aragwaithi and Windsong from the War of Legends era. This campaign is the first part of the Dragon Trilogy; the next two campaigns are ''War of the Jewel'' and ''Aria of the Dragonslayer''.<br />
<br />
This walkthrough was written by Inky based on ASoF version 0.5.8 on Hard. Feel free to make corrections or add your own advice.<br />
<br />
===Known Bugs/Issues (as of campaign version 0.5.8)===<br />
<br />
*On Hard difficulty only, there are a couple typos with the gold. To fix these, open the scenario .cfg files (located in the ''data/add-ons/A_Song_of_Fire/scenarios'' folder - if you don't know where your add-ons folder is, open Wesnoth, go to Preferences -> General and click on the Paths button) in a text editor such as Notepad, but preferably something which displays line numbers, such as Notepad++.<br />
**Scenario 1: Line 77 of 01_Rain_of_Fire.cfg should be {GOLD 180 160 140} instead of {GOLD 180 160 14}.<br />
**Scenaro 13: Line 365 of 13_Twilight_Of_The_Kingdoms.cfg should be {GOLD 550 500 450} instead of {GOLD 550 500 4500}.<br />
*In [[#S11 Legend of the Water Dragon|Scenario 11 (Legend of the Water Dragon)]], you'll be unable to finish the scenario if you move Myra back to her keep before visiting the fountain. More details and a fix here: https://forums.wesnoth.org/viewtopic.php?f=8&t=38210&start=240#p580591.<br />
<br />
===Unit Overview===<br />
<br />
This is a chart to keep track of the various recalls which change many times throughout the campaign. The campaign is divided into three parts, but recalls carry over between parts. In certain scenarios some of the other races will have their own separate side, but will remain under the player's control.<br />
<br />
The darker shades indicate that while recalls of that race are available, new recruits are not.<br />
{| style="border-width: 1px; border-color: #333;border-style: solid;padding:8px;"<br />
!Race<br />
! colspan="31"|Playable scenarios<br />
|-<br />
|<br />
|[[#S1 Rain of Fire|1]]<br />
|[[#S2 A Common Cause|2]]<br />
|[[#S3 Monstrous Help|3]]<br />
|[[#S4 Lightning Strike|4]]<br />
|[[#S5 Forest Ablaze|5]]<br />
|[[#S7 Rise of the Dragons|7]]<br />
|[[#S9 Bitter Return|9]]<br />
|[[#S10 The Wilderness|10]]<br />
|[[#S11 Legend of the Water Dragon|11]]<br />
|[[#S12 Burning Revenge|12]]<br />
|[[#S13 Twilight of the Kingdoms|13]]<br />
|[[#S14 The Sky Dragon Descends|14]]<br />
|[[#S15 Farewell|15*]]<br />
|[[#S16 Blood of the Steppes|16]]<br />
|[[#S17 Ashes of the War|17]]<br />
|[[#S18 Besieged|18]]<br />
|[[#S19 Fires of Hope|19]]<br />
|[[#S20 Ring of Fire|20]]<br />
|[[#S21 The Will of the Naiad|21]]<br />
|[[#S22 Where the Sun is Born|22]]<br />
|[[#S23 Holy Fire|23]]<br />
|[[#S24 The Sun Path|24]]<br />
|[[#S25 Wings of Rebellion|25]]<br />
|[[#S26 The Conquest of the Promised Land|26]]<br />
|[[#S27 The Rise of Maat'Kare|27]]<br />
|[[#S28 Embers of War|28]]<br />
|[[#S29 Forging Allies|29]]<br />
|[[#S31 Night Fire|31]]<br />
|[[#S32 Fading of a Flame|32]]<br />
|[[#S33 The Valley of Silence|33]]<br />
|[[#S35 Wrath of the Heavens|35]]<br />
|-<br />
|Elementals<br />
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|Windsong<br />
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|Hannuks<br />
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|Humans<br />
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<br />
<span style="font-size:85%">*Scenario 15 is unique in that you may not recruit or recall, but start the scenario with every single unit on your recall list.</span><br />
<br />
The main enemies you will be fighting for the first half of the campaign (up to Scenario 19) are drakes. In the later half of the campaign you will mostly be fighting minotaurs, vampires, and celestials.<br />
<br />
====Elementals====<br />
*'''Wisps:''' These are extremely important since they level into your only healers, the Ethereal Orb. Try to start leveling them in the first two scenarios; you'll want several by Scenario 4. The Ethereal Orb's maximum level is 1, but their AMLA (After maximum level advancement) gives +5 HP and +1 damage, so it's worth it to keep giving them XP. Combined with leadership, they can even be extremely potent damage dealers, especially against units weak to arcane such as drakes.<br />
*'''Brazier Imps:''' Since they do fire damage, they aren't very effective in the beginning against drakes. However they become very useful later against other units such as undead and trolls. It's recommended to level them into Furnace Beasts, which are much more durable than Fire Wisps and can reach level 4 (Lava Behemoth), becoming an extremely durable tanking unit.<br />
*'''Kobolds:''' These (along with Lava Behemoths) are your main tanking units. They have extremely high resistances, but they are very slow (they never get above 4 movement), so their usefulness depends on the map. They are essential in [[#S3 Monstrous Help|Scenario 3]] against Saurians, and very useful in defense scenarios (there are plenty in this campaign) such as [[#S4 Lightning Strike|Scenario 4]].<br />
*'''Razorbirds:''' Generally pretty useless; these are only good for scouting/village grabbing, however wisps can usually do the job just as well, and without the upkeep costs.<br />
*'''Sylphs:''' With their cold marksman damage they are your main damage dealers against drakes, and they also have excellent mobility since they can fly. However they are quite fragile, so they need to be used carefully.<br />
*'''Tidals:''' These are water based elementals and have poor movement and defense on land, so they are not very useful due to the general lack of water terrain. (There is one water based scenario, [[#S20 Ring of Fire|Scenario 20]], but it can be completed just as well with flying units like ethereal orbs and leveled sylphs.) While the Ice Crab advancement can move well on land, it is still not really worth using due to its extreme weakness to fire damage, which is very common in this campaign.<br />
*'''Vine Beasts:''' These are not useful due to a general lack of forest terrain, lack of durability (they only reach level 2) and a weakness to drakes' fire damage.<br />
<br />
====Dwarves====<br />
<br />
Dwarvish Lords (especially Quick ones) are one of the most useful unit types in the campaign, with their durability and good movement through rough terrain. In [[#S14 The Sky Dragon Descends|Scenario 14]] you control a separate dwarvish side and temporarily gain the ability to recruit high level dwarves, so after Scenario 14 you should have plenty of Dwarvish Lords on your recall list. However, they often won't be available in the later part of the campaign.<br />
<br />
====Aragwaithi====<br />
<br />
Aragwaithi Guardians (level 3 spearmen) are probably the most useful unit type, being quite durable and the best unit for dealing with all the drakes you'll be facing in the first half of the campaign. The spearmen can also advance to ancient banners which have level 4 leadership; however you already have an Aragwaithi Captain hero (Ravyan), and later on Myra also gets level 5 leadership so it's not really necessary to level another ancient banner.<br />
<br />
====Windsong====<br />
<br />
Leveled scribes (Arbiters/Librarians) with their powerful arcane slowing attack will absolutely destroy drakes. It's recommended to recruit some savants in [[#S14 The Sky Dragon Descends|Scenario 14]] when you can temporarily recruit level 2 Windsong, and level them to arbiters by [[#S19 Fires of Hope|Scenario 19 (Fires of Hope)]], a defense scenario against drakes which is possibly the most difficult scenario in the campaign. However, arbiters/librarians become pretty useless in the last part of the campaign against celestials, which are almost immune to arcane damage.<br />
<br />
Other useful units include leveled gatekeepers (for tanking) and envoys (cold damage against drakes, and teleport).<br />
<br />
====Hannuks====<br />
*'''Charioteers:''' These are actually pretty useless, mostly due to their bad movetype (they're extremely slowed down by rough terrain, and only have 5 base movement at level 3), unreliable damage and weakness to fire.<br />
*'''Horse archers:''' They have a lawful ranged based advancement (Mangudai -> Tarkan) and a chaotic melee advancement (Raider -> Conqueror), both of which can be useful for their mobility. However, they are quite bad defensively and also do badly on rough terrain.<br />
*'''Wood hunters:''' These are extremely useful for scenarios with forests, such as [[#S23 Holy Fire|Scenario 23]] and [[#S24 The Sun Path|Scenario 24]]. They're great damage dealers and, despite their weakness to physical attacks, are quite durable due to their dodginess and ability to slow.<br />
<br />
====Humans====<br />
<br />
By the time you can recruit humans in Scenario 27 it's already very late in the campaign and you will have hordes of more powerful veterans, so it may not be worth bothering with them. Some royal guards can be nice for tanking and lawful damage though. Avoid the chevalier/crusader advancement of the infantryman because the arcane damage is useless against celestials.<br />
<br />
===Part I: The Last War===<br />
<br />
====S1 Rain of Fire====<br />
*Objectives: Defeat the drake leader.<br />
<br />
Drakes are extremely weak to cold damage, so your main recruits here should be sylphs. The wisp's arcane damage is also good against drakes. Send a wisp up the right side to grab your ally's villages, since you can put the gold to better use.<br />
<br />
Try to get your wisps some XP, since you'll want a +8 healer soon. Try to feed some kills to Veela also, since she'll need the HP boost from leveling up.<br />
<br />
====S2 A Common Cause====<br />
*Objectives: Defeat the drake leader.<br />
<br />
The dwarves and trolls start out hostile, but on Turn 2 will both ally with you against the drakes.<br />
As usual, sylphs are your most effective unit against drakes. Send a fast unit like a wisp or razorbird to steal the eastern ally's villages. Myra can also borrow the dwarf leader's keep to recruit reinforcements.<br />
<br />
During the day when the drakes are strongest, you can back off and let your allies take most of the hits. Your allies will do most of the work in this scenario; just try to sneak in and finish off wounded drakes.<br />
<br />
====S3 Monstrous Help====<br />
*Objectives: Defeat the two enemy leaders in the north.<br />
*Notes:<br />
**On turn 12 a second saurian leader will show up.<br />
**On turn 14, Myra will summon a large group of loyal giant spiders in the center of the map. They will not come with you later, so they are expendable.<br />
<br />
This is a very difficult scenario; hopefully you have 400+ starting gold, and you'll probably have to spend most of it. (However, try to avoid going negative on income, since next scenario is even harder and you will need decent carryover.) You'll mainly be facing saurian skirmishers and saurian oracles, which have very high mobility and defense in caves.<br />
<br />
The hard counter for saurians is kobolds, which have 60% pierce resistance to the skirmishers and 20% cold resistance to the oracles. In addition, the kobolds heal 5 HP per turn on cave terrain. Your army should consist of mainly kobolds, maybe with some dwarvish fighters mixed in. Leveled sylphs with their cold marksman damage will be useful for killing off those dodgy skirmishers, but they are fragile and have terrible defense on cave terrain so they'll need to be protected. Brazier imps are also very mobile in caves and do good damage against saurians, but they are very weak to cold damage so they need to be used with care.<br />
<br />
Try to fight the saurians in the chokepoints, so that the skirmishers can't gang up on you. Also, be wary of skirmishers popping out of the shroud since they're very fast and you often won't be able to see them- if you have an important wounded unit try to cover it from all sides. Once Myra's spiders arrive on turn 14, you can use them aggressively since they only join for this scenario.<br />
<br />
You will need some tanks (leveled kobolds, or leveled dwarvish fighters) and healers (ethereal orbs) for next scenario.<br />
<br />
====S4 Lightning Strike====<br />
<br />
*Objectives: Survive until the end of turns.<br />
*Notes:<br />
**On turn 10, the two drake enemy leaders get some major reinforcements (600 gold each).<br />
**On turn 11, Dvalin will show up in the south with some loyal dwarvish veterans.<br />
<br />
This is an extremely difficult scenario, one of the most difficult in the entire campaign. Hopefully you have 400+ starting gold; if not you may need to replay the previous scenario for more gold. Don't worry about gold carryover; you probably can't avoid going very negative and next scenario is easy even with minimum gold. The southwest saurian leader will flee once he is attacked, so if you can sneak a unit next to him you can get rid of him pretty early on.<br />
<br />
On turn 1, you can either recall some units to deal with the saurians and then run Myra north, or run Myra straight north to the city without recalling anything. Either way Myra should head straight for the city, since the defenses there won't last long. Once she's there, recall all your veterans (leveled kobolds or leveled dwarvish fighters are essential) and recruit kobold spam with any extra gold.<br />
<br />
Form lines on good terrain backed by healers and focus only on defense; often it's better to just have a unit do nothing rather than attack and lose HP in the process, especially during the day. It's inevitable that you'll lose a lot of units, even veterans, but don't worry too much because the next few scenarios are quite easy and offer plenty of XP to level new veterans. Just try to keep the loyal dwarves alive, since they'll save you a lot of money in later scenarios.<br />
<br />
What makes this scenario much more difficult than it should be is that the allied leader will sometimes charge into danger to attack if a drake is in her range. You can try to prevent this by mousing over her to view her movement range, and then covering the hexes she is likely to attack from with your own units. [If it gets really infuriating, you can cheat and take control of the allied side in Wesnoth 1.12 by typing :debug, then :droid 2.]<br />
<br />
====S5 Forest Ablaze====<br />
*Objectives: Defeat the drake leader.<br />
<br />
This is a pretty easy breather scenario compared to the last two. Units which can move quickly through forest, such as sylphs, dwarves and ethereal orbs will be most helpful here. The main challenge is surviving the initial daytime assault of the drakes: form a line with durable units like dwarves in front, and it also helps to have a few expendable recruits for distraction.<br />
<br />
====S6 Council with the King====<br />
Story.<br />
<br />
====S7 Rise of the Dragons====<br />
*Objectives: Kill Shek'har.<br />
*Note: You have control over the allied Aragwaithi side. They do not come with you so they are completely expendable.<br />
<br />
This is a relatively easy scenario, since you can use the allied Aragwaithi units as cannon fodder (just don't get Abhai or Aracyn killed since their death causes a defeat). You'll be facing mostly drakes and a few undead, so spam spearmen with the Aragwaithi and use Abhai's level 4 leadership on them to do tremendous damage to the drakes.<br />
<br />
There aren't many villages so don't overrecruit with Myra's side (give all the villages to Myra's side). As usual sylphs and their advancements are the best units for damaging drakes. You also temporarily control Maat, an extremely overpowered unit with level 5 leadership, great resistances and very powerful attacks, so use her to lead your units and slow powerful enemies.<br />
<br />
Once the main army is gone, you can march into the fortress and kill Shek'har. The other two leaders will just flee when attacked, though Assix will leave behind some high level undead when fleeing. After this scenario Dvalin will leave for a few scenarios and you won't be able to recruit new dwarves during that time (though you can still recall your veterans), so you may wish to recruit some extras now.<br />
<br />
====S8 The Kalian of Garet-Desh====<br />
Story.<br />
<br />
====S9 Bitter Return====<br />
*Objectives: Defeat the enemy leader.<br />
<br />
This is an easy experience gathering scenario, as you will face only level 1 undead. You may now recruit Aragwaithi, but their pierce damage is pretty useless against the undead and trolls in the next few scenarios, and you will have a much better opportunity to level fresh Aragwaithi recruits in [[#S12 Burning Revenge|Scenario 12]].<br />
<br />
To save on upkeep, just recruit a wisp or two on turn 1 to village grab, then move Myra to the center keeps and recall from there. Watch out for the skeleton riders and their charge attack; they are the biggest threats so try to take them out first. Focus on getting some experience for your two new hero units, who do arcane damage for this scenario only. This scenario is also a perfect opportunity to level some brazier imps.<br />
<br />
====S10 The Wilderness====<br />
*Objectives: Kill the enemy leader, then move Myra to the cave entrance in the southwest mountains.<br />
<br />
This is another relatively easy experience gathering scenario. Groups of wild animals (wolves, ogres, scorpions and mudcrawlers) will periodically spawn all over the map, and they will all fight each other so will mostly leave you alone. Due to the spawns you will probably lose most of your villages, so don't recruit a ton of units or you'll end up very negative on income. It helps to get a Razorbird for scout out the map.<br />
<br />
Head southeast across the river, where you'll encounter a horde of level 1 undead - this is another great opportunity to level fire elementals (which are also the best units to use against the scorpions and mudcrawlers). The enemy leader is far in the southeast; once you defeat him you can move Myra to the exit in the southwest (marked by a red icon), or if your income is not too bad you could stick around for a while and kill some wildlife for the experience.<br />
<br />
====S11 Legend of the Water Dragon====<br />
*Objectives: Find the Fountain of Life (with any unit), then move Myra back to the starting keep. ''(Note: Do not move Myra back onto the keep before discovering the fountain, or you won't be able to end the scenario due to a bug.)''<br />
<br />
You'll be fighting trolls and later undead. Leveled fire elementals, dwarves and kobolds will be the most useful units here with their good damage types, high HP and cave mobility.<br />
<br />
There are 3 paths from the starting keep:<br />
<br />
'''West:''' After a bit, the path splits into an upper and lower path: The upper path curves to the west and eventually leads to a fight with the green trolls (it's a long hike, so send your faster units this way). The lower path is just a dead end with some villages (just grab them with a wisp).<br />
<br />
'''Southeast:''' This is where the main battle takes place, so send most units this way. You'll be facing green trolls coming from the left and blue trolls from the right.<br />
<br />
'''East:''' There is practically nothing here, just a village and river in the east leading south where there are some water villages and blue trolls. Just send a wisp to explore.<br />
<br />
Make sure you are ready before moving to the fountain (the light blue lake in the very southern edge of the map), because several things will happen:<br />
*High level undead will appear all over the cave. Make sure none of your units are wandering off on their own.<br />
*A powerful saurian leader and some guards will appear in the southwest cave (the one with 5 villages). Make sure your units are not in this area or they'll probably get trapped.<br />
*The blue trolls in the southeast get a bunch of gold; you may want to kill the leader beforehand.<br />
*Your hero units will automatically move to the fountain, and several saurian flankers will appear in the tunnel. Some kobolds will also appear to help you. Slow the flankers with Veela and Alenya, and use Ravyan's leadership on the kobolds and have them pound the flankers.<br />
<br />
The saurians and green trolls in the southwest will mostly distract one another, so focus on clearing away the blue trolls and undead so that Myra has a clear path back to the keep.<br />
<br />
====S12 Burning Revenge====<br />
*Objectives: Kill Lados with Myra.<br />
<br />
A new captain unit, Prince Varthan, will join you, but he'll only be with you up to Scenario 15 so whether you want to take the trouble to level him is up to you.<br />
<br />
Spam Aragwaithi spearmen and archer recruits (mostly spearmen, since they're much more durable) and fill up the outer walls. When the drakes attack from 20% defense water, use the spearmen/archers backed by leadership to demolish them. Move Myra, Varthan and Ravyan behind your lines to give leadership to as many units as possible. There will be very high casualties but you should also be able to level up several spearmen in the process.<br />
<br />
Remember to have Myra deal the killing blow to Lados, or he'll just heal to full.<br />
<br />
====S13 Twilight of the Kingdoms====<br />
*Objectives: Resist until the end of turns.<br />
*Notes:<br />
**Turn 6: Allied elves arrive in the keep southeast of King Dashien.<br />
**Turn 9: Allied trolls arrive in the keep northeast of King Dashien.<br />
**Turn 12: Both drake leaders get some reinforcements, and the elven allies also get some reinforcements.<br />
**Turn 15: Dvalin returns with 400 gold, and you can now recruit level 2 dwarves.<br />
**Turn 16: Another enemy leader arrives in the southeast.<br />
<br />
The easiest way to play this scenario is to just stay inside the city and defend it (if you get too close to the enemy leaders, they will get a large amount of reinforcements). The first thing to do is start stealing all of your ally's villages. Send wisps in all directions to village grab. Try not to recall above your village limit in order to maximize your income.<br />
<br />
The allied Aragwaithi will mostly keep the first wave of drakes occupied during the second day; retreat your troops to the inner walls and engage them during the night. By now you should have a mix of damage dealers (leveled spearmen and sylphs) and tanks (dwarvish lords, stone titans) so with the help of the allied elves and trolls acting as cannon fodder the first wave of drakes shouldn't be too difficult.<br />
<br />
The second wave of drakes is more problematic because they arrive during daytime and the allied units will be dead by then, but you should have plenty of cash from high income and Dvalin's 400 gold. One approach is to spam dwarvish steelclads and line them up along the walls to delay the drakes - they can take plenty of damage and distract large amounts of drakes even during the day, and the surviving ones can be recalled for only 20 gold next scenario.<br />
<br />
====S14 The Sky Dragon Descends====<br />
*Survive for until turn 22 (18 turns initially), then use Maat to defeat Svarballi.<br />
*Notes:<br />
**On turn 20 Svarballi will arrive in the southwest.<br />
**On turn 22 Maat gets a huge powerup, and all of your units will leave except for the shield guards (including Dashien) and Aracyn.<br />
<br />
Note that this scenario features an unusual time of day schedule: Lawful units get a slight damage penalty during stormy day, a slight bonus during stormy dawn and night, and a huge penalty during stormy night (the reverse is true for chaotic units). So you'll want to be more passive during dawn and dusk, and very aggressive during the night.<br />
<br />
You have control of the allied Aragwaithi and dwarf sides, and any veterans from these sides (besides shield guards) will be added to your recall list so they are worth preserving. This is also the only time when you'll be able to directly recruit the higher level units, so it's a good opportunity for getting some already leveled Windsong/Aragwaithi/Dwarves onto your recall list. Aragwaithi Pikemen and Dwarvish Steelclads are the most useful recruits (it's more cost effective to recruit the level 2s instead of level 3s, and you should be able to level plenty of them in this scenario).<br />
<br />
For Myra, get plenty of tanking units (Stone Titans, Lava Behemoths) and plenty of Ethereal Orbs for healing (note that your orbs can heal the allied units too). It's also a good opportunity to recruit and level some Windsong Savants, which are extremely effective against drakes. Windsong Envoys with their cold damage are also good, and can reinforce anywhere with their teleport ability. Another thing to note is that after this scenario you won't be able to recruit new elementals for a while (until Scenario 22) so you mainly want to make sure you have enough healers (4-5 ethereal orbs is a good number).<br />
<br />
The drakes won't arrive for a few turns so you could wait for a bit before recalling/recruiting to let your income work. It's better to defend along the moat than the outer wall, because it's less area to defend and the drakes in the water have 20% defense rather than 40% in the chasm. The biggest assault will come from the western side. Try to have the shield guards take most of the hits initially, since they won't come with you anyway. The biggest threat will come from the Fire Dragons; use Maat to heavily damage and slow them. If you form a solid line on the walls and constantly rotate and heal, the drake assault will die out by around turn 12. Getting close to the enemy leaders causes them to get a large amount of gold, so it's best to just stay in the city and defend.<br />
<br />
On Turn 22, all your units except Maat and the shield guards will leave and you'll have to use Maat to defeat Svarballi. Try to use the shield guards to distract the drakes while Maat hits Svarballi with her arcane attack.<br />
<br />
====S15 Farewell====<br />
*Move to the center of the two rivers with Jevyan (the area around 45, 19)<br />
<br />
Every single veteran on your recall list will be recalled at the beginning. Every few turns, groups of high level drakes and saurians will spawn in the surrounding forest. The most difficult part of this scenario is the beginning, when they'll all come for you at once. Don't advance too far in the beginning, and just stay back and let them come to you. By far the most useful units here are dwarvish lords and leveled sylphs for their mobility in forests.<br />
<br />
Once you've dealt with the initial wave, send small groups in each direction backed by ethereal orbs to hold off the new spawns while some units escort Jevyan to the east - there aren't any enemy spawns in the eastern part of the map so it should be a pretty safe trip.<br />
<br />
====S15b Farewell, Part 2====<br />
*Objectives: Move Myra to the city's center (marked by a red icon)<br />
<br />
This is mostly a cutscene scenario. You'll get surrounded by a bunch of fire elementals in the beginning, but they won't attack so they're not a threat. Your leaders should be able to kill about one fire elemental each per turn, so they'll soon run out.</div>Inkyhttps://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&diff=57870DelfadorsMemoirs2016-08-10T22:04:18Z<p>Inky: /* Save the King */ The previous comments about Garard seem pretty outdated</p>
<hr />
<div>==Story==<br />
<br />
This campaign follows the adventures of Delfador, beginning from him leaving home as a newly qualified journeyman mage, and leading up to him helping to bring peace to Wesnoth. It is set a couple of generations earlier than [[HeirToTheThrone|Heir to the Throne]].<br />
<br />
==Development==<br />
<br />
Original developer: email to Josh Parsons, jp30 AT st-and.ac.uk.<br />
Thread is at http://www.wesnoth.org/forum/viewtopic.php?t=1293.<br />
<br />
More recently, the campaign has been picked up and improved by 'tapik' - see [[CampaignDelfadorsMemoirs]].<br />
<br />
==Campaign Strategy==<br />
<br />
This section gives some advice on long-term strategy in this campaign.<br />
<br />
''NOTE: plot spoilers''. In this campaign, you work with several different armies: your starting loyalist army, an undead army in the underworld, Kalenz and Chantal's elven armies, a dwarf army, and a loyalist army from Parthyn. Which armies are on the recall list varies from scenario to scenario. To an extent that means that long-term strategy doesn't matter, because you keep being given a clean slate; conversely, if you are short of vital units, you might have to go back 10 levels to fix it.<br />
<br />
To help you keep track of the armies you will be managing and their lifespans, the following table summarizes their races, the context in which they first appear, and the scenarios where they will be available:<br />
<br />
{| style="border-width: 1px; border-color: #333;border-style: solid;padding:8px;"<br />
!Race<br />
!Context<br />
! colspan="22"|Scenarios<br />
|-<br />
|<br />
|<br />
|[[#Overture|1]]<br />
|[[#This Valley Belongs to Me|2]]<br />
|[[#The_Road_to_Weldyn|3]]<br />
|[[#Leollyn|4]]<br />
|[[#Council_in_Weldyn|5]]<br />
|[[#Swamps_of_Illuven|6]]<br />
|[[#Night_in_the_Swamp|7]]<br />
|[[#Ur-Thorodor|8]]<br />
|[[#Houses_of_the_Dead|9]]<br />
|[[#The_Gate_Between_Worlds|10]]<br />
|[[#Wasteland|11]]<br />
|[[#Terror_at_the_Ford_of_Parthyn|12]]<br />
|[[#The_Return_of_Trouble_|13]]<br />
|[[#Shadows_in_the_Dark|14]]<br />
|[[#Save_the_King|15]]<br />
|[[#Dark_Sky_Over_Weldyn|16]]<br />
|[[#A_New_Ally|17]]<br />
|[[#The_Portal_of_Doom|18]]<br />
|[[#Showdown_in_the_Northern_Swamp|19]]<br />
|[[#Prince_of_Wesnoth|20]]<br />
|[[#Clash_at_the_Manor|21]]<br />
|[[#Face_of_the_Enemy|22]]<br />
|-<br />
|Human<br />
|Delfador's 1st army<br />
|<!-- 1 --><br />
|style="background-color:#729fcf"|<!-- 2 --><br />
|style="background-color:#729fcf"|<!-- 3 --><br />
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|-<br />
|Undead<br />
|Allies on the land of the dead<br />
|<!-- 1 --><br />
|<!-- 2 --><br />
|<!-- 3 --><br />
|<!-- 4 --><br />
|<!-- 5 --><br />
|<!-- 6 --><br />
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|-<br />
|Elf<br />
|Delfador's army on his return<br />
|<!-- 1 --><br />
|<!-- 2 --><br />
|<!-- 3 --><br />
|<!-- 4 --><br />
|<!-- 5 --><br />
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|<!-- 13 --><br />
|<!-- 14 --><br />
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|<!-- 16 --><br />
|<!-- 17 --><br />
|<!-- 18 --><br />
|<!-- 19 --><br />
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|style="background-color:#8ae234"|<!-- 22 --><br />
|-<br />
|Human<br />
|Defenders at the Ford of Parthyn<br />
|<!-- 1 --><br />
|<!-- 2 --><br />
|<!-- 3 --><br />
|<!-- 4 --><br />
|<!-- 5 --><br />
|<!-- 6 --><br />
|<!-- 7 --><br />
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|<!-- 20 --><br />
|<!-- 21 --><br />
|<!-- 22 --><br />
|-<br />
|Elf<br />
|Kalenz' army<br />
|<!-- 1 --><br />
|<!-- 2 --><br />
|<!-- 3 --><br />
|<!-- 4 --><br />
|<!-- 5 --><br />
|<!-- 6 --><br />
|<!-- 7 --><br />
|<!-- 8 --><br />
|<!-- 9 --><br />
|<!-- 10 --><br />
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|<!-- 12 --><br />
|style="background-color:#73d216"|<!-- 13 --><br />
|style="background-color:#73d216"|<!-- 14 --><br />
|style="background-color:#73d216"|<!-- 15 --><br />
|<!-- 16 --><br />
|<!-- 17 --><br />
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|<!-- 19 --><br />
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|style="background-color:#73d216"|<!-- 21 --><br />
|style="background-color:#73d216"|<!-- 22 --><br />
|-<br />
|Human<br />
|Delfador's reinforcements<br />
|<!-- 1 --><br />
|<!-- 2 --><br />
|<!-- 3 --><br />
|<!-- 4 --><br />
|<!-- 5 --><br />
|<!-- 6 --><br />
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|-<br />
|Dwarf<br />
|Allies against the undead<br />
|<!-- 1 --><br />
|<!-- 2 --><br />
|<!-- 3 --><br />
|<!-- 4 --><br />
|<!-- 5 --><br />
|<!-- 6 --><br />
|<!-- 7 --><br />
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|}<br />
<br />
<br />
As the campaign progresses, money will become scarce and you'll recall ever smaller armies; don't spread experience among too many units, but strive to build a small core of elite troops. With very rare exceptions, on this campaign you will not encounter loyal units, which means that practically all your units (including your heroes, in scenarios where they do not act as leaders) will require upkeep. Any extra effort you do on each scenario to avoid over–recruiting is very likely to pay off for you in the end.<br />
<br />
Useful long term strategies are:<br />
<br />
* loyalists:<br />
** '''mages''': for your starting loyalist army, mages are important. '''Get 2 white mages as early as you can'''. You face a lot of assassins in the early levels, and from level 7 onward there are a lot of undead. You'll have little use for red mages, one really is enough.<br />
** '''heavy infantry''': not that useful, despite the numbers of undead. Too many of the levels are big wide open spaces, or have difficult terrain where your HI will founder, or you are given holy water or dwarves and so have better options. Nonetheless it is worth recruiting some HI in levels that do suit them, because you lose the ability to recruit them at some points but can still recall them.<br />
** '''horsemen''': now these are useful - the early levels suit them well and you can employ them in numbers. Later you'll be mostly facing undead: paladins will be excellent, but it will be hard to level up any more knights. Make your paladins while you're still facing orcs, you'll hardly be able to make more than three (and probably employ only two).<br />
* elves: standard mixture of elves is fine (although there are many undead, you get holy water to deal with them), except:<br />
** '''sorcerors''': you get a druid free, and will want a second, but perhaps more importantly you want plenty of sorcerors as these are good against the sort of undead that you don't want to melee even with holy water (spectres).<br />
* Delfador: perhaps the most important long run strategy in this campaign is to get Delfador to level 3 early, and near to reaching level 4 by the end of the loyalist levels (1-8). Delfador has to fight a certain scenario (''Houses of the Dead'') essentially on his own, and it helps a lot if he is at or near level 4 by then (the free heal from the level-up would be useful during that level).<br />
<br />
==Walkthrough==<br />
<br />
You should be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.<br />
<br />
Each scenario has an individual forum thread where you can provide feedback to the authors. You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&t=25554 here]. Feedback is useful as it helps the developers improve the campaign in future versions; and the posts by other players may contain advice or pointers beyond those in this walkthrough.<br />
<br />
===Overture===<br />
<br />
Just an introduction - sit back and enjoy the show.<br />
<br />
===This Valley Belongs to Me===<br />
* Objective: Defeat Grogor-Tuk, the enemy leader.<br />
* Lose if: Delfador dies or turns run out.<br />
* Turns: 24.<br />
* Starting units: Delfador, Methor.<br />
<br />
This one is tricky for a first scenario, so play patiently. The enemy has a lot of gold and sends a steady stream of units your way for the first day. In the south/centre is the easy bit - defend the river. Use your mage of light here to back up a few horsemen/spearmen to fend off the attackers.<br />
<br />
The tricky bit is to the north - wolf riders cross the river to the north and come down through the woods. Some spearmen and mages in the woods works here, and there's a village in the woods to the north to anchor your defence on. Wolf riders don't benefit as much as your units do on the wooded tiles. Aim to give plenty of XP to at least one mage, so you can level him up here or early at the next level.<br />
<br />
===The Road to Weldyn===<br />
* Objective: Defeat the enemy leader.<br />
* Lose if: Delfador dies or turns run out.<br />
* Turns: 24.<br />
* Starting units: Delfador, a Bowman, two Horsemen.<br />
<br />
You want quite a few horsemen here; it's a good opportunity to get lots of horsemen on your recall list (they are cheaper to recall than recruit later on). There are enough villages to fund recruiting or recalling 9 units and still have positive income throughout. You want at least half of your units to be horsemen: if you do the enemy will have lots of archers who are easy prey in these open fields. You start with an archer and gain the ability to recruit more here. Often you can avoid fighting in the first night altogether, strike hard during the second day and the scenario is already won.<br />
<br />
This level is dead easy to win because the enemy has a small keep, so his forces arrive spread out and not supporting each other. Use the day/night cycle; at night just fall back and, particularly on the first night, use the line of woods and castle tiles just west of your start. Your horsemen can go and take villages and make it back to fight at dawn on day 2. In the day, crush them with the horsemen and mages. You want to level up mages and horsemen.<br />
<br />
Once you have crushed the enemy army, take the remaining villages and milk for XP - the early exit bonus is only +15/turn, and you should be able to get +14/turn while prolonging the level. You are heading for knights (for paladins later) and white mages, as per [[#Campaign_Strategy]].<br />
<br />
===Leollyn===<br />
* Objective: Defeat Hagha-Tan.<br />
* Lose if: Delfador or Leollyn die or turns run out.<br />
* Turns: 24.<br />
* Starting units: Delfador, two Bowmen (if available in your recall list).<br />
<br />
You can usually ignore the ally; the enemy sends a few units down that way, but the L3 mage and his L2 mage recruits are well able to handle them.<br />
<br />
You want to recall at least one and preferably two white mages (there will be lots of assassins), and a horseman near leveling up. The rest of your recruit should be a mix of bowmen and spearmen, including one or two level 2 ones. March up to the ford to the north-west and build a defensive position for the night; keep the front line together with as few units as you can, as most will end up poisoned each turn; cycle them out and replace with others.<br />
<br />
Once day breaks, hopefully you have enough decent units left to mop up the enemy's first wave; your horseman is ideal to pick off any strong enemy units standing in the water. When you handled most wolves, red mages (Delfador and other) are good frontline units against assassins and archers as they won't use their ranged attack against them.<br />
<br />
Hopefully you can push over the river by afternoon on the second day and lure out the enemy leader. You want to finish this one early, turn 10-12, to get a big enough bonus for the next scenario, as it seems impossible with minimum starting gold.<br />
<br />
===Council in Weldyn===<br />
<br />
Just story.<br />
<br />
===Swamps of Illuven===<br />
* Objective: Move Delfador to the signpost in the northeast.<br />
* Lose if: Delfador or Lionel die or turns run out.<br />
* Turns: 28.<br />
* Starting units: Delfador, Lionel.<br />
* Other<br />
** You can recruit Cavalryman and Heavy Infantryman units now.<br />
** There is a chest with 100 gold in the rogue's keep if you refuse to pay him.<br />
<br />
Spoiler: The protection charge is always 80% of your gold, and gets rid of the north-west enemy (the one not in the way of getting to the signpost). The other enemy player (the one blocking the signpost) gets a small gold bonus. So, you are losing 80% of your gold to get rid of around 40% of the enemy gold; hence, it's normally best to refuse to pay. At Easy, the deal is even worse, as the net effect is only about -25% of the enemy gold. Additionally, there is a gold bonus available if you don't pay and do defeat the NW enemy. It is not noted in the "Objectives"; instead, a treasure chest is shown on the map. Remember to take it.<br />
<br />
Option 1, refusing to pay: If you don't pay the charge, you get to recruit a big army, get more XP, and finish quicker. You should be able to hold the central island while pushing a force from there to take out the NW leader. A balanced force would consist of couple of horsemen, 2 white mages, a couple of level 2s, a couple of level 1 mages (which are pretty good against footpads and poachers as they ignore their high defense ratings), and the rest spearmen as fodder to form your defensive line. It is vital to use Lionel's level-3 leadership to help your level-1 units fight better.<br />
<br />
Option 2, paying the charge: The level is playable paying the charge if you are coming in with ~250 gold or more. Although it gives the AI a big lead in gold, you have halved the recruit rate for the AIs and ensured that they are all on the far side of the level; the AI's forces don't concentrate so well and your small force can evade them at night. You may prefer this route if you prefer a challenging small-army scouting battle rather than a big army battle. You can win by starting with as little as two raw recruit Spearman and a recalled horseman, if you take some villages so that you can recall some more units later.<br />
<br />
===Night in the Swamp===<br />
* Objective: Survive until daybreak.<br />
* Lose if: Delfador or Lionel die.<br />
* Turns: 13.<br />
* Starting units: Delfador, Lionel.<br />
* Other<br />
** This scenario doesn't follow the usual day/night cycle. Most turns will be at night.<br />
<br />
It is hard to get an early exit bonus here, and you don't need it, so just take the opportunity to level up some units. Grab some heavy infantry and mages, and perhaps a knight - see [[#Campaign Strategy]]. <br />
<br />
You can put a generator out of action by landing any level 2 or better mage on it; the level will end when there are no skeletons left. At easy, it appears that there is only one generator - you can storm it and get an early exit bonus if you find the next level easier that way, but I think leveling up units is more useful here.<br />
<br />
===Ur-Thorodor===<br />
* Objective: Move Delfador to Ur-Thorodor's castle.<br />
* Lose if: Delfador, Lionel or Ur-Thorodor die or turns run out.<br />
* Turns: 18.<br />
* Starting units: Delfador, Lionel.<br />
<br />
The main hazard here is the gryphons - they will attack as you cross the water. Be careful with Lionel and Delfador; you may need to use fodder to lure the gryphons and then blast them. Recall a red mage, a good damage sink (a knight will do), a healer, and perhaps another mage and a fodder unit. Cross straight away, and don't get bogged down on the other side - blast a hole with your mages and get Delfador into the castle asap. You are not likely to win a long fight. Remember that Lionel's leadership helps mages too.<br />
<br />
===Houses of the Dead===<br />
* Objective: Move Delfador to the signpost.<br />
* Lose if: Delfador dies or turns run out.<br />
* Turns: 64.<br />
* Starting units: Delfador.<br />
* Other<br />
** Delfador acquires the Staff of An-Usrukhar, which grants him his lightning attack ans boosts his melee attack.<br />
<br />
Explore to your north-west first - there is one village in that direction. To your north is an impassable barrier behind those mountains, so next turn back and work around the level anti-clockwise. No need to climb through the mountains: if you stick to the "road" you won't miss anything. If you pay attention to what you're told, you'll learn about a secret passage that *will* make life easier—it is located north of the village where you find a ghost by the name Sythan. But this scenario is pretty straightforward either way.<br />
<br />
The friends you find will try to help, but usually throw their, uh, existences away against the skeletons quite quickly; at least they serve as distraction. Any survivors will be available for recall on the next level, one even for free—but that's not much of a benefit, so don't worry too much.<br />
<br />
When you reach the Death Knight's keep at the northwest, don't capture his two villages until you have dealt with him; additional guards will come out of them once you grab them.<br />
<br />
Don't exit until turn 64, as there is no early exit bonus but you should have a good income. Waiting gives you more gold for the next scenario.<br />
<br />
===The Gate Between Worlds===<br />
* Objective: Defeat Iliah-Malal.<br />
* Lose if: Delfador dies or turns run out.<br />
* Turns: 24.<br />
* Starting units: Delfador, and a surviving Ghost, Ghoul or advancement from the previous scenario.<br />
<br />
You get to recruit Ghosts and Ghouls here, your allies of the last level. Money should be no problem.<br />
<br />
Players have used two options with success:<br />
<br />
''Option 1'': attack with Ghouls. Backed by Delfador's leadership, ghouls can actually do a lot of damage. But he can't be everywhere, and anyway the ghouls will probably perish quickly. That's alright, as long as you manage to poison most enemies. There's not enough villages for your opponent to heal his army, and if you give battle on your shore of the swamp they won't get anywhere quickly. Ghosts can then finish the poisoned enemies.<br />
<br />
''Option 2'': leader assassination with Ghosts. Send 8 Ghosts around the flanks of the enemy to converge on Iliah-Malal, surrounding and killing him, albeit slowly. Send a Ghoul-heavy force supported by Delfador and a couple of Ghosts up the middle to distract the majority of the enemy forces. Delfador should be cautious; he is only there to distract, and the Dark Adepts and Thugs pack enough of a punch to kill him if you are not careful.<br />
<br />
It is worth noting that if you finish this scenario with any undead veterans, you will be able to recall them one more time in the future, and they will play an important role at that time. If you want to use them, then it's a good idea to level up some of your ghosts here and make sure that you end up with at least a couple of Shadows. Otherwise, make sure to get rid of all your undead units before finishing this scenario, or they will be more of a hindrance to you than anything else.<br />
<br />
===Wasteland===<br />
* Objectives:<br />
*# Find shelter.<br />
*# Defeat the enemy leader.<br />
* Lose if: Delfador dies or turns run out.<br />
* Turns: 24.<br />
* Starting units: Delfador.<br />
<br />
Straightforward scenario, albeit the enemy can recruit L2 units and you have only raw Elven recruits. The walk north to the Elven castle is simple. Most of the fighting takes place in the woods that you can see to your west, so elven archers are good here. Also grab a scout to steal all your ally's villages, otherwise she will keep recruiting L2 units and stealing your XP. Definitely recruit 1 or 2 shamans, as you would like to have a sorcerer early in the next level.<br />
<br />
===Terror at the Ford of Parthyn===<br />
* Objectives:<br />
*# Find out what is happening at the Ford.<br />
*# Defeat all enemy leaders (orc and undead).<br />
* Lose if: Delfador or Chantal die or turns run out.<br />
* Turns: 36/36/34 (easy/medium/hard).<br />
* Starting units: Delfador, Chantal.<br />
<br />
In this scenario you will join forces with a number of troops making a stand near the ford of Parthyn. Orcs will come from the west, and an army of undeads will come from the east—the latter receiving reinforcements around turn 7. Your main strategic decision will be whether to form an army on your initial keep to confront one of your enemies (possibly the orcs) from the very beginning, or move quickly to the south and organize the combined forces of your current veterans plus all the units that will join you in this scenario, to then work from there.<br />
<br />
'''Conservative strategy:'''<br />
As soon as you spot the ford guard, it will come under your control. Using a scout, you can get there in time for the humans to man the walls. Actually, the walls are one huge keep, so Delfador can recruit directly into the fortifications and fill the gaps. You should be able to fend off the first wave of attackers, the more so as the baddies will conveniently arrive at daybreak. The mages, on the other hand, won't get across the river until the fun is mostly over; recall your own healers. You should leave two mages on the other shore anyway, in order to deal with any ghosts that try to get at the villages down there.<br />
<br />
'''Play-it-safe strategy:'''<br />
Abandon the northern shore; run to the south castle (without recruiting at all) and play defensive through the first wave of enemies. The orcs and undead are hostile to each other, so this gives them ample opportunity to fight amongst themselves. ''Needs investigation and comments.''<br />
<br />
[Hipparchos] This is definitely the easiest way to play it. Run Delfador and Chantal straight south and pick up the north castle defenders as a bodyguard as you head for the south castle. You'll get a few hits as you retreat but nothing serious, as long as you keep Chantal well guarded. Use Niktor to wake the mages and put the White Mages initially in the center of the castle to heal the wall defenders (but be prepared to move them to the walls). When Delfador gets to the south castle, have him recall any L2 and L3 elves to fill any remaining wall spots. Don't over-recruit because you won't have anywhere to put them. I also put a few strong units and a mage in the villages just southeast of the castle to deal with the ambushers who will pop up there.<br />
<br />
Basically what happens is the orcs from the west and undead from the east will meet at the north castle and have a massive battle, which you cannot see because of the fog of war. The undead will win this battle and send the surviving remnants of their army straggling across the ford, 2 or 3 per turn, where they will be decimated by your mages on the walls. The draugs look dangerous but are no match for an arch mage. Patience is the key: just sit tight and kill what comes across.<br />
<br />
By dawn on turn 16 the undead stragglers will be done for. Send your army back across the ford and split it into two groups, one northwest to kill the orcish warlord (who might be beset by a spectre) and one east to kill the Death Knight. You will pick up the village defenders when you re-take the north castle. Make sure you put at least one red mage and one white mage with each group, and you're home free. I played this strategy and didn't lose a single unit.<br />
<br />
'''Aggressive strategy:'''<br />
Recruit/Recall an army and send them west to deal with the orcs; only one scout should head south and find the guards, which should then retreat to the sourthern castle. The downside is that this approach will lead to more night-time engagements; dont try this if you don't have several lvl-2 elves to begin with. The benefit is that you'll get more experience on the units that need it most: your elves and the human mages. The latter will stay with your host, and often be automatically recalled for free.<br />
<br />
You will find that some villages in the north of the map contain ambushes. The burned village near your inital keep, plus three of the villages (including the burned one) near the ford contain allied troops; releasing these early would be a big help to defending the south castle.<br />
<br />
===The Return of Trouble===<br />
* Objective: Defeat all enemies.<br />
* Lose if: Kalenz dies or turns run out.<br />
* Turns: 24/27/30 (easy/medium/hard).<br />
* Starting units: Kalenz.<br />
<br />
This level has a no-breathing-room start - the east enemy is almost on top of you and has as much gold as you (at Great Mage). The mountains and starting camp are poor terrain for you as that terrain is better for orcs; cross your forces into the woods opposite where you have advantages in defence and movement.<br />
<br />
Although you can recruit "raw" L2 units here, don't feel you need to recruit too many of them; the large number of enemy L2s attacking mean that it is hard to keep units in the front line alive, and so recruiting good numbers of units matters here. Recruiting a few druids and captains and recruiting L1 units for the bulk of the army works well. <br />
<br />
The ally spends his forces quickly and his leader will die early, but you aren't required to keep him alive, so don't worry about him; when he dies it is even an advantage as it stops encouraging the orcs to go through the woods south of your position.<br />
<br />
At lower skills, aim to knock out the east enemy early. His right flank is open but rests on the mountains, which is bad terrain for you - if you try to go around that way he can easily shift forces to meet you. Instead you can approach close to his keep through the woods; this, his left flank, usually isn't open but the AI isn't smart about keeping a proper line here. At Great Mage, you may not have the forces to spare to take him out (if you can even make an opening - he has plenty of units); instead slow him with a shaman when he pops out of his keep to attack and block him from getting back to recruit. Note: With the right recruits it is possible to snipe the east leader on the second turn (but rather difficult and low probability).<br />
<br />
You should aim to maintain a line along the north part of the woods; the main line is down the west side of the woods for a few tiles and this is where Kalenz should be; and a line back east inside the wood for your left flank, to catch enemy units coming at you through the woods. Hold out in the woods for 2 days and the storm will eventually subside; you will probably have heavy losses but your survivors should all be L3 or close to it by the end. You can then seize villages and take out the enemy commanders.<br />
<br />
===Shadows in the Dark===<br />
* Objective: Defeat all enemy leaders.<br />
* Lose if: Kalenz, Chantal or Delfador (in the second part) die or turns run out.<br />
* Turns: 32/28/24 (easy/medium/hard).<br />
* Starting units: Kalenz, Chantal.<br />
<br />
You start with your Kalenz force, and get back your Delfador force during the scenario (he arrives in the SE). There are two necromancer leaders in this scenario, located west and south, and one Death Knight to the east, this last one being the most dangerous enemy of all—he even receives reinforcements on turns 7 and 11.<br />
<br />
Grab all three holy waters near the start, but you should then move all your elven forces in one direction, head west to take out the first necromancer. The forest and water slows up most of the undead and so means that the undead converging from the other two camps won't catch you before you overwhelm and eliminate the enemy leader that you target. Because you are facing some L1 and L2 troops here, don't feel that you need to give the holy water to L3 units - a mix of L1 and L2 units is ideal and they should level all the way to L3 during the level. Recall any Elven sorcerers or shaman with good XP, and shaman are good extra recruits at the start, again to level to sorcerers.<br />
<br />
Once you have knocked out the NW leader, your elven force should head south to take out the south leader, and Delfador's force, arriving on turn 12, can head north to take out the NE leader. By this point, keep your units in tight groups and don't let important units wander off by themselves at night, where Nightgaunts can surprise them.<br />
<br />
Lots of the undead forces will spend the whole level floundering around in the north woods around your start camp, chasing but never catching you up.<br />
<br />
===Save the King===<br />
* Objective: Defeat all enemy leaders.<br />
* Lose if: Kalenz, Delfador, Chantal or Garard II die or turns run out.<br />
* Turns: 35/30/25 (easy/medium/hard).<br />
* Starting units: Delfador, Kalenz, Chantal, a group of Delfador's companions having survived the previous scenario.<br />
<br />
You'll need to push aggressively to distract Zorlan and get help to Garard by turn 10 when the two southern orcs' reinforcements start hitting him or he's not long for the world. You get a big automatic recall of your white mages, Chantal, and a shock trooper and Kalenz; you can also recruit some new elves as it gives you some units to give XP to, fodder to face the trolls with, and they are handy to take out the SW enemy faster. An elvish sylph if you have one will be especially useful for its ability to fly.<br />
<br />
Zorlan should be simple; some of his units tangle with Garard's units in the river, so you should meet little opposition getting to his camp - which can be easily crushed with your mages. The onset of trolls at around first watch is the only dangerous moment, but once they have attacked, your mages and high level units can wipe them out mostly in one round. Then send Delfador and a couple of other units to take out the troll leader, and send some elves south with Kalenz to help Garard clean up the orcs.<br />
<br />
Try not to delay the initial battle to the north too much, because around turns 8-10, the two southern orc leaders will be ready to send a second wave of enemies.<br />
<br />
===Dark Sky Over Weldyn===<br />
<br />
Just story.<br />
<br />
===A New Ally===<br />
* Objective: Defeat Gruv-Malal.<br />
* Lose if: Delfador, Ulrek or Relgorn die or turns run out.<br />
* Turns: 32.<br />
* Starting units: Delfador.<br />
<br />
This is a relatively easy scenario. You regain command of your original human army plus the rest of the troops from the Ford or Parthyn. Recruit and recall some mages and maybe one or two knights/paladins. You may also get a few L1s and you should be able to level up a couple by the end of the level. Move to Ulrek's keep - provided you have some units there by second watch, there is no danger of him being defeated. The dwarves wear down the undead and your mages get to clean up and take the XP.<br />
<br />
[Mal Shubertal: The early finish bonus on this scenario is very important for making the next one manageable. So it's a good idea to to ignore Ulrek's keep and just go straight over the south bridge to kill the enemy leader asap.]<br />
<br />
===The Portal of Doom===<br />
* Objectives:<br />
*# Guide Delfador to the portal to close it.<br />
*# Move all your units into the mine entrance where you came from, moving Delfador last.<br />
* Lose if: Delfador dies or turns run out.<br />
* Turns: 40.<br />
* Starting units: Delfador, Ulrek.<br />
<br />
This is a small, narrow map where you need to move west-to-east and then back again. There are two enemy leaders on your way, recruiting skeletons and ghosts, and Illah-Malal appears with a strong body of undead troops on turn 9. There are two basic ways to approach this scenario:<br />
<br />
''Option 1'': Going through the ice. Your main force should be dwarf warriors, with a few white mages or quick mages to weaken enemy units and to deal with nightgaunts and the like. Heavy-infantry are too slow on the ice. A knight (even better, a paladin) would also be useful here, due to the speed and for finishing off enemy units when the dwarves can't reach. Don't rush into the ice from the start, unless you're okay with heavy losses. Instead, defend at your camp to defeat the first wave of undead, then march over the ice to close the portal, letting the northern undead come to you. Don't worry too much about the villages to the north and focus on moving Delfador quickly to the portal. On the way back, Delfador can stay a little behind, while the rest of your army goes through the tunnel. After all, Delfador has to be the last one to exit through the mines.<br />
<br />
''Option 2'': Going north, then south-east. The main goal is to get a strong army heavy on mages, shock troopers and paladins on the northern castle before Illah-Malal appears. The enemies from the east will be slow to catch up with you, except for ghosts which shouldn't be too much of a problem. Once you deal with the lich and his bodyguards—fortunately they arrive during the day—, you can move south, close the portal and go back to your base. With a little luck, this strategy can be used to beat the scenario quickly and with minimal losses.<br />
<br />
Regardless of the way you play it, it's very likely that you will finish with very little or negative gold, but it won't matter much. From this point until the end of the campaign, gold carryovers will have little or no impact and it is normal that you will start these last scenarios with the minimum amount of gold each time.<br />
<br />
[Mal Shubertal: On hard in 1.12.2, I recruited a keep of only steelclads and one white mage, then ran everyone directly into the hills on the southern map edge , ignoring ghosts and bats. Dwarves in hills against skeletons in snow is an excellent matchup, and the hills also help everyone survive nightgaunt and spectre attacks. ]<br />
<br />
===Showdown in the Northern Swamp===<br />
* Objective: Defeat all enemies.<br />
* Lose if: Delfador, Lionel or Kalenz die or turns run out.<br />
* Turns: 24/28/32 (easy/medium/hard).<br />
* Starting units: Delfador, Kalenz.<br />
* Other: If you have any undead veterans from [[#The_Gate_Between_Worlds|The Gate Between Worlds]], then one of them has to give the final strike to Illah-Malal, otherwise Delfador has to do it.<br />
<br />
There is a few holy water flasks at the start, but you may not have many fast, high-level units with powerful melee attacks to assign them. You get control of Lionel on turn 3 (plus a castle of L1 recruits), so you don't have to take villages off of him. It is recommended to save one of the holy water flasks for Lionel, and give the other two to Ulrek and Kalenz, or some other loyalist veteran (perhaps a Halberdier or a Knight). Your remaining recalls could be 2 white mages, a steelclad and a paladin (or a knight close to leveling - as it is an open level).<br />
<br />
A good strategy here is to strike straight north and seize the south end of the bridge. The NE necromancer recruits dark adepts, and you will have to run a long way during the night to outrun them if you don't bottle them up at the crossing. Once you hold the bridge, a good melee unit and a white mage, plus some of the ally's archers, can easily hold off the NE forces. The NW enemies attack during the first night, and the main tricky bit is dealing with the nightgaunts and spectres here - just keep L2 and L3 melee units in the front line to meet the attack, then clean up with your mages. The SW enemy's units are slower and Lionel's recruits can help in that front, holding them in the western bridge. By keeping those two forces under control on the river crossings, you should have little difficulty crushing each in turn.<br />
<br />
If you have undead units, one of them will have to finish the lich. Protect your undead units well and reserve them for that final hit. Use Delfador or other mages or holy water fighters to weaken the lich, but be careful not to accidentally reduce his hitpoints to zero with the wrong unit, or the lich will be fully healed and stronger than before.<br />
<br />
===Prince of Wesnoth===<br />
* Objective: Defeat Eldred.<br />
* Lose if: Kalenz or Chantal die or turns run out.<br />
* Turns: 20/22/24 (easy/medium/hard).<br />
* Starting units: Kalenz, Chantal.<br />
<br />
The central woods seem like a tempting spot to fight from, but you will struggle to maximise your recruitment and still get all your units across into it, because the southern enemy camp is close to your line of advance and he'll recruit fast cavalry that will catch up quickly with you. However, if you have quick units that can cross the river fast enough, fighting from the central forest will be very advantageous.<br />
<br />
Alternatively, abandon all your villages and the rest of the level to the enemy and just defend the SW corner. Elves along the edge of the woods should be able to hold out and wear through the enemy. The number of L2 units, and the mages that the enemy recruit, mean that you will take casualties; but you will be killing a lot and scoring plenty of XP. A general mix of level 1, 2 and 3 units works well here; use the best units to hold tiles that can be attacked from several directions, which will deter the enemy from attacking them.<br />
<br />
Once the initial wave of enemies is spent, mop up and proceed swiftly through the central woods and jump into an enemy camp to kill the general. You don't have to have much gold for the next level, but will want high-level units, so take time here to level some up if you don't have enough.<br />
<br />
'''Alternative Strategy''' (crus4a8e)<br />
<br />
I used the following on V1.8.5 (hard) with minimum starting gold of 100. While I had a tough struggle using the strategy described above, doing the following worked nicely and was quite a fun way of playing this scenario, too.<br />
<br />
Recall the following units: 4 Avengers or Rangers, 2 Shydes. (Remember: Avengers/Rangers are invisible in the woods which comes in very handy in this scenario.)<br />
<br />
Kalenz and the 2 Shydes stay in the western woods. Start moving them up to the northern part of the woods in the beginning and then back down south. Basically their job is not to get killed. ;-) So only attack single enemies and retreat whenever you are under serious attack.<br />
<br />
The Avengers cross over into the central woods right away. Whenever only one or at most two enemy units are in reach, they attack or flag villages to become visible and lure individual enemy units into the woods. This also distracts most of the main enemy forces and stops them from attacking Kalenz.<br />
<br />
Doing this for about 10 to 15 turns wears down the enemy forces quite easily. When only a few enemy units are left, move your 4 Avenger/Ranger units into the keep of either one enemy leader. You should be able to finish him off in 1 or at most 2 turns.<br />
<br />
===Clash at the Manor===<br />
* Objectives:<br />
*# Defeat Pilafman.<br />
*# Find the secret door.<br />
* Lose if: Delfador, Kalenz or Chantal die, an enemy reaches a signpost or turns run out.<br />
* Turns: 40/32/30 (easy/medium/hard).<br />
* Starting units: Delfador, Kalenz, Chantal.<br />
<br />
As there are two roads and two signposts, you need to watch both routes. You can break your forces in two or just send one unit to keep an eye on the other route. If you wait at the edge of your forest, almost all the forces should come to you (Dragoons and Cavalry will try to escape instead), and you'll have the terrain advantage. Just be ready to counter anyone trying to make a run for it. You start with Chantal, and a second druid or shyde would be a good idea so that you have a healer and someone to entangle any royal guards. The rest of your recalls should be top melee units (e.g., champions and avengers.) After the assault is broken, the mopping up operation is just to kill the sitting duck leader.<br />
<br />
The second phase of the level is a search; just explore the cave walls right below the northernmost encampment tile.<br />
<br />
[Thrash: I don't think just sending a single unit to cover one route will work. If enemy sends a couple riders that way, you won't catch them.]<br />
<br />
===Face of the Enemy===<br />
* Objective: Defeat Sagus.<br />
* Lose if: Delfador, Kalenz or Chantal die or turns run out.<br />
* Turns: 20/22/24 (easy/medium/hard).<br />
* Starting units: Delfador, Kalenz, Chantal.<br />
<br />
Last level, so you don't have to worry about losses or leveling up; recall some sorcerers and a decent melee unit to take the holy water. The enemy recruits few units, so you don't have to cover all the passageways; just advance as a group by the shortest route to the keep, and keep side passages covered (the enemy sometimes uses nightgaunts to ambush and slip in through any gaps). Beware of putting Delfador in front, as the enemy can use Banebows like walking corpses for suicide attacks against him.<br />
<br />
This scenario is fairly straightforward, so just play conservatively and coast to victory.<br />
<br />
== See Also ==<br />
<br />
* [[Mainline Campaigns]]<br />
<br />
[[Category:Campaigns - Walkthroughs]]</div>Inkyhttps://wiki.wesnoth.org/index.php?title=IftU_Walkthrough&diff=57831IftU Walkthrough2016-07-27T06:55:59Z<p>Inky: added info on S7's secret item</p>
<hr />
<div>This is a strategy guide for the add-on campaign '''Invasion from the Unknown''' (IftU) version 2.0 by shadowm. Note that there have been many major gameplay changes from the original version (for example, elvish enchantresses can no longer advance to sylphs, the elvish warrior spirit and Aragwaithi recruits have been removed, and many scenarios were changed), so much of the advice here won’t apply to earlier campaign versions.<br />
<br />
This walkthrough was written by Inky and is based on the hard difficulty. (I also did a commented playthrough of the campaign with screenshots and replays on the [https://forums.wesnoth.org/viewtopic.php?f=3&t=43960 forums].) Feel free to make corrections or add your own advice.<br />
<br />
==General campaign advice==<br />
It’s advised to play ''Under the Burning Suns'' first, to familiarize yourself with the story and the two suns schedule.<br />
<br />
===Units===<br />
You begin with the typical elvish recruits plus the campaign specific elvish hunter unit, then gain the ability to recruit undead in Scenario 4, dark adepts in Scenario 5, and sprites in Scenario 14.<br />
<br />
*A large part of this campaign takes place underground, making undead units especially ideal. Spectres are perhaps the most useful unit throughout the campaign due to their draining, excellent mobility and arcane damage. Nightgaunts (raw damage) and necromancers (arcane resist and plague) are also very useful. Skeletal undead are generally not recommended due to their low mobility.<br />
*On almost every scenario it’s helpful to recruit some vampire bats for scouting, village grabbing, and to act as distractions since they do not cost upkeep.<br />
*For elves, leveling at least a couple shydes for healing is essential. Prowlers are one of the most useful elvish units, being good in melee and able to slow in ranged. Enchantresses are also valuable for their arcane magical damage and slowing, though they do not advance to sylphs in this campaign. Fighters, archers and scout types are generally not so useful.<br />
*The lawful sprites which you can recruit starting from S14 are helpful in S15 (Shadows of Time) against undead, but are useless from S17 onward where it is perpetually night, so do not invest too heavily in them.<br />
<br />
====The Recall List====<br />
*You have the option of either continuing to Part II keeping all your veterans from Part I (recommended), or starting Part II fresh. To compensate for the difference, there are several recall list wipes in the campaign:<br />
**S12 (The Escape): You can only bring up to 6 undead units (dark adepts/sorcerers/necromancers and bats do not count) with you and the rest are permanently lost.<br />
**S16 (Dawn of War): You can only bring up to 6 elves with you and the rest are permanently lost. In addition, any unit not recalled in this scenario is permanently lost.<br />
**S21 (Innuendo): You can only recall 8 veterans, which will be the only veterans you have for the rest of the campaign.<br />
*In Part II gold becomes very scarce so you will only be able to use a limited amount of veterans in each scenario; therefore quality (units with good traits such as resilient, and several AMLAs) is better than quantity.<br />
<br />
===Item List===<br />
This is a list of the permanent items which can be picked up throughout the campaign, and which units can use them.<br />
*S3: '''Ring of Swiftness''' (+1 movement) - ''living units''<br />
*S5 (This is a branching path so you'll only be able to obtain one of the following:)<br />
**S5a: '''Ring of Regeneration''' (if you chose to spare the bandit leader) (+5 HP, regenerates +4 ability, +1 melee damage) - ''not usable by: shamans and their advancements and Anlindë ''<br />
**S5b: '''Shardia's Meteor''' (adds 15-2 ranged fire firststrike slow attack, +20% fire resistance, intimidates ability which causes level 0 and 1 enemies to fight worse) - ''elvish hunters, fighters, and their advancements''<br />
*S7: '''Void Armor''' (secret item) (sets physical resistances to 50% blade/50% pierce/40% impact, +10% fire resistance) - ''elvish fighters, rangers, skeletons, skeleton riders and their advancements''<br />
*S8: '''Poisonous Bow''' (adds a new 11-3 poisonous ranged bow attack) - ''skeleton archers, revenants, elvish archers, elvish heroes and their advancements.''<br />
*S10:<br />
**'''Berserker Potion''' (adds berserk special to melee attacks, +1 melee damage, +10% HP, and +10% blade / +20% fire / +30% impact resistance) - ''not usable by: ghosts, bats, corpses, elvish shamans and their advancements, or hero units.''<br />
**'''Potion of Drain''' (adds drain special to melee attacks, -5% HP, +10% arcane resistance) - ''living units''<br />
*S14: '''Explosive arrows''' (6 uses, does 80% base damage to the unit in the hex behind the target) ''- elvish archers, skeleton archers and their advancements''<br />
*S21:<br />
**'''Potion of Deftness''' (+1 movement, +1 ranged damage) - ''living non bat units.''<br />
**'''Accuracy Bow''' (adds marksman special to ranged attacks) - ''bone shooters and elvish rangers and their advancements, and Erathan.''<br />
**'''Potion of Strength''' (+1 melee damage, +8 HP) - ''living non bat units.''<br />
**'''Glacial Gladius''' (+1 melee damage, cold damage and slow for a unit’s melee attack, -5% HP) - ''elvish fighters, archers, hunters, scouts and their advancements, and Erathan.''<br />
**'''Amulet of the Divine Breeze''' (+10% arcane resist, sets ranged damage type to arcane) - ''living units besides sprites and bats.''<br />
<br />
==Part I: Seeking the Light==<br />
===S1 (Border Patrol)===<br />
*Objectives: The starting objectives are to hold out as long as possible, but on Turn 4 the objectives will change to defeating all enemy leaders.<br />
<br />
This is a deceptively easy scenario, as the next scenario is very difficult and requires a substantial gold carryover. On Hard something like 140 carryover is ideal and anything less than 100 carryover is probably too little to win with. Do not overrecruit, keep an eye on your income (make sure it’s positive) and be aggressive – don’t be afraid to lose some units, as it will help your income.<br />
<br />
Recruits: I’d recommend getting 2 shamans so that you can divide your forces and have a healer for each one, but not more than that as you need damage dealers. The rest of your units should be a mix of mostly archers and hunters. (Fighters are generally inferior to hunters, and scouts are expensive and do little damage).<br />
<br />
General strategies:<br />
*'''Defending the starting keep:''' One strategy is to hang back at your initial castle during the first day, recruiting very lightly during these turns to preserve income. Form a line on good terrain: one possibility is to use the forts just south of your keep; another option is to form a slightly more forward line stretching from the forest tiles (19,20) to (26,17) through the village southeast of your keep. <br /> Let the enemies come to you; they’ll arrive around Turn 6 (The Short Dark). Attack aggressively during Second Dawn/Day and you should be able to eliminate almost all the enemy units before The Long Dark hits.<br />
<br />
*'''Moving to the center keep (by Theron):''' An alternate faster and much more aggressive strategy, meant to finish as early as possible for maximum carryover, is to recruit a full keep on turn 1 and move Galas to the central keep immediately. Much of the fighting will take place around First Dusk / The Short Dark so expect heavy losses. <br /> Theron's advice: Recruit 3 Archers and 3 Hunters in turn 1. (Fighters are too slow; shamans are too slow and their damage output is too low.) Move Galas to the tiny keep in the middle of the map. Recruit 1 more Archer and 1 more Hunter in turn 3. Recruit 2 Fighters and 2 Shamans in turn 3 + 4. Decide where to amass your army (green front or blue front). Do not retreat. Ignore TOD. Use terrain advantage.<br />
<br />
For defeating the enemy leaders you can either split your forces in two and kill them simultaneously, or a safer (but slower) strategy is to send everyone to kill the southern green leader and them move them all to the blue eastern leader. The eastern leader is tough to kill – it can help to level an archer to marksman and shoot him down during daytime.<br />
<br />
Try to get Galas to level 2 (captain is strongly recommended for leadership) and level at least one of the shamans to druid.<br />
<br />
===S2 (A Real Confrontation)===<br />
*Objectives:<br />
**Hold out until the end of turns.<br />
**Alternate objective: Defeat all enemy leaders (early finish bonus).<br />
<br />
This is an extremely difficult scenario on Hard, so you’ll want to start this with over 200 gold (minimum gold is 100; replay scenario 1 for more carryover if necessary). The first thing to do is grab the villages of your useless ally, as you can put the gold to much better use. Note that you (or your ally) must retain control of a certain number of villages (9 on Hard, depends on difficulty) or you will lose. This should not be a problem though, as there are 9 villages (3 in the northwest, 3 near your keep, 3 near Ledinor’s keep) which are quite far back and easy to defend.<br />
<br />
This battle has two fronts divided by the central lake: the western front south of your keep, and the eastern front. The eastern front is relatively safe as there are less enemies there and Ledinor sends the bulk of his army that way, while the western front will be a high casualty bloodbath. Therefore one approach is to send a small elite group of veterans including Anlindë east, while using a massive spam approach (civilians and fresh recruits, mixed with some veterans) in the west. An alternate strategy is to recruit only civilians initially and send them out to delay the enemy forces enough so that they reach your main force during the day.<br />
<br />
Keep your elves in a line in the forest and try to slow the level 2 enemies; use ctrl + v and watch out for the skirmishers. With constant reinforcements from your high income and the time of day changing in your favor the chaos army should eventually run out of steam.<br />
<br />
It’s perfectly fine to start the next scenario with minimum gold, so do not worry if you can't defeat the enemy leaders for the finish bonus. Try to level a shaman to sorceress, as the arcane magical damage will be very useful for the next scenario. This is best done on the later turns, when most of the chaos army is gone and it’s relatively safe.<br />
<br />
===S3 (Memories from the Depths)===<br />
*Objectives: Explore the cave, then defeat the undead leader in the far northeast corner.<br />
<br />
Recruit lightly initially, as there aren’t so many enemies in the tunnel and there is another keep right at the end of the tunnel. You’ll be fighting undead so hunters and their advancements are especially good, as are sorceresses if you have any; try to get Anlindë to level 3 and / or a sorceress or enchantress during this scenario as it will help defeat the enemy at the very end. When you reach the end of the tunnel, you can use the nearby keep to recruit/recall some more units. Try to keep your income positive though – you don’t need too many units and there will be more opportunities to recruit along the way.<br />
<br />
Proceed northwest past the second keep, and you’ll come across some branching paths. On the right, moving to the flashing yellow hex will open up a passage leading to a Ring of Swiftness granting +1 movement. A good choice for this ring is Galas, since it can potentially allow him to reach keeps and recruit a turn earlier. The two western paths which will join together in a large central chamber, where you’ll encounter the main undead army; take them out with the help of slowing and arcane attacks.<br />
<br />
Triggering a touchplate in the southwest leads to two holy waters which grant arcane melee damage for this scenario only. Continue northwest, being careful not to expose wounded units since bats will often come out of nowhere and attack, and you’ll come to a river crossing. Across the river is another keep – I would highly recommend using this keep to recruit a couple expendable hunters or shamans for their slowing ability in preparation for the scenario’s final enemy.<br />
<br />
Head east across the river and the path will split north and east. Both paths will join up in the northeast corner but the eastern path has much stronger enemies so send most of your units that way - you can use expendable units to lure the high level undead guards into the open where they are easily killed. In the northeast you’ll come across the scenario’s final enemy, an ancient lich! You’ll need to slow him first, so hopefully you have some expendable hunters or shamans which can suicide into him until he’s slowed. After he’s slowed use your sorceress/enchantress and Anlindë to hopefully finish him off.<br />
<br />
===S4 (Over the Sands)===<br />
<br />
Recruits: Living units are generally not recommended in this scenario due to the dehydration mechanic, but you’ll certainly want another (preferably +8) healer besides Anlindë, and you might as well recall the loyal scout too since he doesn’t cost upkeep. I’d recommend recruiting mostly ghosts – they are fast and have extremely good advancements – with some vampire bats mixed in to scout and act as a distraction force.<br />
You start with 2 villages and there are 6 more around the orc’s keep, but this is all you’re going to get for most of the scenario so take that into account when recruiting (try to keep your income positive).<br />
<br />
'''Part 1'''<br />
*Objectives: Defeat the orc leader to the northwest.<br />
<br />
Use Galas’ leadership on the level 1 ghosts; try to level a couple by feeding them the level 2 orc kills. Focus on killing crossbowmen and archers as their ranged fire attack is dangerous to ghosts. Mal Keshar is great at screening your units – you can put him in very exposed positions and the orcs will generally ignore him.<br />
<br />
When you kill the orcish leader you’ll get about 50 gold. You can use his keep to recruit some reinforcements (watch your income; there aren’t any more villages for a long time). Start heading west, where you’ll encounter some very weak undead. There will also be some scorpions north and south of the path which are free experience for wraiths and ghosts.<br />
After a while the path will turn south and you’ll spot some bandits.<br />
<br />
'''Part 2'''<br />
*Objectives: Defeat the bandit leader in the southwest.<br />
<br />
Try to fight the elusive outlaw units (footpads, thieves) on sand terrain where they only have 40% defense instead of their usual 60 or 70%. Bats make great bait for luring out powerful guard units, or the enemy leader.<br />
<br />
Once you defeat the leader some humans will show up from the north, and you will have to decide whether to fight them. If you do decide to fight them you'll have to defeat their leader and will go to S5a (Crossfire). If you choose the second option instead, the scenario will end immediately and you will go to S5b (Cursed Plateau). <br />
S5a is the easier scenario, but since both scenarios give a different item (see the [[#Item_List | Item List]]) you may want to decide based on that.<br />
<br />
'''Part 3 (only if you chose to fight the humans)'''<br />
*Objectives: Defeat the leader of the humans in the northwest.<br />
<br />
Note that drain attacks will not work on the human units so you’ll have to be a bit more careful with putting wraiths on the front line.<br />
Use the bandit’s keep to recruit more reinforcements if needed and start heading north. You’ll encounter two revenants; you can easily lure them out and kill them with spectres / wraiths. The humans have a lot of units, but if you form a line where your units can only be reached from 2 hexes then their level 1 units won’t be able to damage you too much.<br />
Continue northwest towards the final leader; again a vampire bat can be used to lure her out.<br />
<br />
===Diverging campaign path===<br />
====S5a (Crossfire)====<br />
*Objectives: Defeat all enemy leaders, and make sure no chaos empire units survive.<br />
<br />
All three enemy sides will fight each other, so a couple keeps of units should be enough. Villages are very scarce so using mainly low level units supported by leadership will save on upkeep. Start by sending your entire army south against the chaos empire; the undead and bandits will mostly be occupied fighting each other. The undead will send quite a few troops east but they should arrive around daytime so it should be easy to wipe them out.<br />
<br />
After the chaos empire is defeated, head west; you can send everybody against the lich and then north or split into two groups, one to defeat the lich and one to deal with the bandits. The bandits are the stronger enemy – try to attack them during the day.<br />
<br />
After defeating the bandit leader you’ll be given the choice to spare him; do so and you’ll be given a very useful Ring of Regeneration (+5 HP, regenerates +4 ability, +1 melee damage), a good item for Galas. (Deciding to kill him will only give you some gold and is not worth it.)<br />
<br />
====S5b (Cursed Plateau)====<br />
*Objectives: Move to the northwest corner of the map with Galas, Anlindë or Mal Keshar.<br />
**In order to get the item you must defeat both enemy leaders.<br />
<br />
You won't be getting any more villages for a while, so recruit very lightly initially. There's another tiny 1-hex keep to the west where you can recall some more reinforcements, and you'll only face some scorpions and bats at first, so a couple wraiths should be enough. Once you reach the tiny keep in the west, send some flying undead into the southwest cave, where there's a touchplate opening into a chasm full of bats. To the southeast of the chasm is a passage leading to a piece of parchment, which reveals a secret passage through the mountains in the northwest.<br />
<br />
To the north is another small 2-hex keep, though you might have to clear out some chaos empire units before you can use it. There are a lot of invokers so you'll probably want either some cannon fodder or some durable non undead units. It's preferable to form a solid line and defend until most of the enemies are gone, because there are many high level enemies and also some nasty shadow minions (nightstalking, skirmishing and backstabbing pests) around.<br />
<br />
Northeast of the small keep there's a dead end cave with the blue enemy leader; if you want the scenario's item you'll have to defeat him (Mal Keshar is very effective against him), otherwise you can just ignore the cave, though there is a small amount of gold there.<br />
<br />
Following the northwest path through the mountains leads to a gate, which you won't be able to open until you defeat both enemy leaders, though you could start sending whichever unit you want to pick up the item that way (it can be used by elvish hunters, fighters and advancements; I'd strongly recommend Galas.) Just send them on their own because there aren't any enemies behind the gate. Once you kill both leaders, you'll be able to pass through the gate to a chest in the south containing Shardia's Meteor (adds 15-2 ranged fire firststrike slow attack, +20% fire resistance, intimidates ability which causes level 0 and 1 enemies to fight worse).<br />
<br />
Continuing north and then east, there's another cave with the second leader. There's also a couple small piles of gold (in the southeast and northeast) in the cave. In the northwest is the shadow courier leader; try to kill him as quickly as possible in melee (preferably luring him out of the castle first so he doesn't have such high defense) because he will completely demolish your undead units. Once you kill the shadow courier, the western path which leads outside to the exit only has a few vampire bats. <br />
<br />
===S6 (Moon Valley)===<br />
*Objectives: Defeat all enemy leaders.<br />
<br />
This scenario is much easier than it looks, because the orcish units will generally stay clumped together near their leader instead of all coming towards you at once, allowing you to focus on each army separately. You’ll receive a small amount of gold each time you defeat an enemy leader.<br />
<br />
It's possible to rush the northeastern (blue) orc leader and kill him before he spends most of his gold: recruit a full keep on turn 1 and send Galas northwest immediately; send a bat southwest to village grab and move everyone else northwest. With the help of Anlindë and Mal Keshar you should be able to whittle down the leader on turn 3 and finish him on turn 4. Galas can then use the keep to recruit reinforcements while the rest of the army clears out the remaining blue orcs.<br />
<br />
At this point the green and black orcs will be hanging around the central forest while purple remains in the west. Advance aggressively during the second day and you should be able to wipe out most of the green and black units. After that only purple will be left; it will be night now but with the help of slow and Mal Keshar who is practically invincible they shouldn’t pose a problem.<br />
<br />
As the dialogue hints, when you approach the northwest area close to the final keep, several high level orcs will appear and the northwest leader will also get some gold to recruit. Wait until daytime (preferably morning) to approach, and you can also use the nearby keep to recruit some spam if you want to be extra safe.<br />
<br />
===S7 (Goliath)===<br />
*Objectives: Defeat Goliath.<br />
*Note: The units you recruit/recall on the first turn are all you will have for the entire scenario, so choose carefully.<br />
<br />
This scenario has a lot of weak level 1 units scattered around, so it’s a good opportunity to get some experience. Most of the enemies in this scenario are automatons which are extremely resistant to blade and arcane (50%) but only have 10% impact resistance making trappers/prowlers especially effective against them.<br />
<br />
After heading west through the tunnel that you start in, you’ll come across the keep of the chaos empire. This is actually the toughest opposition you will face all scenario so be defensive (form a line and let the enemies come to you) and take your time. The enemy leader is extremely dangerous in ranged so try to take him down in 1 turn using mostly melee attacks.<br />
<br />
After defeating the enemy leader, head south across the river and you’ll encounter some demons and bats scattered about; keep heading south and you’ll come to a chamber with some automatons which are basically free experience. There’s a passage in the south leading to an orb switch; send a fast unit like a flying undead to trigger it, which will open the eastern wall into a large central area.<br />
<br />
In the central area, triggering the touchplate in the southwest corner opens a small room in the center with two golems guarding a potion of strength (+2 melee attack, +8 HP for this scenario only) and the final touchplate which opens the way south. The northeast path is just a dead end with some weak enemies (though you could go kill them for the experience if you have the time) so send everyone down the southern passage. <br />
<br />
The passage leads into a huge chamber in the south filled with automatons. Moving further south in this chamber reveals the scenario’s boss, Goliath, who appears along with a few level 1 automatons. Goliath has a lot of HP and good resistances but is extremely weak in offense, so just slow him and attack with powerful units like Mal Keshar and he will be destroyed in no time.<br />
<br />
In the far southeast, down the watery passage, there is a secret touchplate at 40,26 which opens a passage to the Void Armor, which is located in the lit hex at 31,24. The armor sets physical resistances to 50% blade/50% pierce/40% impact and is a great item for Galas (it can be used by elvish fighters, rangers, skeletons, skeleton riders and their advancements) - start sending whichever unit you want to take it southeast ASAP if you want to make it in time.<br />
<br />
===S8 (An Errand of Hope)===<br />
*Objective: Defeat all enemy leaders (3 in total).<br />
<br />
You will get another opportunity to recruit later, when you are much closer to the main battle, so you may want to save some gold until then and try not to go negative on income. The first enemy you’ll be facing is some trolls directly to the northwest. Wraiths, spectres and Mal Keshar are especially effective against them. Near the troll’s keep you’ll find a Poisonous Bow (can be used by elvish archers, skeleton archers, elvish heroes, revenants and their advancements) which adds an 11-3 ranged poison attack.<br />
<br />
Head northwest across the river (don’t bother exploring southwest of the river; there’s nothing there) and you’ll come across a large central area – entering it will clear the fog in the area and reveal an ongoing battle between the chaos empire and some allied dwarves. There’s also a second dwarf leader far in the northwest (he has a few villages, so you can send a bat up that way to steal them), and another chaos empire leader all the way in the northeast corner.<br />
<br />
Use the large keep here to recruit/recall some reinforcements, and split up your forces between the western front and the northeastern front. You’ll need more firepower in the northeast, since there are quite a few high level enemies there and the dwarves will concentrate their forces in the west. It helps to have Galas use Althurin’s keep to constantly reinforce (you should have a pretty high income) and just defend the northeast passage until the high level enemies are gone. (Don’t worry about keeping Althurin alive; he’ll just flee if he gets to 0 HP).<br />
<br />
The final enemy leader is all the way in the northeast corner; he’s a chaos lorekeeper so send your strongest melee units against him.<br />
By the way, there’s no point in sending a unit to the crypt south of the western leader (you’ll just get a message saying it’s empty).<br />
<br />
===S9 (The Library)===<br />
*Objective: Reach the exit in the south with Galas, Anlindë or Mal Keshar.<br />
**Optional objective: Defeat all enemy leaders (early finish bonus).<br />
*Note: The exit is marked by a turquoise glyph somewhere in the south (its exact location is random). You'll need the exit key to pass through, which is dropped by a random enemy leader.<br />
<br />
Don’t recruit too heavily at the beginning, since you’ll get another opportunity to recruit about halfway through the scenario. You’ll probably have to do quite a bit of fighting before then though, so some durable units will be helpful. Ghosts/wraiths/spectres are especially good in this scenario due to the lack of chaos invokers and fire demons. Head west (the passage south of your starting keep just leads to an empty dead end) and after fighting through a couple level 2 undead you’ll come to an intersection.<br />
<br />
The northwest path leads to a dead end with a ruined house; when you send a living nonbat unit there to investigate you’ll discover Igor, a loyal wolf rider. He is automatically recalled in all later scenarios and even has his own dialogue, so it's highly recommended to keep him alive. Meanwhile in the south, the combined forces of the 3 enemy leaders will begin to arrive. The easiest way to fight them is to just defend in the bottleneck until the massive army is mostly gone; it will take quite a while but the rest of the scenario will go much quicker after the main enemy army is gone.<br />
<br />
When you get past the bottleneck you’ll come to a large keep where you can recruit some reinforcements, and the path splits into a western and eastern one. There are two enemy leaders in the west and one in the south, so one possibility is to split into two groups and have one group take out the two western leaders one after another (there’s a banebow leader in the northwest and a draug leader in the southwest), while another group circles east and then south to take care of the southern lich leader (bring some arcane damage).<br />
<br />
The purple glyphs scattered around reveal various pieces of backstory. There is also a turquoise glyph somewhere in the south which marks the exit. You’ll need the exit key (dropped by a random enemy leader) to use the glyph. You might as well just defeat all enemy leaders for the experience and early finish bonus, as they don’t have much income and are pretty much on their own.<br />
<br />
===S10 (The Source of Light)===<br />
*Objectives: Defeat the enemy leader, and then activate the six runes to open the central chamber.<br />
<br />
Note that this scenario takes place deep underground, where chaotic units get +30% damage instead of the usual +25%. In the beginning, make sure to send a vampire bat to grab the village in the far northeast corner of the map, across the chasm. The first objective is to defeat the enemy leader to the southwest. There are a lot of high level enemy units including skirmishers, so a safe way to play it is to form a solid vertical line along the 4-hex bottleneck (from 42,11 to 42,15) and defend there until the most threatening enemies are gone.<br />
<br />
Once the leader is defeated, you’ll have to activate the 6 glyphs scattered throughout the lower half of the map. Here are their approximate locations (going counterclockwise):<br />
*'''Northwest (across the river):''' A long twisty passage leads past some giant spiders to a glyph at the very end.<br />
*'''West:''' There’s a glyph behind a cuttlefish leader in the west of the watery area.<br />
*'''Southwest corner:''' There are a bunch of animated rocks and various undead here, and a glyph next to an enemy leader. Watch out, because several wraiths are lurking near the keep.<br />
*'''Center south:''' There’s a sealed chamber containing a glyph, which you have to open by finding a touchplate in the far south. There’s also a red Berserker Potion (not usable by: ghosts/bats/corpses, elvish shamans and their advancements, or hero units), which gives the berserk special to a unit’s melee attacks, +1 melee damage, +10% HP, and some extra resistance (+10% blade, +20% fire, +30% impact).<br />
*'''Southeast:''' There’s a lava filled cave full of fire spirits – dark adepts and their advancements are especially effective against them. In the far southeast there’s a fire guardian leader and a glyph next to the keep.<br />
*'''Northeast:''' You’ll encounter some undead and a chocobone leader (be sure to keep fragile units out of range of its charge attack). There’s a glyph guarded by vampire bats north of the undead keep, and a northeast passage leading to a green Potion of Drain (adds drain special, -5% HP, +10% arcane resistance, usable by non undead units).<br />
<br />
In order to explore efficiently it’s best to divide into several small groups (e.g. 4 groups, one for each corner). A very useful tip by skeptical_troll if you’d like to avoid a lot of fighting completely is to send a shadow/nightgaunt to activate the glyphs (though it’s not advised to do this in the southwest or northeast corner, since these glyphs are surrounded by enemies).<br />
<br />
Since there is no early finish bonus and you likely have very high income, you may want to take your time and make some extra gold for next scenario.<br />
<br />
===S11 (Strike on Herthgar)===<br />
*Objectives: Hold out until the end of turns, or defeat all enemy leaders.<br />
*Note: All enemy sides will get a small amount of gold on turns 6 and 14.<br />
<br />
This scenario is actually the final battle for Part I – the next two scenarios are more of an epilogue. This is one of the more difficult scenarios, so don’t worry too much about losing some veterans (another thing to note is that you will not be able to take more than six undead veterans with you after this scenario.)<br />
<br />
Gold carryover is completely irrelevant (you won’t be able to use more than the minimum gold next scenario) so one approach is to just recall every single veteran you can afford. It can be helpful to create walking corpses with your necromancers to act as a distraction. Also, be sure not to let your spectres/nightgaunts etc. get within range of multiple chaos invokers and demons, or they will die fast.<br />
<br />
Here is one strategy for defeating all enemy leaders:<br />
#Send a large force northwest to wipe out the two northwestern enemies while a smaller force heads south to defend the dwarven castle. (The eastern front and southern front do not require immediate attention because the dwarves will delay the enemies for several turns.) Form a line and let them come to you; prowlers with their slowing ability and necromancers with their high HP and arcane resistance (there are lots of chaos invokers around) are especially good at holding the line.<br />
#Once the two northwest enemies are defeated, split the large northern force, with one part going to deal with the eastern enemies, and the rest going south to reinforce the castle.<br />
#Defend in the castle using the bridge chokepoints (just watch out for demon zephyrs which can fly over the deep water moat) until most of the southern enemies are gone. The southern force can then split into two groups and take out the two remaining southern leaders.<br />
<br />
===S12 (The Escape)===<br />
*Objectives: Reach the northern exit with Galas, Elynia or Mal Keshar.<br />
*Note: You may only recruit/recall during the first turn (6 units total), and any undead veterans you do not recall this scenario will be permanently lost (dark adepts/sorcerers/necromancers and bats do not count).<br />
<br />
This is a relatively easy scenario, but there are some triggered events including a large ambush near the end so don’t send your units too far ahead by themselves.<br />
<br />
There are four minor enemies you’ll be facing this scenario:<br />
<br />
#After crossing the river at the beginning you’ll come across a chamber with the chaos empire fighting some trolls; both are very weak and shouldn’t be a problem.<br />
#After crossing another bridge and heading north you’ll encounter a mechanical Goliath along with some automatons; he is also extremely weak.<br />
#You’ll then come across a tunnel leading into a large empty chamber. Do not send a unit all the way into the chamber because there’s an ambush; instead move a scouting unit slowly toward the chamber until you trigger the ambush, then pull it back using its remaining movement. After that the ambush shouldn’t be hard to deal with – the most threatening enemy is the hellhound with 10-4 melee berserk, but a single spectre can easily take care of it.<br />
#Finally, after heading north you’ll come across some imps. One thing to watch out for is that when you kill the leader imp, he will dissolve into a bunch of mudcrawlers. After that the exit is straight to the north.<br />
<br />
===S13 (Face Your Fate)===<br />
*Objectives: Hold out to the end of turns; then accept the inevitable.<br />
<br />
This is mostly a cutscene scenario.<br />
Holding out until the end of turns should be trivial with your extremely high starting gold. If you didn’t manage to recall some of your undead veterans last scenario, you can recall them now. A few turns after the initial turn limit, the Chaos Warlord will appear in the southwest and the objectives will change to defeating her. However, it is impossible (if you reduce her HP to 0 she’ll just heal back to full and instantly kill all your undead units), and the only way to end the scenario is to let your leader die.<br />
<br />
==Part II: Armageddon==<br />
<br />
===S14 (Bye and Behold)===<br />
*Objectives: Defeat both enemy leaders.<br />
This should be a very easy scenario, especially if you’re continuing from a Part I save, so it’s a good opportunity to get some easy XP for fresh recruits. The barrel contains 6 explosive arrows (does 80% of the base damage to the unit immediately behind the target).<br />
<br />
The two enemies you’ll be facing are saurians and water serpents from the northwest and orcs from the northeast. The northeast orc keep is surrounded by deep water to the south, forcing the orcs to go all the way around to the west and then south, giving you several turns to focus on the saurian army before they arrive. Most of your forces should head northwest since the main battle will take place there (for the east you can just send a bat to village grab). If you keep your elves in the forests you should have no problem dealing with the saurians and then the orcs.<br />
<br />
===S15 (Shadows of Time)===<br />
*Objectives: Defeat all enemy leaders. (You actually do not need to kill the ancient lich leader – once you attack him he will flee.)<br />
You’ll be fighting a lot of undead so arcane (sorceresses, dark adepts, etc.) and fire damage (sprites) will be very useful. Your orcish allies will mostly go up the northeastern side of the map and delay the undead coming from that direction, so the main battle will likely take place on two fronts: fighting the undead from the west, and the orcs in the center.<br />
<br />
The first threat you’ll face is the group of four Forefathers coming at you from the west; stay back and let them get close, and then finish them off with heavy arcane hitters like Elynia and Mal Keshar. After that you can split your army in two, with one group holding off the undead in the western forest, and another (probably larger) group dealing with the incoming flood of orcs (and later undead from the north) in the center.<br />
<br />
===S16 (Dawn of War)===<br />
*Objectives: Reach the southern edge of the map with Galas, Elynia or Mal Keshar.<br />
**Optional objective (early finish bonus): Defeat all enemy leaders.<br />
*Note: You can only recruit / recall elves on the first turn, and all veterans not recalled in this scenario are permanently lost.<br />
<br />
Recalling advice:<br />
*If you continued from Part I you’ll likely have much more veterans than you can recall; however there’s no need to get obsessed about bringing every single veteran with you because there is very little gold in later scenarios, so you won’t be able to use them all anyway.<br />
*Elves: It’s highly recommended to get at least two healers because you will not be able to get any more healers later! After that, probably the most useful elven units are enchantresses and prowlers since they can slow.<br />
*Spectres are great in later levels (arcane damage + mobility); I’d recommend recalling every one you have. Necromancers and nightgaunts will also be very useful.<br />
*I would not recommend recalling any sprites, since they are lawful and the next scenarios all feature perpetual night.<br />
<br />
Your two allies will do a pretty good job distracting the two outer enemies, so the main battle will take place in the center. If you began the battle portion of the scenario on turn 4, you should have a turn of daylight (First Afternoon) to strike hard and fast at the central enemies with all your veterans. If you continue to make as many kills as possible during dusk there shouldn’t be many enemies left at all to threaten you during the night. Once you deal with the units from the two central enemies the rest of the battle should be easy, as the two outer enemies should be weakened from fighting your allies. It's recommended to kill all the enemy leaders for the extra gold and experience.<br />
<br />
===S17 (Voice of the Armageddon)===<br />
*Objective: Defeat all enemy leaders.<br />
You will face two enemy leaders: a relatively weak enemy in the center, and a very powerful enemy far to the south. You’ll probably want to recruit a few expendable units such as skeletons or vampire bats to distract the powerful enemy units from your veterans. The central enemy shouldn’t be too much of a problem: blast them with your veterans and then put a couple expendable units in front to screen them.<br />
<br />
Once you scout far enough south, you’ll trigger the southern leader to start recruiting and a boss Armageddon Imp will appear and start heading for you. It’s probably best to wait near the central keep and let the imps come to you so you don’t get in range of the enemies stationed in the southern fort. Once they arrive, illuminate and slow the boss and then zap him with your magical ranged units. Next you’ll have to deal with the army of soulless and necrophages coming from the south; once again an effective tactic is to blast away with your veterans from the back and then insert some expendable units in the front.<br />
<br />
Be careful when approaching the fort because the powerful units stationed there will come out and attack; use ctrl + v to make sure no one is too exposed, and try to lure them out one by one. The ancient lich leader can be lured out onto 40% defense terrain by placing a walking corpse in his range. Don’t bother about setting up the kill on the leader because he will just run away, denying you the killing XP.<br />
<br />
===S18 (Ashes of Wesmere)===<br />
*Objectives: Defeat the enemy leader, and then move Galas, Elynia or Mal Keshar to the cave in the southeast.<br />
<br />
The more spectres you have the easier this scenario will be; I recommend recalling all your spectres and wraiths. Since there aren’t any villages you’ll surely start next scenario with minimum gold anyway, so there’s no point in worrying about upkeep or saving gold. The main enemies you’ll be facing are drones, which do impact damage and are weak to arcane. Advance very cautiously at first because there will be several level 2 drones lurking around. They’re extremely nasty in ranged, so spectres are ideal for taking them out.<br />
<br />
Once you start heading south, you’ll face a horde of level 1 drones from all directions. Just keep killing them every turn with spectres and wraiths, focusing on one group at a time, and eventually they’ll run out. Be careful of putting Mal Keshar in range of a lot of drones because they’ll chain attack him and he’s weak to impact.<br />
<br />
After that it should be easy to kill the enemy leader, who has a pretty pathetic army. When you head southeast to the cave, keep a tight formation and don’t expose heavily wounded units because there are several invisible skirmishing and backstabbing shadow minions around.<br />
Since there’s no early finish bonus, you can use any leftover turns to go around killing the other enemies scattered around the map for the XP.<br />
<br />
===S19 (Under the Sands)===<br />
*Objective: Reach the exit in the south with Elynia or Mal Keshar<br />
<br />
This scenario has a lot of rough terrain and chasms, so ghostly undead (spectres, nightgaunts) will be extremely useful. Also, the blue matrix flow systems have 0% defense and can be drained, so they can be used as free full heals for your spectres.<br />
<br />
When heading out of the initial chamber, be very cautious and keep a completely tight formation because there are several shadow minions (which are invisible and can skirmish and backstab) lurking nearby. This scenario is full of these shadow minions, so be very cautious when advancing.<br />
<br />
Make your way southeast to kill the drone leader, then west where the chaos empire army should be arriving. They shouldn’t be much trouble (just make sure to kill the invokers before they can get at your ghosts). You’ll arrive in a large central chamber full of various enemies. Send some units towards the hive in the southwest of the chamber and you’ll spot a matrix core in the far west; each core you destroy will reduce the gold of certain enemy sides in the next scenario by a bit (there are 5 cores total). Next scenario is difficult, so it's worthwhile to destroy as many cores as possible.<br />
<br />
Head south across the lava chasm (it will probably take a while, due to being assaulted by enemy spawns from all directions) and you’ll come across the chaos empire leader to the left and a dead end with a second matrix core on the right. Once you defeat the leader head south towards a swampy area.<br />
<br />
Past the swamp is a fork: the southern fork doesn’t have enemies and leads straight to the exit. The eastern fork leads into a large hive, where the remaining 3 matrix cores are. One of the cores is near the entrance. The remaining 2 cores are extremely deep into the hive so getting at them may be more trouble than it’s worth, though you can get some good XP out of fighting your way through to them. Note that you won’t be able to leave until Elynia and Mal Keshar are both outside the hive, so make sure you have enough turns left before exploring (but if you kill the innermost core, a shortcut will open up, so you don’t have to backtrack all the way).<br />
<br />
===S20 (The Heart)===<br />
*Objectives: Move Galas, Elynia or Mal Keshar inside the fortress, or defeat all enemy leaders.<br />
*Notes:<br />
**Another enemy leader will appear in the north on Turn 2. Also, every so often starting from Turn 3, a large group of enemies (mostly demon zephyrs) will appear in the chasm surrounding the fortress.<br />
**After the initial turns of daylight the scenario becomes perpetually night.<br />
**You have control over the allied dwarves this time. They leave after this so they’re completely expendable.<br />
<br />
This is somewhat of a finale for Part II of IftU. <br />
Since you don’t have so much time, trying to defeat every leader is probably more trouble than it’s worth, especially on Hard. My strategy was to completely ignore the northern leader and rush my entire army southwest, killing as many units as possible during the day before the scenario turned into perpetual night. After that I fought my way over the bridge into the fortress (having spectres and nightgaunts fly over the chasm is essential in breaking the bridge bottleneck), sending the less valuable veterans in first. Meanwhile some units went to deal with the northern army which was attacking from behind.<br />
<br />
The dwarves really did not do much; I mostly had them camped in the 3 village cluster just northwest of the fortress the entire time, where they lured out and killed any demon zephyrs which spawned in the west.<br />
<br />
Some tips:<br />
*After this you’ll only be able to use 8 of your veterans for the rest of the campaign. So choose your 8 favorite veterans and go crazy with the rest!<br />
*There are a ton of enemies on this map, and a lot of nasty flying ones which can reach your units from quite far away. Use ctrl + v constantly to avoid surprises.<br />
*Two nightgaunts backstabbing from opposite sides of a sentry tower will automatically kill it from full health.<br />
*Having some expendable units will be very helpful; if you’re short on cash, you can use your necromancers’ plague staff to make free corpses.<br />
*Don’t worry about gold carryover; you can’t use more than the minimum next scenario anyway.<br />
<br />
===S21 (Innuendo)===<br />
*Objectives: Reach the exit in the north with Galas, Elynia or Mal Keshar.<br />
*Notes:<br />
**From now on it is ''highly'' recommended to restart anytime any unit dies, because these are the only veterans you'll have for the rest of the campaign and the remaining scenarios are very difficult.<br />
**It is essential to pick up the chest of gold in the southwest, which will be needed several scenarios later for the final battle.<br />
<br />
Recruits: You may only bring 8 veterans with you for the rest of the campaign. Future scenarios will be underground / deep underground so undead are especially useful. It’s also recommended to bring 2 shydes for healing, at least one necromancer for making free fodder corpses, and some flying undead (spectres/nightgaunts) since there will be a lot of unwalkable chasms. (I used 2 shydes, 2 necromancers, 1 lich, 2 spectres and 1 nightgaunt and it worked really well.)<br />
<br />
Get ready for an absolutely massive dungeon crawl! You’ll face several waves of enemies in this scenario:<br />
<br />
'''The beginning:''' Some Chaos Empire units will come at you immediately, so just form a solid line in the passage and let them come. After that the path splits north to a dead end with a Potion of Deftness giving +1 movement and +1 ranged damage (living units only), and a southwestern passage leading to a large chamber full of powerful enemies. You can safely destroy them by forming a line in the 3-hex passage and slowly picking them off until they’re gone. (Try to turn some of them into corpses, which can be used as bait for powerful enemies later).<br />
<br />
'''The large chamber in the south:''' There are two paths north (both lead to the same place) with some enemies guarding them. In the southwest corner there’s a room with a Potion of Strength (+1 melee, +8 HP, a great item for Galas), an Accuracy Bow (for archer units only, such as Erathan), and a chest of gold. There is an enemy leader in the northwest, and moving to the gem behind him will open one of the gates in the northeast.<br />
<br />
'''The northern chamber of undead:''' You’ll need to find the gem which opens the gate in the far north, where there is an ancient lich leader. Be sure to stay out of his range (he has 7 movement!) until you wipe out most of his army. Also be careful of the two wraiths right behind the leader. If you made any walking corpses earlier, you can use them as bait to safely lure out the ancient lich leader. The gem on his keep opens the gate in the east.<br />
<br />
'''The imp boss''': Past the eastern gate, you’ll come to a long passage east with some enemies. Once you advance far enough, you’ll discover a large chamber with a nasty imp boss and some other enemies. It’s best to fight them in the 3-hex bottleneck, and try to have Elynia illuminate and slow the boss.<br />
<br />
'''The dungeon:''' The area northwest of the chamber where the imp was leads to the exit, but it’s blocked by a gate so you’ll have to go east to the dungeons first. There’s a couple (useless) soulless in the cells which will join you. In the southeast, there’s an unwalkable chasm with some enemies on the other side; if you send some flying undead exploring there they can trigger a touchplate which opens a passage for regular units to enter. There is a Glacial Gladius there which gives a slowing cold melee attack (usable by elves other than shamans+advancements, and Erathan.)<br />
<br />
The goal is the northeast hive area, where there’s an amulet (+10% arcane resistance, changes ranged damage type to arcane) which is good for units like shydes so they’ll take less damage when slowing later bosses. The south of the hive contains a cage with Ledinor, the elvish lord from the beginning; freeing him will open the gate in the northwest where there are a ton of high level enemies and a drone boss.<br />
<br />
'''The exit (finally!):''' For the horde of high level enemies coming from the exit, it’s safest to retreat to one of the 3-hex passages leading to the dungeons and just pick them off slowly. When approaching the exit, be careful since the chasms on either side contain drones.<br />
<br />
===S22 A (Face of the Enemy)===<br />
*Objectives: Explore the area, then defeat the Chaos Warlord, then flee to the southeast with Galas, Elynia or Mal Keshar.<br />
Head southeast past some drone hives – the drones will constantly respawn from the hives, though they won’t chase you if no units are in range. Continue heading east across the cave area. There’s a gate in the north which just leads to a dead end, and a couple doors in the southeast which lead to a corridor of enemies. The safe way to deal with them is to camp in the 2-hex bottleneck. Also, watch out for the berserking hellhound hiding in the back. The northeastern water area just leads to a glyph with some backstory about the drones.<br />
<br />
Past the corridor of enemies is another gate; once you open it all your units will be teleported into the chamber beyond, where you’ll be surrounded by powerful enemies. Try to focus on killing a few at a time while staying out of range of the others. A few turns later the Chaos Warlord will show up in the keep in the west. She’ll recruit some units, so retreat and deal with her army before taking her on.<br />
<br />
Once you defeat her she’ll heal back to full so you’ll have to run away by having Mal Keshar destroy the exit gate to the southeast. Fortunately Elynia will cast a spell on her so she’ll only have 1 movement until you open the gate, at which point she regains all her movement (so make sure your units aren’t in her range at that time). The Warlord will just stay in her keep and recruit and not chase you, so it should be easy to get away. The southeast area just has some drones in the south and a giant spider; move a leader to the southern border of the map to proceed to the next part.<br />
<br />
===S22 B (Dark Hive)===<br />
*Objectives: Defeat the Chaos Warlord (you will have to fight her several times.)<br />
This is an extremely difficult scenario. There are hordes of constantly respawning drones, several difficult boss fights and you must also keep as many veterans as possible alive for later scenarios.<br />
<br />
Some tips:<br />
*In general due to the respawning drones it’s best to stick together in a single group, move forward quickly, and not send units off exploring side passages or they may end up trapped – the only things to find anyway are two glyphs with some backstory.<br />
*A useful (but cheap) tactic is to deliberately leave units (especially Elynia/Mal Keshar) a few XP from leveling so when they attack the boss they’ll automatically heal to full.<br />
*Always make sure to lure off and get rid of as many surrounding drones as possible before confronting the Chaos Warlord, because her leadership combined with the drones is deadly. <br />
There are three sections, each ending with a fight against the Chaos Warlord:<br />
<br />
'''Part I'''<br />
<br />
In the beginning, the path branches south and east; both eventually lead to the same place in the southeast but the eastern path has better terrain so is probably the easier one. Eventually you’ll come to a larger area with a chaos magus to the south; the way forward is a couple doors south of the chaos magus past some ants. Once you open the doors you’ll meet Elyssa again; she’s surrounded by a ton of drones and will recruit more so just camp in the 2-hex passage until all the drones are gone. Meanwhile you’ll have to move Elynia and Mal Keshar next to each other and protect them for a few turns (move them off the front lines before doing this, because they won’t be able to move or attack).<br />
<br />
Once Elynia and Mal Keshar have summoned the Union and all the nearby drones are gone, lure Elyssa out onto 40% defense by putting a unit in her range. She’ll absorb all non-Union damage, but you can still slow her so try to always slow her before using the Union. Note that the Union uses up both Elynia and Mal Keshar’s moves and attacks, though you can still slow with Elynia and then Union with Mal Keshar. Once Elyssa’s at 60% health she’ll run away.<br />
<br />
'''Part 2'''<br />
<br />
The way forward is the two gates in the southwest, which lead down some narrow passages into an area full of demon zephyrs and drones. You can form a line just outside the narrow passages (don’t use the 1-hex bottlenecks or it will take too long) and let them come. Also, try to avoid sending your flying undead onto the starry chasms because it has a small chance of killing them.<br />
<br />
Continuing southwest, you’ll come to a rocky area surrounded by chasms - there are a bunch of drones across the chasms so try to lure them off a couple at a time. Elyssa’s in a keep to the south - lure her out and repeat the slowing + Union tactic (she still absorbs non Union damage). This time she’ll flee at 40% HP.<br />
<br />
'''Part 3'''<br />
<br />
Continuing east, a bunch of zephyrs and drones will come at you across the eastern chasm; form a line and lure them onto land so you can easily get rid of them. Then the path splits south and east - both lead to the same area in the southeast, where Elyssa is waiting with a bunch of drones. As usual try to lure off as many drones as possible before luring Elyssa out.<br />
<br />
She is more powerful this time, but fortunately she now takes full damage from non Union attacks! However, make sure to finish her with the Union; otherwise she’ll just regenerate HP instead of dying.<br />
<br />
===S23 A (Into the Lair)===<br />
*Objectives: Find the entrance to the Chaos Emperor’s lair.<br />
<br />
In the beginning, just follow the path southwest past a few demon zephyrs and guards. Past the gate in the southwest there are a couple enemy leaders; just camp in the 3-hex passage until both their armies are gone. There’s a gate in the south which leads to the exit, but you’ll have to find the glyph to open it first.<br />
<br />
A few turns after entering the indoor area, a bunch of cockatrices and drones will come flooding out of the west. It’s preferable to form a solid line against them, since getting petrified disrupts a unit’s ZOC. Cockatrices are weak to arcane so spectres are ideal for taking them out. Once they’re gone split up into two groups to explore the western cave passage and the north- there’s an enemy leader in each area. It’s best to send Elynia with one group and Mal Keshar with the other since the glyph to open the exit is in a random location and only Elynia or Mal Keshar can activate it.<br />
<br />
Once you open the exit gate, there will be another flood of cockatrices from the southeast. Past the exit gate there’s a very weak enemy leader and some assorted enemies scattered around. The path then splits three ways: south is an empty dead end, north is a dead end with some story glyphs, and east is the entrance to the lair.<br />
<br />
===S23 B (Until Death)===<br />
*Objectives: Defeat the Chaos Emperor.<br />
*Note: The blue glyphs scattered around the map heal a unit to full.<br />
This is effectively the final battle; the next scenario is easy and more of a playable cutscene (however, any surviving veterans do carry over to next scenario – you won’t need many but the more the better.) This is probably the most difficult scenario in the entire campaign so hopefully almost all of your veterans are still alive and you got the extra gold from S21.<br />
<br />
You’ll start close to two enemy leaders, and it’s possible (recommended, even) to take them both out on turn 1. The southern leader should be easy; make sure to leave Galas available to take his keep and begin to recruit undead immediately. For the northern shadow courier if you put Mal Keshar next to him and Elynia next to Mal Keshar, two of Mal Keshar’s Union hits will take him down (a 78% chance to kill – it’s slightly risky though, since there are likely some level 2 drones lurking around and Mal Keshar will take a lot of retaliation if he doesn’t kill the shadow courier.)<br />
<br />
Try to recruit as much as possible with Galas on turns 1-3. At the start of turn 4, the Emperor will possess Mal Keshar (meaning you can’t recruit undead anymore) and Erathan (or Galas, if you don’t have Erathan). You’ll then have to use Elynia to kill Mal Keshar (you can make this part easier by making sure Mal Keshar is close to your units and on 40% defense on turn 4.) The Emperor can recall your unused undead veterans while he’s controlling Mal Keshar, so try to finish Mal Keshar off immediately.<br />
<br />
Once you kill Mal Keshar, the Emperor will get a new Union attack and Elynia will also get a powered up (35-4) Union attack when next to him. Elynia’s Union is the only attack which does full damage to the Emperor; all other attacks will do just a few HP of damage (also, non-Union attacks will sometimes cause him to become unslowed so be careful). Lure the Emperor out onto 40% defense, slow him, and then Union with Elynia. You’ll probably need about 3 turns (2 if you’re lucky) of Elynia using the Union. Hopefully Elynia doesn’t get hit too much; if she does you could try ZOCing the boss with cannon fodder while Elynia gets healed or moves to a healing glyph.<br />
<br />
Once you defeat him Mal Keshar will return and you can recruit undead again (although he is extremely fragile now so it’s essential to keep him away from the Emperor), and the Emperor will transform into his final form. This form has much more HP and a stronger ranged attack (hopefully at least one slower is still alive!) but fortunately can now be fully damaged by regular attacks. Elynia’s Union also gets a major powerup, so his HP should go down very quickly. He sometimes spawns drones when hit; you may want to move your own units next to him before attacking so that the drones don’t block the hexes next to him. Make sure to have Elynia finish him off with the Union, or else he’ll regenerate a ton of HP.<br />
<br />
===S23 C (Broken Heart)===<br />
*Objectives: Reach the exit with Elynia, Galas or Mal Keshar.<br />
*Note: This is the last scenario.<br />
This scenario should be pretty easy, even with very few surviving veterans. Head northeast past some demon zephyrs to the first checkpoint; your units will all enter a new lava area. Around this time Ledinor will begin having some ominous dialogue, and several turns later he’ll suddenly transform into a shadow courier, and 3 shadow minions will appear around him. You can either kill him, or just leave him behind.<br />
<br />
After heading east across the doors past the second checkpoint, the path will turn north. Once you approach the third checkpoint, several high level undead will appear in the 3-hex keep just north of the checkpoint. Once you’ve dealt with them, it’s a pretty uneventful trip northwest toward the exit.<br />
<br />
[[Category: Campaigns - Walkthroughs]]</div>Inkyhttps://wiki.wesnoth.org/index.php?title=IftU_Walkthrough&diff=57830IftU Walkthrough2016-07-26T03:45:03Z<p>Inky: reformatted the item list</p>
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<div>This is a strategy guide for the add-on campaign '''Invasion from the Unknown''' (IftU) version 2.0 by shadowm. Note that there have been many major gameplay changes from the original version (for example, elvish enchantresses can no longer advance to sylphs, the elvish warrior spirit and Aragwaithi recruits have been removed, and many scenarios were changed), so much of the advice here won’t apply to earlier campaign versions.<br />
<br />
This walkthrough was written by Inky and is based on the hard difficulty. (I also did a commented playthrough of the campaign with screenshots and replays on the [https://forums.wesnoth.org/viewtopic.php?f=3&t=43960 forums].) Feel free to make corrections or add your own advice.<br />
<br />
==General campaign advice==<br />
It’s advised to play ''Under the Burning Suns'' first, to familiarize yourself with the story and the two suns schedule.<br />
<br />
===Units===<br />
You begin with the typical elvish recruits plus the campaign specific elvish hunter unit, then gain the ability to recruit undead in Scenario 4, dark adepts in Scenario 5, and sprites in Scenario 14.<br />
<br />
*A large part of this campaign takes place underground, making undead units especially ideal. Spectres are perhaps the most useful unit throughout the campaign due to their draining, excellent mobility and arcane damage. Nightgaunts (raw damage) and necromancers (arcane resist and plague) are also very useful. Skeletal undead are generally not recommended due to their low mobility.<br />
*On almost every scenario it’s helpful to recruit some vampire bats for scouting, village grabbing, and to act as distractions since they do not cost upkeep.<br />
*For elves, leveling at least a couple shydes for healing is essential. Prowlers are one of the most useful elvish units, being good in melee and able to slow in ranged. Enchantresses are also valuable for their arcane magical damage and slowing, though they do not advance to sylphs in this campaign. Fighters, archers and scout types are generally not so useful.<br />
*The lawful sprites which you can recruit starting from S14 are helpful in S15 (Shadows of Time) against undead, but are useless from S17 onward where it is perpetually night, so do not invest too heavily in them.<br />
<br />
====The Recall List====<br />
*You have the option of either continuing to Part II keeping all your veterans from Part I (recommended), or starting Part II fresh. To compensate for the difference, there are several recall list wipes in the campaign:<br />
**S12 (The Escape): You can only bring up to 6 undead units (dark adepts/sorcerers/necromancers and bats do not count) with you and the rest are permanently lost.<br />
**S16 (Dawn of War): You can only bring up to 6 elves with you and the rest are permanently lost. In addition, any unit not recalled in this scenario is permanently lost.<br />
**S21 (Innuendo): You can only recall 8 veterans, which will be the only veterans you have for the rest of the campaign.<br />
*In Part II gold becomes very scarce so you will only be able to use a limited amount of veterans in each scenario; therefore quality (units with good traits such as resilient, and several AMLAs) is better than quantity.<br />
<br />
===Item List===<br />
This is a list of the permanent items which can be picked up throughout the campaign, and which units can use them.<br />
*S3: '''Ring of Swiftness''' (+1 movement) - ''living units''<br />
*S5 (This is a branching path so you'll only be able to obtain one of the following:)<br />
**S5a: '''Ring of Regeneration''' (if you chose to spare the bandit leader) (+5 HP, regenerates +4 ability, +1 melee damage) - ''not usable by: shamans and their advancements and Anlindë ''<br />
**S5b: '''Shardia's Meteor''' (adds 15-2 ranged fire firststrike slow attack, +20% fire resistance, intimidates ability which causes level 0 and 1 enemies to fight worse) - ''elvish hunters, fighters, and their advancements''<br />
*S8: '''Poisonous Bow''' (adds a new 11-3 poisonous ranged bow attack) - ''skeleton archers, revenants, elvish archers, elvish heroes and their advancements.''<br />
*S10:<br />
**'''Berserker Potion''' (adds berserk special to melee attacks, +1 melee damage, +10% HP, and +10% blade / +20% fire / +30% impact resistance) - ''not usable by: ghosts, bats, corpses, elvish shamans and their advancements, or hero units.''<br />
**'''Potion of Drain''' (adds drain special to melee attacks, -5% HP, +10% arcane resistance) - ''living units''<br />
*S14: '''Explosive arrows''' (6 uses, does 80% base damage to the unit in the hex behind the target) ''- elvish archers, skeleton archers and their advancements''<br />
*S21:<br />
**'''Potion of Deftness''' (+1 movement, +1 ranged damage) - ''living non bat units.''<br />
**'''Accuracy Bow''' (adds marksman special to ranged attacks) - ''bone shooters and elvish rangers and their advancements, and Erathan.''<br />
**'''Potion of Strength''' (+1 melee damage, +8 HP) - ''living non bat units.''<br />
**'''Glacial Gladius''' (+1 melee damage, cold damage and slow for a unit’s melee attack, -5% HP) - ''elvish fighters, archers, hunters, scouts and their advancements, and Erathan.''<br />
**'''Amulet of the Divine Breeze''' (+10% arcane resist, sets ranged damage type to arcane) - ''living units besides sprites and bats.''<br />
<br />
==Part I: Seeking the Light==<br />
===S1 (Border Patrol)===<br />
*Objectives: The starting objectives are to hold out as long as possible, but on Turn 4 the objectives will change to defeating all enemy leaders.<br />
<br />
This is a deceptively easy scenario, as the next scenario is very difficult and requires a substantial gold carryover. On Hard something like 140 carryover is ideal and anything less than 100 carryover is probably too little to win with. Do not overrecruit, keep an eye on your income (make sure it’s positive) and be aggressive – don’t be afraid to lose some units, as it will help your income.<br />
<br />
Recruits: I’d recommend getting 2 shamans so that you can divide your forces and have a healer for each one, but not more than that as you need damage dealers. The rest of your units should be a mix of mostly archers and hunters. (Fighters are generally inferior to hunters, and scouts are expensive and do little damage).<br />
<br />
General strategies:<br />
*'''Defending the starting keep:''' One strategy is to hang back at your initial castle during the first day, recruiting very lightly during these turns to preserve income. Form a line on good terrain: one possibility is to use the forts just south of your keep; another option is to form a slightly more forward line stretching from the forest tiles (19,20) to (26,17) through the village southeast of your keep. <br /> Let the enemies come to you; they’ll arrive around Turn 6 (The Short Dark). Attack aggressively during Second Dawn/Day and you should be able to eliminate almost all the enemy units before The Long Dark hits.<br />
<br />
*'''Moving to the center keep (by Theron):''' An alternate faster and much more aggressive strategy, meant to finish as early as possible for maximum carryover, is to recruit a full keep on turn 1 and move Galas to the central keep immediately. Much of the fighting will take place around First Dusk / The Short Dark so expect heavy losses. <br /> Theron's advice: Recruit 3 Archers and 3 Hunters in turn 1. (Fighters are too slow; shamans are too slow and their damage output is too low.) Move Galas to the tiny keep in the middle of the map. Recruit 1 more Archer and 1 more Hunter in turn 3. Recruit 2 Fighters and 2 Shamans in turn 3 + 4. Decide where to amass your army (green front or blue front). Do not retreat. Ignore TOD. Use terrain advantage.<br />
<br />
For defeating the enemy leaders you can either split your forces in two and kill them simultaneously, or a safer (but slower) strategy is to send everyone to kill the southern green leader and them move them all to the blue eastern leader. The eastern leader is tough to kill – it can help to level an archer to marksman and shoot him down during daytime.<br />
<br />
Try to get Galas to level 2 (captain is strongly recommended for leadership) and level at least one of the shamans to druid.<br />
<br />
===S2 (A Real Confrontation)===<br />
*Objectives:<br />
**Hold out until the end of turns.<br />
**Alternate objective: Defeat all enemy leaders (early finish bonus).<br />
<br />
This is an extremely difficult scenario on Hard, so you’ll want to start this with over 200 gold (minimum gold is 100; replay scenario 1 for more carryover if necessary). The first thing to do is grab the villages of your useless ally, as you can put the gold to much better use. Note that you (or your ally) must retain control of a certain number of villages (9 on Hard, depends on difficulty) or you will lose. This should not be a problem though, as there are 9 villages (3 in the northwest, 3 near your keep, 3 near Ledinor’s keep) which are quite far back and easy to defend.<br />
<br />
This battle has two fronts divided by the central lake: the western front south of your keep, and the eastern front. The eastern front is relatively safe as there are less enemies there and Ledinor sends the bulk of his army that way, while the western front will be a high casualty bloodbath. Therefore one approach is to send a small elite group of veterans including Anlindë east, while using a massive spam approach (civilians and fresh recruits, mixed with some veterans) in the west. An alternate strategy is to recruit only civilians initially and send them out to delay the enemy forces enough so that they reach your main force during the day.<br />
<br />
Keep your elves in a line in the forest and try to slow the level 2 enemies; use ctrl + v and watch out for the skirmishers. With constant reinforcements from your high income and the time of day changing in your favor the chaos army should eventually run out of steam.<br />
<br />
It’s perfectly fine to start the next scenario with minimum gold, so do not worry if you can't defeat the enemy leaders for the finish bonus. Try to level a shaman to sorceress, as the arcane magical damage will be very useful for the next scenario. This is best done on the later turns, when most of the chaos army is gone and it’s relatively safe.<br />
<br />
===S3 (Memories from the Depths)===<br />
*Objectives: Explore the cave, then defeat the undead leader in the far northeast corner.<br />
<br />
Recruit lightly initially, as there aren’t so many enemies in the tunnel and there is another keep right at the end of the tunnel. You’ll be fighting undead so hunters and their advancements are especially good, as are sorceresses if you have any; try to get Anlindë to level 3 and / or a sorceress or enchantress during this scenario as it will help defeat the enemy at the very end. When you reach the end of the tunnel, you can use the nearby keep to recruit/recall some more units. Try to keep your income positive though – you don’t need too many units and there will be more opportunities to recruit along the way.<br />
<br />
Proceed northwest past the second keep, and you’ll come across some branching paths. On the right, moving to the flashing yellow hex will open up a passage leading to a Ring of Swiftness granting +1 movement. A good choice for this ring is Galas, since it can potentially allow him to reach keeps and recruit a turn earlier. The two western paths which will join together in a large central chamber, where you’ll encounter the main undead army; take them out with the help of slowing and arcane attacks.<br />
<br />
Triggering a touchplate in the southwest leads to two holy waters which grant arcane melee damage for this scenario only. Continue northwest, being careful not to expose wounded units since bats will often come out of nowhere and attack, and you’ll come to a river crossing. Across the river is another keep – I would highly recommend using this keep to recruit a couple expendable hunters or shamans for their slowing ability in preparation for the scenario’s final enemy.<br />
<br />
Head east across the river and the path will split north and east. Both paths will join up in the northeast corner but the eastern path has much stronger enemies so send most of your units that way - you can use expendable units to lure the high level undead guards into the open where they are easily killed. In the northeast you’ll come across the scenario’s final enemy, an ancient lich! You’ll need to slow him first, so hopefully you have some expendable hunters or shamans which can suicide into him until he’s slowed. After he’s slowed use your sorceress/enchantress and Anlindë to hopefully finish him off.<br />
<br />
===S4 (Over the Sands)===<br />
<br />
Recruits: Living units are generally not recommended in this scenario due to the dehydration mechanic, but you’ll certainly want another (preferably +8) healer besides Anlindë, and you might as well recall the loyal scout too since he doesn’t cost upkeep. I’d recommend recruiting mostly ghosts – they are fast and have extremely good advancements – with some vampire bats mixed in to scout and act as a distraction force.<br />
You start with 2 villages and there are 6 more around the orc’s keep, but this is all you’re going to get for most of the scenario so take that into account when recruiting (try to keep your income positive).<br />
<br />
'''Part 1'''<br />
*Objectives: Defeat the orc leader to the northwest.<br />
<br />
Use Galas’ leadership on the level 1 ghosts; try to level a couple by feeding them the level 2 orc kills. Focus on killing crossbowmen and archers as their ranged fire attack is dangerous to ghosts. Mal Keshar is great at screening your units – you can put him in very exposed positions and the orcs will generally ignore him.<br />
<br />
When you kill the orcish leader you’ll get about 50 gold. You can use his keep to recruit some reinforcements (watch your income; there aren’t any more villages for a long time). Start heading west, where you’ll encounter some very weak undead. There will also be some scorpions north and south of the path which are free experience for wraiths and ghosts.<br />
After a while the path will turn south and you’ll spot some bandits.<br />
<br />
'''Part 2'''<br />
*Objectives: Defeat the bandit leader in the southwest.<br />
<br />
Try to fight the elusive outlaw units (footpads, thieves) on sand terrain where they only have 40% defense instead of their usual 60 or 70%. Bats make great bait for luring out powerful guard units, or the enemy leader.<br />
<br />
Once you defeat the leader some humans will show up from the north, and you will have to decide whether to fight them. If you do decide to fight them you'll have to defeat their leader and will go to S5a (Crossfire). If you choose the second option instead, the scenario will end immediately and you will go to S5b (Cursed Plateau). <br />
S5a is the easier scenario, but since both scenarios give a different item (see the [[#Item_List | Item List]]) you may want to decide based on that.<br />
<br />
'''Part 3 (only if you chose to fight the humans)'''<br />
*Objectives: Defeat the leader of the humans in the northwest.<br />
<br />
Note that drain attacks will not work on the human units so you’ll have to be a bit more careful with putting wraiths on the front line.<br />
Use the bandit’s keep to recruit more reinforcements if needed and start heading north. You’ll encounter two revenants; you can easily lure them out and kill them with spectres / wraiths. The humans have a lot of units, but if you form a line where your units can only be reached from 2 hexes then their level 1 units won’t be able to damage you too much.<br />
Continue northwest towards the final leader; again a vampire bat can be used to lure her out.<br />
<br />
===Diverging campaign path===<br />
====S5a (Crossfire)====<br />
*Objectives: Defeat all enemy leaders, and make sure no chaos empire units survive.<br />
<br />
All three enemy sides will fight each other, so a couple keeps of units should be enough. Villages are very scarce so using mainly low level units supported by leadership will save on upkeep. Start by sending your entire army south against the chaos empire; the undead and bandits will mostly be occupied fighting each other. The undead will send quite a few troops east but they should arrive around daytime so it should be easy to wipe them out.<br />
<br />
After the chaos empire is defeated, head west; you can send everybody against the lich and then north or split into two groups, one to defeat the lich and one to deal with the bandits. The bandits are the stronger enemy – try to attack them during the day.<br />
<br />
After defeating the bandit leader you’ll be given the choice to spare him; do so and you’ll be given a very useful Ring of Regeneration (+5 HP, regenerates +4 ability, +1 melee damage), a good item for Galas. (Deciding to kill him will only give you some gold and is not worth it.)<br />
<br />
====S5b (Cursed Plateau)====<br />
*Objectives: Move to the northwest corner of the map with Galas, Anlindë or Mal Keshar.<br />
**In order to get the item you must defeat both enemy leaders.<br />
<br />
You won't be getting any more villages for a while, so recruit very lightly initially. There's another tiny 1-hex keep to the west where you can recall some more reinforcements, and you'll only face some scorpions and bats at first, so a couple wraiths should be enough. Once you reach the tiny keep in the west, send some flying undead into the southwest cave, where there's a touchplate opening into a chasm full of bats. To the southeast of the chasm is a passage leading to a piece of parchment, which reveals a secret passage through the mountains in the northwest.<br />
<br />
To the north is another small 2-hex keep, though you might have to clear out some chaos empire units before you can use it. There are a lot of invokers so you'll probably want either some cannon fodder or some durable non undead units. It's preferable to form a solid line and defend until most of the enemies are gone, because there are many high level enemies and also some nasty shadow minions (nightstalking, skirmishing and backstabbing pests) around.<br />
<br />
Northeast of the small keep there's a dead end cave with the blue enemy leader; if you want the scenario's item you'll have to defeat him (Mal Keshar is very effective against him), otherwise you can just ignore the cave, though there is a small amount of gold there.<br />
<br />
Following the northwest path through the mountains leads to a gate, which you won't be able to open until you defeat both enemy leaders, though you could start sending whichever unit you want to pick up the item that way (it can be used by elvish hunters, fighters and advancements; I'd strongly recommend Galas.) Just send them on their own because there aren't any enemies behind the gate. Once you kill both leaders, you'll be able to pass through the gate to a chest in the south containing Shardia's Meteor (adds 15-2 ranged fire firststrike slow attack, +20% fire resistance, intimidates ability which causes level 0 and 1 enemies to fight worse).<br />
<br />
Continuing north and then east, there's another cave with the second leader. There's also a couple small piles of gold (in the southeast and northeast) in the cave. In the northwest is the shadow courier leader; try to kill him as quickly as possible in melee (preferably luring him out of the castle first so he doesn't have such high defense) because he will completely demolish your undead units. Once you kill the shadow courier, the western path which leads outside to the exit only has a few vampire bats. <br />
<br />
===S6 (Moon Valley)===<br />
*Objectives: Defeat all enemy leaders.<br />
<br />
This scenario is much easier than it looks, because the orcish units will generally stay clumped together near their leader instead of all coming towards you at once, allowing you to focus on each army separately. You’ll receive a small amount of gold each time you defeat an enemy leader.<br />
<br />
It's possible to rush the northeastern (blue) orc leader and kill him before he spends most of his gold: recruit a full keep on turn 1 and send Galas northwest immediately; send a bat southwest to village grab and move everyone else northwest. With the help of Anlindë and Mal Keshar you should be able to whittle down the leader on turn 3 and finish him on turn 4. Galas can then use the keep to recruit reinforcements while the rest of the army clears out the remaining blue orcs.<br />
<br />
At this point the green and black orcs will be hanging around the central forest while purple remains in the west. Advance aggressively during the second day and you should be able to wipe out most of the green and black units. After that only purple will be left; it will be night now but with the help of slow and Mal Keshar who is practically invincible they shouldn’t pose a problem.<br />
<br />
As the dialogue hints, when you approach the northwest area close to the final keep, several high level orcs will appear and the northwest leader will also get some gold to recruit. Wait until daytime (preferably morning) to approach, and you can also use the nearby keep to recruit some spam if you want to be extra safe.<br />
<br />
===S7 (Goliath)===<br />
*Objectives: Defeat Goliath.<br />
*Note: The units you recruit/recall on the first turn are all you will have for the entire scenario, so choose carefully.<br />
<br />
This scenario has a lot of weak level 1 units scattered around, so it’s a good opportunity to get some experience. Most of the enemies in this scenario are automatons which are extremely resistant to blade and arcane (50%) but only have 10% impact resistance making trappers/prowlers especially effective against them.<br />
<br />
After heading west through the tunnel that you start in, you’ll come across the keep of the chaos empire. This is actually the toughest opposition you will face all scenario so be defensive (form a line and let the enemies come to you) and take your time. The enemy leader is extremely dangerous in ranged so try to take him down in 1 turn using mostly melee attacks.<br />
<br />
After defeating the enemy leader, head south across the river and you’ll encounter some demons and bats scattered about; keep heading south and you’ll come to a chamber with some automatons which are basically free experience. There’s a passage in the south leading to an orb switch; send a fast unit like a flying undead to trigger it, which will open the eastern wall into a large central area.<br />
<br />
In the central area, triggering the touchplate in the southwest corner opens a small room in the center with two golems guarding a potion of strength (+2 melee attack, +8 HP for this scenario only) and the final touchplate which opens the way south. The northeast path is just a dead end with some weak enemies (though you could go kill them for the experience if you have the time) so send everyone down the southern passage. <br />
<br />
The passage leads into a huge chamber in the south filled with automatons. Moving further south in this chamber reveals the scenario’s boss, Goliath, who appears along with a few level 1 automatons. Goliath has a lot of HP and good resistances but is extremely weak in offense, so just slow him and attack with powerful units like Mal Keshar and he will be destroyed in no time.<br />
<br />
===S8 (An Errand of Hope)===<br />
*Objective: Defeat all enemy leaders (3 in total).<br />
<br />
You will get another opportunity to recruit later, when you are much closer to the main battle, so you may want to save some gold until then and try not to go negative on income. The first enemy you’ll be facing is some trolls directly to the northwest. Wraiths, spectres and Mal Keshar are especially effective against them. Near the troll’s keep you’ll find a Poisonous Bow (can be used by elvish archers, skeleton archers, elvish heroes, revenants and their advancements) which adds an 11-3 ranged poison attack.<br />
<br />
Head northwest across the river (don’t bother exploring southwest of the river; there’s nothing there) and you’ll come across a large central area – entering it will clear the fog in the area and reveal an ongoing battle between the chaos empire and some allied dwarves. There’s also a second dwarf leader far in the northwest (he has a few villages, so you can send a bat up that way to steal them), and another chaos empire leader all the way in the northeast corner.<br />
<br />
Use the large keep here to recruit/recall some reinforcements, and split up your forces between the western front and the northeastern front. You’ll need more firepower in the northeast, since there are quite a few high level enemies there and the dwarves will concentrate their forces in the west. It helps to have Galas use Althurin’s keep to constantly reinforce (you should have a pretty high income) and just defend the northeast passage until the high level enemies are gone. (Don’t worry about keeping Althurin alive; he’ll just flee if he gets to 0 HP).<br />
<br />
The final enemy leader is all the way in the northeast corner; he’s a chaos lorekeeper so send your strongest melee units against him.<br />
By the way, there’s no point in sending a unit to the crypt south of the western leader (you’ll just get a message saying it’s empty).<br />
<br />
===S9 (The Library)===<br />
*Objective: Reach the exit in the south with Galas, Anlindë or Mal Keshar.<br />
**Optional objective: Defeat all enemy leaders (early finish bonus).<br />
*Note: The exit is marked by a turquoise glyph somewhere in the south (its exact location is random). You'll need the exit key to pass through, which is dropped by a random enemy leader.<br />
<br />
Don’t recruit too heavily at the beginning, since you’ll get another opportunity to recruit about halfway through the scenario. You’ll probably have to do quite a bit of fighting before then though, so some durable units will be helpful. Ghosts/wraiths/spectres are especially good in this scenario due to the lack of chaos invokers and fire demons. Head west (the passage south of your starting keep just leads to an empty dead end) and after fighting through a couple level 2 undead you’ll come to an intersection.<br />
<br />
The northwest path leads to a dead end with a ruined house; when you send a living nonbat unit there to investigate you’ll discover Igor, a loyal wolf rider. He is automatically recalled in all later scenarios and even has his own dialogue, so it's highly recommended to keep him alive. Meanwhile in the south, the combined forces of the 3 enemy leaders will begin to arrive. The easiest way to fight them is to just defend in the bottleneck until the massive army is mostly gone; it will take quite a while but the rest of the scenario will go much quicker after the main enemy army is gone.<br />
<br />
When you get past the bottleneck you’ll come to a large keep where you can recruit some reinforcements, and the path splits into a western and eastern one. There are two enemy leaders in the west and one in the south, so one possibility is to split into two groups and have one group take out the two western leaders one after another (there’s a banebow leader in the northwest and a draug leader in the southwest), while another group circles east and then south to take care of the southern lich leader (bring some arcane damage).<br />
<br />
The purple glyphs scattered around reveal various pieces of backstory. There is also a turquoise glyph somewhere in the south which marks the exit. You’ll need the exit key (dropped by a random enemy leader) to use the glyph. You might as well just defeat all enemy leaders for the experience and early finish bonus, as they don’t have much income and are pretty much on their own.<br />
<br />
===S10 (The Source of Light)===<br />
*Objectives: Defeat the enemy leader, and then activate the six runes to open the central chamber.<br />
<br />
Note that this scenario takes place deep underground, where chaotic units get +30% damage instead of the usual +25%. In the beginning, make sure to send a vampire bat to grab the village in the far northeast corner of the map, across the chasm. The first objective is to defeat the enemy leader to the southwest. There are a lot of high level enemy units including skirmishers, so a safe way to play it is to form a solid vertical line along the 4-hex bottleneck (from 42,11 to 42,15) and defend there until the most threatening enemies are gone.<br />
<br />
Once the leader is defeated, you’ll have to activate the 6 glyphs scattered throughout the lower half of the map. Here are their approximate locations (going counterclockwise):<br />
*'''Northwest (across the river):''' A long twisty passage leads past some giant spiders to a glyph at the very end.<br />
*'''West:''' There’s a glyph behind a cuttlefish leader in the west of the watery area.<br />
*'''Southwest corner:''' There are a bunch of animated rocks and various undead here, and a glyph next to an enemy leader. Watch out, because several wraiths are lurking near the keep.<br />
*'''Center south:''' There’s a sealed chamber containing a glyph, which you have to open by finding a touchplate in the far south. There’s also a red Berserker Potion (not usable by: ghosts/bats/corpses, elvish shamans and their advancements, or hero units), which gives the berserk special to a unit’s melee attacks, +1 melee damage, +10% HP, and some extra resistance (+10% blade, +20% fire, +30% impact).<br />
*'''Southeast:''' There’s a lava filled cave full of fire spirits – dark adepts and their advancements are especially effective against them. In the far southeast there’s a fire guardian leader and a glyph next to the keep.<br />
*'''Northeast:''' You’ll encounter some undead and a chocobone leader (be sure to keep fragile units out of range of its charge attack). There’s a glyph guarded by vampire bats north of the undead keep, and a northeast passage leading to a green Potion of Drain (adds drain special, -5% HP, +10% arcane resistance, usable by non undead units).<br />
<br />
In order to explore efficiently it’s best to divide into several small groups (e.g. 4 groups, one for each corner). A very useful tip by skeptical_troll if you’d like to avoid a lot of fighting completely is to send a shadow/nightgaunt to activate the glyphs (though it’s not advised to do this in the southwest or northeast corner, since these glyphs are surrounded by enemies).<br />
<br />
Since there is no early finish bonus and you likely have very high income, you may want to take your time and make some extra gold for next scenario.<br />
<br />
===S11 (Strike on Herthgar)===<br />
*Objectives: Hold out until the end of turns, or defeat all enemy leaders.<br />
*Note: All enemy sides will get a small amount of gold on turns 6 and 14.<br />
<br />
This scenario is actually the final battle for Part I – the next two scenarios are more of an epilogue. This is one of the more difficult scenarios, so don’t worry too much about losing some veterans (another thing to note is that you will not be able to take more than six undead veterans with you after this scenario.)<br />
<br />
Gold carryover is completely irrelevant (you won’t be able to use more than the minimum gold next scenario) so one approach is to just recall every single veteran you can afford. It can be helpful to create walking corpses with your necromancers to act as a distraction. Also, be sure not to let your spectres/nightgaunts etc. get within range of multiple chaos invokers and demons, or they will die fast.<br />
<br />
Here is one strategy for defeating all enemy leaders:<br />
#Send a large force northwest to wipe out the two northwestern enemies while a smaller force heads south to defend the dwarven castle. (The eastern front and southern front do not require immediate attention because the dwarves will delay the enemies for several turns.) Form a line and let them come to you; prowlers with their slowing ability and necromancers with their high HP and arcane resistance (there are lots of chaos invokers around) are especially good at holding the line.<br />
#Once the two northwest enemies are defeated, split the large northern force, with one part going to deal with the eastern enemies, and the rest going south to reinforce the castle.<br />
#Defend in the castle using the bridge chokepoints (just watch out for demon zephyrs which can fly over the deep water moat) until most of the southern enemies are gone. The southern force can then split into two groups and take out the two remaining southern leaders.<br />
<br />
===S12 (The Escape)===<br />
*Objectives: Reach the northern exit with Galas, Elynia or Mal Keshar.<br />
*Note: You may only recruit/recall during the first turn (6 units total), and any undead veterans you do not recall this scenario will be permanently lost (dark adepts/sorcerers/necromancers and bats do not count).<br />
<br />
This is a relatively easy scenario, but there are some triggered events including a large ambush near the end so don’t send your units too far ahead by themselves.<br />
<br />
There are four minor enemies you’ll be facing this scenario:<br />
<br />
#After crossing the river at the beginning you’ll come across a chamber with the chaos empire fighting some trolls; both are very weak and shouldn’t be a problem.<br />
#After crossing another bridge and heading north you’ll encounter a mechanical Goliath along with some automatons; he is also extremely weak.<br />
#You’ll then come across a tunnel leading into a large empty chamber. Do not send a unit all the way into the chamber because there’s an ambush; instead move a scouting unit slowly toward the chamber until you trigger the ambush, then pull it back using its remaining movement. After that the ambush shouldn’t be hard to deal with – the most threatening enemy is the hellhound with 10-4 melee berserk, but a single spectre can easily take care of it.<br />
#Finally, after heading north you’ll come across some imps. One thing to watch out for is that when you kill the leader imp, he will dissolve into a bunch of mudcrawlers. After that the exit is straight to the north.<br />
<br />
===S13 (Face Your Fate)===<br />
*Objectives: Hold out to the end of turns; then accept the inevitable.<br />
<br />
This is mostly a cutscene scenario.<br />
Holding out until the end of turns should be trivial with your extremely high starting gold. If you didn’t manage to recall some of your undead veterans last scenario, you can recall them now. A few turns after the initial turn limit, the Chaos Warlord will appear in the southwest and the objectives will change to defeating her. However, it is impossible (if you reduce her HP to 0 she’ll just heal back to full and instantly kill all your undead units), and the only way to end the scenario is to let your leader die.<br />
<br />
==Part II: Armageddon==<br />
<br />
===S14 (Bye and Behold)===<br />
*Objectives: Defeat both enemy leaders.<br />
This should be a very easy scenario, especially if you’re continuing from a Part I save, so it’s a good opportunity to get some easy XP for fresh recruits. The barrel contains 6 explosive arrows (does 80% of the base damage to the unit immediately behind the target).<br />
<br />
The two enemies you’ll be facing are saurians and water serpents from the northwest and orcs from the northeast. The northeast orc keep is surrounded by deep water to the south, forcing the orcs to go all the way around to the west and then south, giving you several turns to focus on the saurian army before they arrive. Most of your forces should head northwest since the main battle will take place there (for the east you can just send a bat to village grab). If you keep your elves in the forests you should have no problem dealing with the saurians and then the orcs.<br />
<br />
===S15 (Shadows of Time)===<br />
*Objectives: Defeat all enemy leaders. (You actually do not need to kill the ancient lich leader – once you attack him he will flee.)<br />
You’ll be fighting a lot of undead so arcane (sorceresses, dark adepts, etc.) and fire damage (sprites) will be very useful. Your orcish allies will mostly go up the northeastern side of the map and delay the undead coming from that direction, so the main battle will likely take place on two fronts: fighting the undead from the west, and the orcs in the center.<br />
<br />
The first threat you’ll face is the group of four Forefathers coming at you from the west; stay back and let them get close, and then finish them off with heavy arcane hitters like Elynia and Mal Keshar. After that you can split your army in two, with one group holding off the undead in the western forest, and another (probably larger) group dealing with the incoming flood of orcs (and later undead from the north) in the center.<br />
<br />
===S16 (Dawn of War)===<br />
*Objectives: Reach the southern edge of the map with Galas, Elynia or Mal Keshar.<br />
**Optional objective (early finish bonus): Defeat all enemy leaders.<br />
*Note: You can only recruit / recall elves on the first turn, and all veterans not recalled in this scenario are permanently lost.<br />
<br />
Recalling advice:<br />
*If you continued from Part I you’ll likely have much more veterans than you can recall; however there’s no need to get obsessed about bringing every single veteran with you because there is very little gold in later scenarios, so you won’t be able to use them all anyway.<br />
*Elves: It’s highly recommended to get at least two healers because you will not be able to get any more healers later! After that, probably the most useful elven units are enchantresses and prowlers since they can slow.<br />
*Spectres are great in later levels (arcane damage + mobility); I’d recommend recalling every one you have. Necromancers and nightgaunts will also be very useful.<br />
*I would not recommend recalling any sprites, since they are lawful and the next scenarios all feature perpetual night.<br />
<br />
Your two allies will do a pretty good job distracting the two outer enemies, so the main battle will take place in the center. If you began the battle portion of the scenario on turn 4, you should have a turn of daylight (First Afternoon) to strike hard and fast at the central enemies with all your veterans. If you continue to make as many kills as possible during dusk there shouldn’t be many enemies left at all to threaten you during the night. Once you deal with the units from the two central enemies the rest of the battle should be easy, as the two outer enemies should be weakened from fighting your allies. It's recommended to kill all the enemy leaders for the extra gold and experience.<br />
<br />
===S17 (Voice of the Armageddon)===<br />
*Objective: Defeat all enemy leaders.<br />
You will face two enemy leaders: a relatively weak enemy in the center, and a very powerful enemy far to the south. You’ll probably want to recruit a few expendable units such as skeletons or vampire bats to distract the powerful enemy units from your veterans. The central enemy shouldn’t be too much of a problem: blast them with your veterans and then put a couple expendable units in front to screen them.<br />
<br />
Once you scout far enough south, you’ll trigger the southern leader to start recruiting and a boss Armageddon Imp will appear and start heading for you. It’s probably best to wait near the central keep and let the imps come to you so you don’t get in range of the enemies stationed in the southern fort. Once they arrive, illuminate and slow the boss and then zap him with your magical ranged units. Next you’ll have to deal with the army of soulless and necrophages coming from the south; once again an effective tactic is to blast away with your veterans from the back and then insert some expendable units in the front.<br />
<br />
Be careful when approaching the fort because the powerful units stationed there will come out and attack; use ctrl + v to make sure no one is too exposed, and try to lure them out one by one. The ancient lich leader can be lured out onto 40% defense terrain by placing a walking corpse in his range. Don’t bother about setting up the kill on the leader because he will just run away, denying you the killing XP.<br />
<br />
===S18 (Ashes of Wesmere)===<br />
*Objectives: Defeat the enemy leader, and then move Galas, Elynia or Mal Keshar to the cave in the southeast.<br />
<br />
The more spectres you have the easier this scenario will be; I recommend recalling all your spectres and wraiths. Since there aren’t any villages you’ll surely start next scenario with minimum gold anyway, so there’s no point in worrying about upkeep or saving gold. The main enemies you’ll be facing are drones, which do impact damage and are weak to arcane. Advance very cautiously at first because there will be several level 2 drones lurking around. They’re extremely nasty in ranged, so spectres are ideal for taking them out.<br />
<br />
Once you start heading south, you’ll face a horde of level 1 drones from all directions. Just keep killing them every turn with spectres and wraiths, focusing on one group at a time, and eventually they’ll run out. Be careful of putting Mal Keshar in range of a lot of drones because they’ll chain attack him and he’s weak to impact.<br />
<br />
After that it should be easy to kill the enemy leader, who has a pretty pathetic army. When you head southeast to the cave, keep a tight formation and don’t expose heavily wounded units because there are several invisible skirmishing and backstabbing shadow minions around.<br />
Since there’s no early finish bonus, you can use any leftover turns to go around killing the other enemies scattered around the map for the XP.<br />
<br />
===S19 (Under the Sands)===<br />
*Objective: Reach the exit in the south with Elynia or Mal Keshar<br />
<br />
This scenario has a lot of rough terrain and chasms, so ghostly undead (spectres, nightgaunts) will be extremely useful. Also, the blue matrix flow systems have 0% defense and can be drained, so they can be used as free full heals for your spectres.<br />
<br />
When heading out of the initial chamber, be very cautious and keep a completely tight formation because there are several shadow minions (which are invisible and can skirmish and backstab) lurking nearby. This scenario is full of these shadow minions, so be very cautious when advancing.<br />
<br />
Make your way southeast to kill the drone leader, then west where the chaos empire army should be arriving. They shouldn’t be much trouble (just make sure to kill the invokers before they can get at your ghosts). You’ll arrive in a large central chamber full of various enemies. Send some units towards the hive in the southwest of the chamber and you’ll spot a matrix core in the far west; each core you destroy will reduce the gold of certain enemy sides in the next scenario by a bit (there are 5 cores total). Next scenario is difficult, so it's worthwhile to destroy as many cores as possible.<br />
<br />
Head south across the lava chasm (it will probably take a while, due to being assaulted by enemy spawns from all directions) and you’ll come across the chaos empire leader to the left and a dead end with a second matrix core on the right. Once you defeat the leader head south towards a swampy area.<br />
<br />
Past the swamp is a fork: the southern fork doesn’t have enemies and leads straight to the exit. The eastern fork leads into a large hive, where the remaining 3 matrix cores are. One of the cores is near the entrance. The remaining 2 cores are extremely deep into the hive so getting at them may be more trouble than it’s worth, though you can get some good XP out of fighting your way through to them. Note that you won’t be able to leave until Elynia and Mal Keshar are both outside the hive, so make sure you have enough turns left before exploring (but if you kill the innermost core, a shortcut will open up, so you don’t have to backtrack all the way).<br />
<br />
===S20 (The Heart)===<br />
*Objectives: Move Galas, Elynia or Mal Keshar inside the fortress, or defeat all enemy leaders.<br />
*Notes:<br />
**Another enemy leader will appear in the north on Turn 2. Also, every so often starting from Turn 3, a large group of enemies (mostly demon zephyrs) will appear in the chasm surrounding the fortress.<br />
**After the initial turns of daylight the scenario becomes perpetually night.<br />
**You have control over the allied dwarves this time. They leave after this so they’re completely expendable.<br />
<br />
This is somewhat of a finale for Part II of IftU. <br />
Since you don’t have so much time, trying to defeat every leader is probably more trouble than it’s worth, especially on Hard. My strategy was to completely ignore the northern leader and rush my entire army southwest, killing as many units as possible during the day before the scenario turned into perpetual night. After that I fought my way over the bridge into the fortress (having spectres and nightgaunts fly over the chasm is essential in breaking the bridge bottleneck), sending the less valuable veterans in first. Meanwhile some units went to deal with the northern army which was attacking from behind.<br />
<br />
The dwarves really did not do much; I mostly had them camped in the 3 village cluster just northwest of the fortress the entire time, where they lured out and killed any demon zephyrs which spawned in the west.<br />
<br />
Some tips:<br />
*After this you’ll only be able to use 8 of your veterans for the rest of the campaign. So choose your 8 favorite veterans and go crazy with the rest!<br />
*There are a ton of enemies on this map, and a lot of nasty flying ones which can reach your units from quite far away. Use ctrl + v constantly to avoid surprises.<br />
*Two nightgaunts backstabbing from opposite sides of a sentry tower will automatically kill it from full health.<br />
*Having some expendable units will be very helpful; if you’re short on cash, you can use your necromancers’ plague staff to make free corpses.<br />
*Don’t worry about gold carryover; you can’t use more than the minimum next scenario anyway.<br />
<br />
===S21 (Innuendo)===<br />
*Objectives: Reach the exit in the north with Galas, Elynia or Mal Keshar.<br />
*Notes:<br />
**From now on it is ''highly'' recommended to restart anytime any unit dies, because these are the only veterans you'll have for the rest of the campaign and the remaining scenarios are very difficult.<br />
**It is essential to pick up the chest of gold in the southwest, which will be needed several scenarios later for the final battle.<br />
<br />
Recruits: You may only bring 8 veterans with you for the rest of the campaign. Future scenarios will be underground / deep underground so undead are especially useful. It’s also recommended to bring 2 shydes for healing, at least one necromancer for making free fodder corpses, and some flying undead (spectres/nightgaunts) since there will be a lot of unwalkable chasms. (I used 2 shydes, 2 necromancers, 1 lich, 2 spectres and 1 nightgaunt and it worked really well.)<br />
<br />
Get ready for an absolutely massive dungeon crawl! You’ll face several waves of enemies in this scenario:<br />
<br />
'''The beginning:''' Some Chaos Empire units will come at you immediately, so just form a solid line in the passage and let them come. After that the path splits north to a dead end with a Potion of Deftness giving +1 movement and +1 ranged damage (living units only), and a southwestern passage leading to a large chamber full of powerful enemies. You can safely destroy them by forming a line in the 3-hex passage and slowly picking them off until they’re gone. (Try to turn some of them into corpses, which can be used as bait for powerful enemies later).<br />
<br />
'''The large chamber in the south:''' There are two paths north (both lead to the same place) with some enemies guarding them. In the southwest corner there’s a room with a Potion of Strength (+1 melee, +8 HP, a great item for Galas), an Accuracy Bow (for archer units only, such as Erathan), and a chest of gold. There is an enemy leader in the northwest, and moving to the gem behind him will open one of the gates in the northeast.<br />
<br />
'''The northern chamber of undead:''' You’ll need to find the gem which opens the gate in the far north, where there is an ancient lich leader. Be sure to stay out of his range (he has 7 movement!) until you wipe out most of his army. Also be careful of the two wraiths right behind the leader. If you made any walking corpses earlier, you can use them as bait to safely lure out the ancient lich leader. The gem on his keep opens the gate in the east.<br />
<br />
'''The imp boss''': Past the eastern gate, you’ll come to a long passage east with some enemies. Once you advance far enough, you’ll discover a large chamber with a nasty imp boss and some other enemies. It’s best to fight them in the 3-hex bottleneck, and try to have Elynia illuminate and slow the boss.<br />
<br />
'''The dungeon:''' The area northwest of the chamber where the imp was leads to the exit, but it’s blocked by a gate so you’ll have to go east to the dungeons first. There’s a couple (useless) soulless in the cells which will join you. In the southeast, there’s an unwalkable chasm with some enemies on the other side; if you send some flying undead exploring there they can trigger a touchplate which opens a passage for regular units to enter. There is a Glacial Gladius there which gives a slowing cold melee attack (usable by elves other than shamans+advancements, and Erathan.)<br />
<br />
The goal is the northeast hive area, where there’s an amulet (+10% arcane resistance, changes ranged damage type to arcane) which is good for units like shydes so they’ll take less damage when slowing later bosses. The south of the hive contains a cage with Ledinor, the elvish lord from the beginning; freeing him will open the gate in the northwest where there are a ton of high level enemies and a drone boss.<br />
<br />
'''The exit (finally!):''' For the horde of high level enemies coming from the exit, it’s safest to retreat to one of the 3-hex passages leading to the dungeons and just pick them off slowly. When approaching the exit, be careful since the chasms on either side contain drones.<br />
<br />
===S22 A (Face of the Enemy)===<br />
*Objectives: Explore the area, then defeat the Chaos Warlord, then flee to the southeast with Galas, Elynia or Mal Keshar.<br />
Head southeast past some drone hives – the drones will constantly respawn from the hives, though they won’t chase you if no units are in range. Continue heading east across the cave area. There’s a gate in the north which just leads to a dead end, and a couple doors in the southeast which lead to a corridor of enemies. The safe way to deal with them is to camp in the 2-hex bottleneck. Also, watch out for the berserking hellhound hiding in the back. The northeastern water area just leads to a glyph with some backstory about the drones.<br />
<br />
Past the corridor of enemies is another gate; once you open it all your units will be teleported into the chamber beyond, where you’ll be surrounded by powerful enemies. Try to focus on killing a few at a time while staying out of range of the others. A few turns later the Chaos Warlord will show up in the keep in the west. She’ll recruit some units, so retreat and deal with her army before taking her on.<br />
<br />
Once you defeat her she’ll heal back to full so you’ll have to run away by having Mal Keshar destroy the exit gate to the southeast. Fortunately Elynia will cast a spell on her so she’ll only have 1 movement until you open the gate, at which point she regains all her movement (so make sure your units aren’t in her range at that time). The Warlord will just stay in her keep and recruit and not chase you, so it should be easy to get away. The southeast area just has some drones in the south and a giant spider; move a leader to the southern border of the map to proceed to the next part.<br />
<br />
===S22 B (Dark Hive)===<br />
*Objectives: Defeat the Chaos Warlord (you will have to fight her several times.)<br />
This is an extremely difficult scenario. There are hordes of constantly respawning drones, several difficult boss fights and you must also keep as many veterans as possible alive for later scenarios.<br />
<br />
Some tips:<br />
*In general due to the respawning drones it’s best to stick together in a single group, move forward quickly, and not send units off exploring side passages or they may end up trapped – the only things to find anyway are two glyphs with some backstory.<br />
*A useful (but cheap) tactic is to deliberately leave units (especially Elynia/Mal Keshar) a few XP from leveling so when they attack the boss they’ll automatically heal to full.<br />
*Always make sure to lure off and get rid of as many surrounding drones as possible before confronting the Chaos Warlord, because her leadership combined with the drones is deadly. <br />
There are three sections, each ending with a fight against the Chaos Warlord:<br />
<br />
'''Part I'''<br />
<br />
In the beginning, the path branches south and east; both eventually lead to the same place in the southeast but the eastern path has better terrain so is probably the easier one. Eventually you’ll come to a larger area with a chaos magus to the south; the way forward is a couple doors south of the chaos magus past some ants. Once you open the doors you’ll meet Elyssa again; she’s surrounded by a ton of drones and will recruit more so just camp in the 2-hex passage until all the drones are gone. Meanwhile you’ll have to move Elynia and Mal Keshar next to each other and protect them for a few turns (move them off the front lines before doing this, because they won’t be able to move or attack).<br />
<br />
Once Elynia and Mal Keshar have summoned the Union and all the nearby drones are gone, lure Elyssa out onto 40% defense by putting a unit in her range. She’ll absorb all non-Union damage, but you can still slow her so try to always slow her before using the Union. Note that the Union uses up both Elynia and Mal Keshar’s moves and attacks, though you can still slow with Elynia and then Union with Mal Keshar. Once Elyssa’s at 60% health she’ll run away.<br />
<br />
'''Part 2'''<br />
<br />
The way forward is the two gates in the southwest, which lead down some narrow passages into an area full of demon zephyrs and drones. You can form a line just outside the narrow passages (don’t use the 1-hex bottlenecks or it will take too long) and let them come. Also, try to avoid sending your flying undead onto the starry chasms because it has a small chance of killing them.<br />
<br />
Continuing southwest, you’ll come to a rocky area surrounded by chasms - there are a bunch of drones across the chasms so try to lure them off a couple at a time. Elyssa’s in a keep to the south - lure her out and repeat the slowing + Union tactic (she still absorbs non Union damage). This time she’ll flee at 40% HP.<br />
<br />
'''Part 3'''<br />
<br />
Continuing east, a bunch of zephyrs and drones will come at you across the eastern chasm; form a line and lure them onto land so you can easily get rid of them. Then the path splits south and east - both lead to the same area in the southeast, where Elyssa is waiting with a bunch of drones. As usual try to lure off as many drones as possible before luring Elyssa out.<br />
<br />
She is more powerful this time, but fortunately she now takes full damage from non Union attacks! However, make sure to finish her with the Union; otherwise she’ll just regenerate HP instead of dying.<br />
<br />
===S23 A (Into the Lair)===<br />
*Objectives: Find the entrance to the Chaos Emperor’s lair.<br />
<br />
In the beginning, just follow the path southwest past a few demon zephyrs and guards. Past the gate in the southwest there are a couple enemy leaders; just camp in the 3-hex passage until both their armies are gone. There’s a gate in the south which leads to the exit, but you’ll have to find the glyph to open it first.<br />
<br />
A few turns after entering the indoor area, a bunch of cockatrices and drones will come flooding out of the west. It’s preferable to form a solid line against them, since getting petrified disrupts a unit’s ZOC. Cockatrices are weak to arcane so spectres are ideal for taking them out. Once they’re gone split up into two groups to explore the western cave passage and the north- there’s an enemy leader in each area. It’s best to send Elynia with one group and Mal Keshar with the other since the glyph to open the exit is in a random location and only Elynia or Mal Keshar can activate it.<br />
<br />
Once you open the exit gate, there will be another flood of cockatrices from the southeast. Past the exit gate there’s a very weak enemy leader and some assorted enemies scattered around. The path then splits three ways: south is an empty dead end, north is a dead end with some story glyphs, and east is the entrance to the lair.<br />
<br />
===S23 B (Until Death)===<br />
*Objectives: Defeat the Chaos Emperor.<br />
*Note: The blue glyphs scattered around the map heal a unit to full.<br />
This is effectively the final battle; the next scenario is easy and more of a playable cutscene (however, any surviving veterans do carry over to next scenario – you won’t need many but the more the better.) This is probably the most difficult scenario in the entire campaign so hopefully almost all of your veterans are still alive and you got the extra gold from S21.<br />
<br />
You’ll start close to two enemy leaders, and it’s possible (recommended, even) to take them both out on turn 1. The southern leader should be easy; make sure to leave Galas available to take his keep and begin to recruit undead immediately. For the northern shadow courier if you put Mal Keshar next to him and Elynia next to Mal Keshar, two of Mal Keshar’s Union hits will take him down (a 78% chance to kill – it’s slightly risky though, since there are likely some level 2 drones lurking around and Mal Keshar will take a lot of retaliation if he doesn’t kill the shadow courier.)<br />
<br />
Try to recruit as much as possible with Galas on turns 1-3. At the start of turn 4, the Emperor will possess Mal Keshar (meaning you can’t recruit undead anymore) and Erathan (or Galas, if you don’t have Erathan). You’ll then have to use Elynia to kill Mal Keshar (you can make this part easier by making sure Mal Keshar is close to your units and on 40% defense on turn 4.) The Emperor can recall your unused undead veterans while he’s controlling Mal Keshar, so try to finish Mal Keshar off immediately.<br />
<br />
Once you kill Mal Keshar, the Emperor will get a new Union attack and Elynia will also get a powered up (35-4) Union attack when next to him. Elynia’s Union is the only attack which does full damage to the Emperor; all other attacks will do just a few HP of damage (also, non-Union attacks will sometimes cause him to become unslowed so be careful). Lure the Emperor out onto 40% defense, slow him, and then Union with Elynia. You’ll probably need about 3 turns (2 if you’re lucky) of Elynia using the Union. Hopefully Elynia doesn’t get hit too much; if she does you could try ZOCing the boss with cannon fodder while Elynia gets healed or moves to a healing glyph.<br />
<br />
Once you defeat him Mal Keshar will return and you can recruit undead again (although he is extremely fragile now so it’s essential to keep him away from the Emperor), and the Emperor will transform into his final form. This form has much more HP and a stronger ranged attack (hopefully at least one slower is still alive!) but fortunately can now be fully damaged by regular attacks. Elynia’s Union also gets a major powerup, so his HP should go down very quickly. He sometimes spawns drones when hit; you may want to move your own units next to him before attacking so that the drones don’t block the hexes next to him. Make sure to have Elynia finish him off with the Union, or else he’ll regenerate a ton of HP.<br />
<br />
===S23 C (Broken Heart)===<br />
*Objectives: Reach the exit with Elynia, Galas or Mal Keshar.<br />
*Note: This is the last scenario.<br />
This scenario should be pretty easy, even with very few surviving veterans. Head northeast past some demon zephyrs to the first checkpoint; your units will all enter a new lava area. Around this time Ledinor will begin having some ominous dialogue, and several turns later he’ll suddenly transform into a shadow courier, and 3 shadow minions will appear around him. You can either kill him, or just leave him behind.<br />
<br />
After heading east across the doors past the second checkpoint, the path will turn north. Once you approach the third checkpoint, several high level undead will appear in the 3-hex keep just north of the checkpoint. Once you’ve dealt with them, it’s a pretty uneventful trip northwest toward the exit.<br />
<br />
[[Category: Campaigns - Walkthroughs]]</div>Inkyhttps://wiki.wesnoth.org/index.php?title=IftU_Walkthrough&diff=57829IftU Walkthrough2016-07-25T22:49:09Z<p>Inky: added the info for the branching path</p>
<hr />
<div>This is a strategy guide for the add-on campaign '''Invasion from the Unknown''' (IftU) version 2.0 by shadowm. Note that there have been many major gameplay changes from the original version (for example, elvish enchantresses can no longer advance to sylphs, the elvish warrior spirit and Aragwaithi recruits have been removed, and many scenarios were changed), so much of the advice here won’t apply to earlier campaign versions.<br />
<br />
This walkthrough was written by Inky and is based on the hard difficulty. (I also did a commented playthrough of the campaign with screenshots and replays on the [https://forums.wesnoth.org/viewtopic.php?f=3&t=43960 forums].) Feel free to make corrections or add your own advice.<br />
<br />
==General campaign advice==<br />
It’s advised to play ''Under the Burning Suns'' first, to familiarize yourself with the story and the two suns schedule.<br />
<br />
===Units===<br />
You begin with the typical elvish recruits plus the campaign specific elvish hunter unit, then gain the ability to recruit undead in Scenario 4, dark adepts in Scenario 5, and sprites in Scenario 14.<br />
<br />
*A large part of this campaign takes place underground, making undead units especially ideal. Spectres are perhaps the most useful unit throughout the campaign due to their draining, excellent mobility and arcane damage. Nightgaunts (raw damage) and necromancers (arcane resist and plague) are also very useful. Skeletal undead are generally not recommended due to their low mobility.<br />
*On almost every scenario it’s helpful to recruit some vampire bats for scouting, village grabbing, and to act as distractions since they do not cost upkeep.<br />
*For elves, leveling at least a couple shydes for healing is essential. Prowlers are one of the most useful elvish units, being good in melee and able to slow in ranged. Enchantresses are also valuable for their arcane magical damage and slowing, though they do not advance to sylphs in this campaign. Fighters, archers and scout types are generally not so useful.<br />
*The lawful sprites which you can recruit starting from S14 are helpful in S15 (Shadows of Time) against undead, but are useless from S17 onward where it is perpetually night, so do not invest too heavily in them.<br />
<br />
====The Recall List====<br />
*There are several recall list wipes in the campaign:<br />
**S12 (The Escape): You can only bring up to 6 undead units (dark adepts/sorcerers/necromancers and bats do not count) with you and the rest are permanently lost. <br />
**S16 (Dawn of War): You can only bring up to 6 elves with you and the rest are permanently lost. In addition, any unit not recalled in this scenario is permanently lost.<br />
**S21 (Innuendo): You can only recall 8 veterans, which will be the only veterans you have for the rest of the campaign.<br />
*In Part II gold becomes very scarce so you will only be able to use a limited amount of veterans in each scenario; therefore quality (units with good traits such as resilient, and several AMLAs) is better than quantity.<br />
<br />
===Item List===<br />
This is a list of the permanent items which can be picked up throughout the campaign, and which units can use them.<br />
*S3: '''Ring of Swiftness''' (+1 movement) - ''living units''<br />
*S5a: '''Ring of Regeneration''' (if you chose to spare the bandit leader) (+5 HP, regenerates +4 ability, +1 melee damage) - ''not usable by: shamans and their advancements and Anlindë ''<br />
*S5b: '''Shardia's Meteor''' (adds 15-2 ranged fire firststrike slow attack, +20% fire resistance, intimidates ability which causes level 0 and 1 enemies to fight worse) - ''elvish hunters, fighters, and their advancements''<br />
*S8: '''Poisonous Bow''' (adds a new 11-3 poisonous ranged bow attack) - ''skeleton archers, revenants, elvish archers, elvish heroes and their advancements.''<br />
*S10: '''Berserker Potion''' (adds berserk special to melee attacks, +1 melee damage, +10% HP, and +10% blade / +20% fire / +30% impact resistance) - ''not usable by: ghosts, bats, corpses, elvish shamans and their advancements, or hero units.''<br />
*S10: '''Potion of Drain''' (adds drain special to melee attacks, -5% HP, +10% arcane resistance) - ''living units''<br />
*S14: '''Explosive arrows''' (6 uses, does 80% base damage to the unit in the hex behind the target) ''- elvish archers, skeleton archers and their advancements''<br />
*S21: '''Potion of Deftness''' (+1 movement, +1 ranged damage) - ''living non bat units.''<br />
*S21: '''Accuracy Bow''' (adds marksman special to ranged attacks) - ''bone shooters and elvish rangers and their advancements, and Erathan.''<br />
*S21: '''Potion of Strength''' (+1 melee damage, +8 HP) - ''living non bat units.''<br />
*S21: '''Glacial Gladius''' (+1 melee damage, cold damage and slow for a unit’s melee attack, -5% HP) - ''elvish fighters, archers, hunters, scouts and their advancements, and Erathan.''<br />
*S21: '''Amulet of the Divine Breeze''' (+10% arcane resist, sets ranged damage type to arcane) - ''living units besides sprites and bats.''<br />
<br />
==Part I: Seeking the Light==<br />
===S1 (Border Patrol)===<br />
*Objectives: The starting objectives are to hold out as long as possible, but on Turn 4 the objectives will change to defeating all enemy leaders.<br />
<br />
This is a deceptively easy scenario, as the next scenario is very difficult and requires a substantial gold carryover. On Hard something like 140 carryover is ideal and anything less than 100 carryover is probably too little to win with. Do not overrecruit, keep an eye on your income (make sure it’s positive) and be aggressive – don’t be afraid to lose some units, as it will help your income.<br />
<br />
Recruits: I’d recommend getting 2 shamans so that you can divide your forces and have a healer for each one, but not more than that as you need damage dealers. The rest of your units should be a mix of mostly archers and hunters. (Fighters are generally inferior to hunters, and scouts are expensive and do little damage).<br />
<br />
General strategies:<br />
*'''Defending the starting keep:''' One strategy is to hang back at your initial castle during the first day, recruiting very lightly during these turns to preserve income. Form a line on good terrain: one possibility is to use the forts just south of your keep; another option is to form a slightly more forward line stretching from the forest tiles (19,20) to (26,17) through the village southeast of your keep. <br /> Let the enemies come to you; they’ll arrive around Turn 6 (The Short Dark). Attack aggressively during Second Dawn/Day and you should be able to eliminate almost all the enemy units before The Long Dark hits.<br />
<br />
*'''Moving to the center keep (by Theron):''' An alternate faster and much more aggressive strategy, meant to finish as early as possible for maximum carryover, is to recruit a full keep on turn 1 and move Galas to the central keep immediately. Much of the fighting will take place around First Dusk / The Short Dark so expect heavy losses. <br /> Theron's advice: Recruit 3 Archers and 3 Hunters in turn 1. (Fighters are too slow; shamans are too slow and their damage output is too low.) Move Galas to the tiny keep in the middle of the map. Recruit 1 more Archer and 1 more Hunter in turn 3. Recruit 2 Fighters and 2 Shamans in turn 3 + 4. Decide where to amass your army (green front or blue front). Do not retreat. Ignore TOD. Use terrain advantage.<br />
<br />
For defeating the enemy leaders you can either split your forces in two and kill them simultaneously, or a safer (but slower) strategy is to send everyone to kill the southern green leader and them move them all to the blue eastern leader. The eastern leader is tough to kill – it can help to level an archer to marksman and shoot him down during daytime.<br />
<br />
Try to get Galas to level 2 (captain is strongly recommended for leadership) and level at least one of the shamans to druid.<br />
<br />
===S2 (A Real Confrontation)===<br />
*Objectives:<br />
**Hold out until the end of turns.<br />
**Alternate objective: Defeat all enemy leaders (early finish bonus).<br />
<br />
This is an extremely difficult scenario on Hard, so you’ll want to start this with over 200 gold (minimum gold is 100; replay scenario 1 for more carryover if necessary). The first thing to do is grab the villages of your useless ally, as you can put the gold to much better use. Note that you (or your ally) must retain control of a certain number of villages (9 on Hard, depends on difficulty) or you will lose. This should not be a problem though, as there are 9 villages (3 in the northwest, 3 near your keep, 3 near Ledinor’s keep) which are quite far back and easy to defend.<br />
<br />
This battle has two fronts divided by the central lake: the western front south of your keep, and the eastern front. The eastern front is relatively safe as there are less enemies there and Ledinor sends the bulk of his army that way, while the western front will be a high casualty bloodbath. Therefore one approach is to send a small elite group of veterans including Anlindë east, while using a massive spam approach (civilians and fresh recruits, mixed with some veterans) in the west. An alternate strategy is to recruit only civilians initially and send them out to delay the enemy forces enough so that they reach your main force during the day.<br />
<br />
Keep your elves in a line in the forest and try to slow the level 2 enemies; use ctrl + v and watch out for the skirmishers. With constant reinforcements from your high income and the time of day changing in your favor the chaos army should eventually run out of steam.<br />
<br />
It’s perfectly fine to start the next scenario with minimum gold, so do not worry if you can't defeat the enemy leaders for the finish bonus. Try to level a shaman to sorceress, as the arcane magical damage will be very useful for the next scenario. This is best done on the later turns, when most of the chaos army is gone and it’s relatively safe.<br />
<br />
===S3 (Memories from the Depths)===<br />
*Objectives: Explore the cave, then defeat the undead leader in the far northeast corner.<br />
<br />
Recruit lightly initially, as there aren’t so many enemies in the tunnel and there is another keep right at the end of the tunnel. You’ll be fighting undead so hunters and their advancements are especially good, as are sorceresses if you have any; try to get Anlindë to level 3 and / or a sorceress or enchantress during this scenario as it will help defeat the enemy at the very end. When you reach the end of the tunnel, you can use the nearby keep to recruit/recall some more units. Try to keep your income positive though – you don’t need too many units and there will be more opportunities to recruit along the way.<br />
<br />
Proceed northwest past the second keep, and you’ll come across some branching paths. On the right, moving to the flashing yellow hex will open up a passage leading to a Ring of Swiftness granting +1 movement. A good choice for this ring is Galas, since it can potentially allow him to reach keeps and recruit a turn earlier. The two western paths which will join together in a large central chamber, where you’ll encounter the main undead army; take them out with the help of slowing and arcane attacks.<br />
<br />
Triggering a touchplate in the southwest leads to two holy waters which grant arcane melee damage for this scenario only. Continue northwest, being careful not to expose wounded units since bats will often come out of nowhere and attack, and you’ll come to a river crossing. Across the river is another keep – I would highly recommend using this keep to recruit a couple expendable hunters or shamans for their slowing ability in preparation for the scenario’s final enemy.<br />
<br />
Head east across the river and the path will split north and east. Both paths will join up in the northeast corner but the eastern path has much stronger enemies so send most of your units that way - you can use expendable units to lure the high level undead guards into the open where they are easily killed. In the northeast you’ll come across the scenario’s final enemy, an ancient lich! You’ll need to slow him first, so hopefully you have some expendable hunters or shamans which can suicide into him until he’s slowed. After he’s slowed use your sorceress/enchantress and Anlindë to hopefully finish him off.<br />
<br />
===S4 (Over the Sands)===<br />
<br />
Recruits: Living units are generally not recommended in this scenario due to the dehydration mechanic, but you’ll certainly want another (preferably +8) healer besides Anlindë, and you might as well recall the loyal scout too since he doesn’t cost upkeep. I’d recommend recruiting mostly ghosts – they are fast and have extremely good advancements – with some vampire bats mixed in to scout and act as a distraction force.<br />
You start with 2 villages and there are 6 more around the orc’s keep, but this is all you’re going to get for most of the scenario so take that into account when recruiting (try to keep your income positive).<br />
<br />
'''Part 1'''<br />
*Objectives: Defeat the orc leader to the northwest.<br />
<br />
Use Galas’ leadership on the level 1 ghosts; try to level a couple by feeding them the level 2 orc kills. Focus on killing crossbowmen and archers as their ranged fire attack is dangerous to ghosts. Mal Keshar is great at screening your units – you can put him in very exposed positions and the orcs will generally ignore him.<br />
<br />
When you kill the orcish leader you’ll get about 50 gold. You can use his keep to recruit some reinforcements (watch your income; there aren’t any more villages for a long time). Start heading west, where you’ll encounter some very weak undead. There will also be some scorpions north and south of the path which are free experience for wraiths and ghosts.<br />
After a while the path will turn south and you’ll spot some bandits.<br />
<br />
'''Part 2'''<br />
*Objectives: Defeat the bandit leader in the southwest.<br />
<br />
Try to fight the elusive outlaw units (footpads, thieves) on sand terrain where they only have 40% instead of their usual 60 or 70%. Bats make great bait for luring out powerful guard units, or the enemy leader.<br />
<br />
After you defeat the leader some humans will show up from the north, and you will have to decide whether to fight them. If you do decide to fight them you'll have to defeat their leader and will go to S5a (Crossfire). If you choose the second option instead, the scenario will end immediately and you will go to S5b (Cursed Plateau). <br />
S5a is the easier scenario, but since both scenarios give a different item (see the [[#Item_List | Item List]]) you may want to decide based on that.<br />
<br />
'''Part 3 (only if you chose to fight the humans)'''<br />
*Objectives: Defeat the leader of the humans in the northwest.<br />
<br />
Note that drain attacks will not work on the human units so you’ll have to be a bit more careful with putting wraiths on the front line.<br />
Use the bandit’s keep to recruit more reinforcements if needed and start heading north. You’ll encounter two revenants; you can easily lure them out and kill them with spectres / wraiths. The humans have a lot of units, but if you form a line where your units can only be reached from 2 hexes then their level 1 units won’t be able to damage you too much.<br />
Continue northwest towards the final leader; again a vampire bat can be used to lure her out.<br />
<br />
===Diverging campaign path===<br />
====S5a (Crossfire)====<br />
*Objectives: Defeat all enemy leaders, and make sure no chaos empire units survive.<br />
<br />
All three enemy sides will fight each other, so a couple keeps of units should be enough. Villages are very scarce so using mainly low level units supported by leadership will save on upkeep. Start by sending your entire army south against the chaos empire; the undead and bandits will mostly be occupied fighting each other. The undead will send quite a few troops east but they should arrive around daytime so it should be easy to wipe them out.<br />
<br />
After the chaos empire is defeated, head west; you can send everybody against the lich and then north or split into two groups, one to defeat the lich and one to deal with the bandits. The bandits are the stronger enemy – try to attack them during the day.<br />
<br />
After defeating the bandit leader you’ll be given the choice to spare him; do so and you’ll be given a very useful Ring of Regeneration (+5 HP, regenerates +4 ability, +1 melee damage), a good item for Galas. (Deciding to kill him will only give you some gold and is not worth it.)<br />
<br />
====S5b (Cursed Plateau)====<br />
*Objectives: Move to the northwest corner of the map with Galas, Anlindë or Mal Keshar.<br />
**In order to get the item you must defeat both enemy leaders.<br />
<br />
You won't be getting any more villages for a while, so recruit very lightly initially. There's another tiny 1-hex keep to the west where you can recall some more reinforcements, and you'll only face some scorpions and bats at first, so a couple wraiths should be enough. Once you reach the tiny keep in the west, send some flying undead into the southwest cave, where there's a touchplate opening into a chasm full of bats. To the southeast of the chasm is a passage leading to a piece of parchment, which reveals a secret passage through the mountains in the northwest.<br />
<br />
To the north is another small 2-hex keep, though you might have to clear out some chaos empire units before you can use it. There are a lot of invokers so you'll probably want either some cannon fodder or some durable non undead units. It's preferable to form a solid line and defend until most of the enemies are gone, because there are many high level enemies and also some nasty shadow minions (nightstalking, skirmishing and backstabbing pests) around.<br />
<br />
Northeast of the small keep there's a dead end cave with the blue enemy leader; if you want the scenario's item you'll have to defeat him (Mal Keshar is very effective against him), otherwise you can just ignore the cave, though there is a small amount of gold there.<br />
<br />
Following the northwest path through the mountains leads to a gate, which you won't be able to open until you defeat both enemy leaders, though you could start sending whichever unit you want to pick up the item that way (it can be used by elvish hunters, fighters and advancements; I'd strongly recommend Galas.) Just send them on their own because there aren't any enemies behind the gate. Once you kill both leaders, you'll be able to pass through the gate to a chest in the south containing Shardia's Meteor (adds 15-2 ranged fire firststrike slow attack, +20% fire resistance, intimidates ability which causes level 0 and 1 enemies to fight worse).<br />
<br />
Continuing north and then east, there's another cave with the second leader. There's also a couple small piles of gold (in the southeast and northeast) in the cave. In the northwest is the Shadow Courier leader; try to kill him as quickly as possible in melee (preferably luring him out of the castle first so he doesn't have such high defense) because he will completely demolish your undead units. Once you kill the shadow courier, the western path which leads outside to the exit only has a few vampire bats. <br />
<br />
===S6 (Moon Valley)===<br />
*Objectives: Defeat all enemy leaders.<br />
<br />
This scenario is much easier than it looks, because the orcish units will generally stay clumped together near their leader instead of all coming towards you at once, allowing you to focus on each army separately. You’ll receive a small amount of gold each time you defeat an enemy leader.<br />
<br />
It's possible to rush the northeastern (blue) orc leader and kill him before he spends most of his gold: recruit a full keep on turn 1 and send Galas northwest immediately; send a bat southwest to village grab and move everyone else northwest. With the help of Anlindë and Mal Keshar you should be able to whittle down the leader on turn 3 and finish him on turn 4. Galas can then use the keep to recruit reinforcements while the rest of the army clears out the remaining blue orcs.<br />
<br />
At this point the green and black orcs will be hanging around the central forest while purple remains in the west. Advance aggressively during the second day and you should be able to wipe out most of the green and black units. After that only purple will be left; it will be night now but with the help of slow and Mal Keshar who is practically invincible they shouldn’t pose a problem.<br />
<br />
As the dialogue hints, when you approach the northwest area close to the final keep, several high level orcs will appear and the northwest leader will also get some gold to recruit. Wait until daytime (preferably morning) to approach, and you can also use the nearby keep to recruit some spam if you want to be extra safe.<br />
<br />
===S7 (Goliath)===<br />
*Objectives: Defeat Goliath.<br />
*Note: The units you recruit/recall on the first turn are all you will have for the entire scenario, so choose carefully.<br />
<br />
This scenario has a lot of weak level 1 units scattered around, so it’s a good opportunity to get some experience. Most of the enemies in this scenario are automatons which are extremely resistant to blade and arcane (50%) but only have 10% impact resistance making trappers/prowlers especially effective against them.<br />
<br />
After heading west through the tunnel that you start in, you’ll come across the keep of the chaos empire. This is actually the toughest opposition you will face all scenario so be defensive (form a line and let the enemies come to you) and take your time. The enemy leader is extremely dangerous in ranged so try to take him down in 1 turn using mostly melee attacks.<br />
<br />
After defeating the enemy leader, head south across the river and you’ll encounter some demons and bats scattered about; keep heading south and you’ll come to a chamber with some automatons which are basically free experience. There’s a passage in the south leading to an orb switch; send a fast unit like a flying undead to trigger it, which will open the eastern wall into a large central area.<br />
<br />
In the central area, triggering the touchplate in the southwest corner opens a small room in the center with two golems guarding a potion of strength (+2 melee attack, +8 HP for this scenario only) and the final touchplate which opens the way south. The northeast path is just a dead end with some weak enemies (though you could go kill them for the experience if you have the time) so send everyone down the southern passage. <br />
<br />
The passage leads into a huge chamber in the south filled with automatons. Moving further south in this chamber reveals the scenario’s boss, Goliath, who appears along with a few level 1 automatons. Goliath has a lot of HP and good resistances but is extremely weak in offense, so just slow him and attack with powerful units like Mal Keshar and he will be destroyed in no time.<br />
<br />
===S8 (An Errand of Hope)===<br />
*Objective: Defeat all enemy leaders (3 in total).<br />
<br />
You will get another opportunity to recruit later, when you are much closer to the main battle, so you may want to save some gold until then and try not to go negative on income. The first enemy you’ll be facing is some trolls directly to the northwest. Wraiths, spectres and Mal Keshar are especially effective against them. Near the troll’s keep you’ll find a Poisonous Bow (can be used by elvish archers, skeleton archers, elvish heroes, revenants and their advancements) which adds an 11-3 ranged poison attack.<br />
<br />
Head northwest across the river (don’t bother exploring southwest of the river; there’s nothing there) and you’ll come across a large central area – entering it will clear the fog in the area and reveal an ongoing battle between the chaos empire and some allied dwarves. There’s also a second dwarf leader far in the northwest (he has a few villages, so you can send a bat up that way to steal them), and another chaos empire leader all the way in the northeast corner.<br />
<br />
Use the large keep here to recruit/recall some reinforcements, and split up your forces between the western front and the northeastern front. You’ll need more firepower in the northeast, since there are quite a few high level enemies there and the dwarves will concentrate their forces in the west. It helps to have Galas use Althurin’s keep to constantly reinforce (you should have a pretty high income) and just defend the northeast passage until the high level enemies are gone. (Don’t worry about keeping Althurin alive; he’ll just flee if he gets to 0 HP).<br />
<br />
The final enemy leader is all the way in the northeast corner; he’s a chaos lorekeeper so send your strongest melee units against him.<br />
By the way, there’s no point in sending a unit to the crypt south of the western leader (you’ll just get a message saying it’s empty).<br />
<br />
===S9 (The Library)===<br />
*Objective: Reach the exit in the south with Galas, Anlindë or Mal Keshar.<br />
**Optional objective: Defeat all enemy leaders (early finish bonus).<br />
*Note: The exit is marked by a turquoise glyph somewhere in the south (its exact location is random). You'll need the exit key to pass through, which is dropped by a random enemy leader.<br />
<br />
Don’t recruit too heavily at the beginning, since you’ll get another opportunity to recruit about halfway through the scenario. You’ll probably have to do quite a bit of fighting before then though, so some durable units will be helpful. Ghosts/wraiths/spectres are especially good in this scenario due to the lack of chaos invokers and fire demons. Head west (the passage south of your starting keep just leads to an empty dead end) and after fighting through a couple level 2 undead you’ll come to an intersection.<br />
<br />
The northwest path leads to a dead end with a ruined house; when you send a living nonbat unit there to investigate you’ll discover Igor, a loyal wolf rider. He is automatically recalled in all later scenarios and even has his own dialogue, so it's highly recommended to keep him alive. Meanwhile in the south, the combined forces of the 3 enemy leaders will begin to arrive. The easiest way to fight them is to just defend in the bottleneck until the massive army is mostly gone; it will take quite a while but the rest of the scenario will go much quicker after the main enemy army is gone.<br />
<br />
When you get past the bottleneck you’ll come to a large keep where you can recruit some reinforcements, and the path splits into a western and eastern one. There are two enemy leaders in the west and one in the south, so one possibility is to split into two groups and have one group take out the two western leaders one after another (there’s a banebow leader in the northwest and a draug leader in the southwest), while another group circles east and then south to take care of the southern lich leader (bring some arcane damage).<br />
<br />
The purple glyphs scattered around reveal various pieces of backstory. There is also a turquoise glyph somewhere in the south which marks the exit. You’ll need the exit key (dropped by a random enemy leader) to use the glyph. You might as well just defeat all enemy leaders for the experience and early finish bonus, as they don’t have much income and are pretty much on their own.<br />
<br />
===S10 (The Source of Light)===<br />
*Objectives: Defeat the enemy leader, and then activate the six runes to open the central chamber.<br />
<br />
Note that this scenario takes place deep underground, where chaotic units get +30% damage instead of the usual +25%. In the beginning, make sure to send a vampire bat to grab the village in the far northeast corner of the map, across the chasm. The first objective is to defeat the enemy leader to the southwest. There are a lot of high level enemy units including skirmishers, so a safe way to play it is to form a solid vertical line along the 4-hex bottleneck (from 42,11 to 42,15) and defend there until the most threatening enemies are gone.<br />
<br />
Once the leader is defeated, you’ll have to activate the 6 glyphs scattered throughout the lower half of the map. Here are their approximate locations (going counterclockwise):<br />
*'''Northwest (across the river):''' A long twisty passage leads past some giant spiders to a glyph at the very end.<br />
*'''West:''' There’s a glyph behind a cuttlefish leader in the west of the watery area.<br />
*'''Southwest corner:''' There are a bunch of animated rocks and various undead here, and a glyph next to an enemy leader. Watch out, because several wraiths are lurking near the keep.<br />
*'''Center south:''' There’s a sealed chamber containing a glyph, which you have to open by finding a touchplate in the far south. There’s also a red Berserker Potion (not usable by: ghosts/bats/corpses, elvish shamans and their advancements, or hero units), which gives the berserk special to a unit’s melee attacks, +1 melee damage, +10% HP, and some extra resistance (+10% blade, +20% fire, +30% impact).<br />
*'''Southeast:''' There’s a lava filled cave full of fire spirits – dark adepts and their advancements are especially effective against them. In the far southeast there’s a fire guardian leader and a glyph next to the keep.<br />
*'''Northeast:''' You’ll encounter some undead and a chocobone leader (be sure to keep fragile units out of range of its charge attack). There’s a glyph guarded by vampire bats north of the undead keep, and a northeast passage leading to a green Potion of Drain (adds drain special, -5% HP, +10% arcane resistance, usable by non undead units).<br />
<br />
In order to explore efficiently it’s best to divide into several small groups (e.g. 4 groups, one for each corner). A very useful tip by skeptical_troll if you’d like to avoid a lot of fighting completely is to send a shadow/nightgaunt to activate the glyphs (though it’s not advised to do this in the southwest or northeast corner, since these glyphs are surrounded by enemies).<br />
<br />
Since there is no early finish bonus and you likely have very high income, you may want to take your time and make some extra gold for next scenario.<br />
<br />
===S11 (Strike on Herthgar)===<br />
*Objectives: Hold out until the end of turns, or defeat all enemy leaders.<br />
*Note: All enemy sides will get a small amount of gold on turns 6 and 14.<br />
<br />
This scenario is actually the final battle for Part I – the next two scenarios are more of an epilogue. This is one of the more difficult scenarios, so don’t worry too much about losing some veterans (another thing to note is that you will not be able to take more than six undead veterans with you after this scenario.)<br />
<br />
Gold carryover is completely irrelevant (you won’t be able to use more than the minimum gold next scenario) so one approach is to just recall every single veteran you can afford. It can be helpful to create walking corpses with your necromancers to act as a distraction. Also, be sure not to let your spectres/nightgaunts etc. get within range of multiple chaos invokers and demons, or they will die fast.<br />
<br />
Here is one strategy for defeating all enemy leaders:<br />
#Send a large force northwest to wipe out the two northwestern enemies while a smaller force heads south to defend the dwarven castle. (The eastern front and southern front do not require immediate attention because the dwarves will delay the enemies for several turns.) Form a line and let them come to you; prowlers with their slowing ability and necromancers with their high HP and arcane resistance (there are lots of chaos invokers around) are especially good at holding the line.<br />
#Once the two northwest enemies are defeated, split the large northern force, with one part going to deal with the eastern enemies, and the rest going south to reinforce the castle.<br />
#Defend in the castle using the bridge chokepoints (just watch out for demon zephyrs which can fly over the deep water moat) until most of the southern enemies are gone. The southern force can then split into two groups and take out the two remaining southern leaders.<br />
<br />
===S12 (The Escape)===<br />
*Objectives: Reach the northern exit with Galas, Elynia or Mal Keshar.<br />
*Note: You may only recruit/recall during the first turn (6 units total), and any undead veterans you do not recall this scenario will be permanently lost (dark adepts/sorcerers/necromancers and bats do not count).<br />
<br />
This is a relatively easy scenario, but there are some triggered events including a large ambush near the end so don’t send your units too far ahead by themselves.<br />
<br />
There are four minor enemies you’ll be facing this scenario:<br />
<br />
#After crossing the river at the beginning you’ll come across a chamber with the chaos empire fighting some trolls; both are very weak and shouldn’t be a problem.<br />
#After crossing another bridge and heading north you’ll encounter a mechanical Goliath along with some automatons; he is also extremely weak.<br />
#You’ll then come across a tunnel leading into a large empty chamber. Do not send a unit all the way into the chamber because there’s an ambush; instead move a scouting unit slowly toward the chamber until you trigger the ambush, then pull it back using its remaining movement. After that the ambush shouldn’t be hard to deal with – the most threatening enemy is the hellhound with 10-4 melee berserk, but a single spectre can easily take care of it.<br />
#Finally, after heading north you’ll come across some imps. One thing to watch out for is that when you kill the leader imp, he will dissolve into a bunch of mudcrawlers. After that the exit is straight to the north.<br />
<br />
===S13 (Face Your Fate)===<br />
*Objectives: Hold out to the end of turns; then accept the inevitable.<br />
*Note: If you didn’t manage to recall some of your undead veterans last scenario, you can recall them now.<br />
This is mostly a cutscene scenario.<br />
Holding out until the end of turns should be trivial with your extremely high starting gold. A few turns after the initial turn limit, the Chaos Warlord will appear in the southwest and the objectives will change to defeating her. However, it is impossible (if you reduce her HP to 0 she’ll just heal back to full and instantly kill all your undead units), and the only way to end the scenario is to let your leader die.<br />
<br />
==Part II: Armageddon==<br />
You can either continue from your Part I save (recommended), or start fresh.<br />
<br />
===S14 (Bye and Behold)===<br />
*Objectives: Defeat both enemy leaders.<br />
This should be a very easy scenario, especially if you’re continuing from a Part I save, so it’s a good opportunity to get some easy XP for fresh recruits. The barrel contains 6 explosive arrows (does 80% of the base damage to the unit immediately behind the target).<br />
<br />
The two enemies you’ll be facing are saurians and water serpents from the northwest and orcs from the northeast. The northeast orc keep is surrounded by deep water to the south, forcing the orcs to go all the way around to the west and then south, giving you several turns to focus on the saurian army before they arrive. Most of your forces should head northwest since the main battle will take place there (for the east you can just send a bat to village grab). If you keep your elves in the forests you should have no problem dealing with the saurians and then the orcs.<br />
<br />
===S15 (Shadows of Time)===<br />
*Objectives: Defeat all enemy leaders. (You actually do not need to kill the ancient lich leader – once you attack him he will flee.)<br />
You’ll be fighting a lot of undead so arcane (sorceresses, dark adepts, etc.) and fire damage (sprites) will be very useful. Your orcish allies will mostly go up the northeastern side of the map and delay the undead coming from that direction, so the main battle will likely take place on two fronts: fighting the undead from the west, and the orcs in the center.<br />
<br />
The first threat you’ll face is the group of four Forefathers coming at you from the west; stay back and let them get close, and then finish them off with heavy arcane hitters like Elynia and Mal Keshar. After that you can split your army in two, with one group holding off the undead in the western forest, and another (probably larger) group dealing with the incoming flood of orcs (and later undead from the north) in the center.<br />
<br />
===S16 (Dawn of War)===<br />
*Objectives: Reach the southern edge of the map with Galas, Elynia or Mal Keshar.<br />
**Optional objective (early finish bonus): Defeat all enemy leaders.<br />
*Note: You can only recruit / recall elves on the first turn, and all veterans not recalled in this scenario are permanently lost.<br />
<br />
Recalling advice:<br />
*If you continued from Part I you’ll likely have much more veterans than you can recall; however there’s no need to get obsessed about bringing every single veteran with you because there is very little gold in later scenarios, so you won’t be able to use them all anyway.<br />
*Elves: It’s highly recommended to get at least two healers because you will not be able to get any more healers later! After that, probably the most useful elven units are enchantresses and prowlers since they can slow.<br />
*Spectres are great in later levels (arcane damage + mobility); I’d recommend recalling every one you have. Necromancers and nightgaunts will also be very useful.<br />
*I would not recommend recalling any sprites, since they are lawful and the next scenarios all feature perpetual night.<br />
<br />
Your two allies will do a pretty good job distracting the two outer enemies, so the main battle will take place in the center. If you began the battle portion of the scenario on turn 4, you should have a turn of daylight (First Afternoon) to strike hard and fast at the central enemies with all your veterans. If you continue to make as many kills as possible during dusk there shouldn’t be many enemies left at all to threaten you during the night. Once you deal with the units from the two central enemies the rest of the battle should be easy, as the two outer enemies should be weakened from fighting your allies. It's recommended to kill all the enemy leaders for the extra gold and experience.<br />
<br />
===S17 (Voice of the Armageddon)===<br />
*Objective: Defeat all enemy leaders.<br />
You will face two enemy leaders: a relatively weak enemy in the center, and a very powerful enemy far to the south. You’ll probably want to recruit a few expendable units such as skeletons or vampire bats to distract the powerful enemy units from your veterans. The central enemy shouldn’t be too much of a problem: blast them with your veterans and then put a couple expendable units in front to screen them.<br />
<br />
Once you scout far enough south, you’ll trigger the southern leader to start recruiting and a boss Armageddon Imp will appear and start heading for you. It’s probably best to wait near the central keep and let the imps come to you so you don’t get in range of the enemies stationed in the southern fort. Once they arrive, illuminate and slow the boss and then zap him with your magical ranged units. Next you’ll have to deal with the army of soulless and necrophages coming from the south; once again an effective tactic is to blast away with your veterans from the back and then insert some expendable units in the front.<br />
<br />
Be careful when approaching the fort because the powerful units stationed there will come out and attack; use ctrl + v to make sure no one is too exposed, and try to lure them out one by one. The ancient lich leader can be lured out onto 40% defense terrain by placing a walking corpse in his range. Don’t bother about setting up the kill on the leader because he will just run away, denying you the killing XP.<br />
<br />
===S18 (Ashes of Wesmere)===<br />
*Objectives: Defeat the enemy leader, and then move Galas, Elynia or Mal Keshar to the cave in the southeast.<br />
<br />
The more spectres you have the easier this scenario will be; I recommend recalling all your spectres and wraiths. Since there aren’t any villages you’ll surely start next scenario with minimum gold anyway, so there’s no point in worrying about upkeep or saving gold. The main enemies you’ll be facing are drones, which do impact damage and are weak to arcane. Advance very cautiously at first because there will be several level 2 drones lurking around. They’re extremely nasty in ranged, so spectres are ideal for taking them out.<br />
<br />
Once you start heading south, you’ll face a horde of level 1 drones from all directions. Just keep killing them every turn with spectres and wraiths, focusing on one group at a time, and eventually they’ll run out. Be careful of putting Mal Keshar in range of a lot of drones because they’ll chain attack him and he’s weak to impact.<br />
<br />
After that it should be easy to kill the enemy leader, who has a pretty pathetic army. When you head southeast to the cave, keep a tight formation and don’t expose heavily wounded units because there are several invisible skirmishing and backstabbing shadow minions around.<br />
Since there’s no early finish bonus, you can use any leftover turns to go around killing the other enemies scattered around the map for the XP.<br />
<br />
===S19 (Under the Sands)===<br />
*Objective: Reach the exit in the south with Elynia or Mal Keshar<br />
<br />
This scenario has a lot of rough terrain and chasms, so ghostly undead (spectres, nightgaunts) will be extremely useful. Also, the blue matrix flow systems have 0% defense and can be drained, so they can be used as free full heals for your spectres.<br />
<br />
When heading out of the initial chamber, be very cautious and keep a completely tight formation because there are several shadow minions (which are invisible and can skirmish and backstab) lurking nearby. This scenario is full of these shadow minions, so be very cautious when advancing.<br />
<br />
Make your way southeast to kill the drone leader, then west where the chaos empire army should be arriving. They shouldn’t be much trouble (just make sure to kill the invokers before they can get at your ghosts). You’ll arrive in a large central chamber full of various enemies. Send some units towards the hive in the southwest of the chamber and you’ll spot a matrix core in the far west; each core you destroy will reduce the gold of certain enemy sides in the next scenario by a bit (there are 5 cores total). Next scenario is difficult, so it's worthwhile to destroy as many cores as possible.<br />
<br />
Head south across the lava chasm (it will probably take a while, due to being assaulted by enemy spawns from all directions) and you’ll come across the chaos empire leader to the left and a dead end with a second matrix core on the right. Once you defeat the leader head south towards a swampy area.<br />
<br />
Past the swamp is a fork: the southern fork doesn’t have enemies and leads straight to the exit. The eastern fork leads into a large hive, where the remaining 3 matrix cores are. One of the cores is near the entrance. The remaining 2 cores are extremely deep into the hive so getting at them may be more trouble than it’s worth, though you can get some good XP out of fighting your way through to them. Note that you won’t be able to leave until Elynia and Mal Keshar are both outside the hive, so make sure you have enough turns left before exploring (but if you kill the innermost core, a shortcut will open up, so you don’t have to backtrack all the way).<br />
<br />
===S20 (The Heart)===<br />
*Objectives: Move Galas, Elynia or Mal Keshar inside the fortress, or defeat all enemy leaders.<br />
*Notes:<br />
**Another enemy leader will appear in the north on Turn 2. Also, every so often starting from Turn 3, a large group of enemies (mostly demon zephyrs) will appear in the chasm surrounding the fortress.<br />
**After the initial turns of daylight the scenario becomes perpetually night.<br />
**You have control over the allied dwarves this time. They leave after this so they’re completely expendable.<br />
<br />
This is somewhat of a finale for Part II of IftU. <br />
Since you don’t have so much time, trying to defeat every leader is probably more trouble than it’s worth, especially on Hard. My strategy was to completely ignore the northern leader and rush my entire army southwest, killing as many units as possible during the day before the scenario turned into perpetual night. After that I fought my way over the bridge into the fortress (having spectres and nightgaunts fly over the chasm is essential in breaking the bridge bottleneck), sending the less valuable veterans in first. Meanwhile some units went to deal with the northern army which was attacking from behind.<br />
<br />
The dwarves really did not do much; I mostly had them camped in the 3 village cluster just northwest of the fortress the entire time, where they lured out and killed any demon zephyrs which spawned in the west.<br />
<br />
Some tips:<br />
*After this you’ll only be able to use 8 of your veterans for the rest of the campaign. So choose your 8 favorite veterans and go crazy with the rest!<br />
*There are a ton of enemies on this map, and a lot of nasty flying ones which can reach your units from quite far away. Use ctrl + v constantly to avoid surprises.<br />
*Two nightgaunts backstabbing from opposite sides of a sentry tower will automatically kill it from full health.<br />
*Having some expendable units will be very helpful; if you’re short on cash, you can use your necromancers’ plague staff to make free corpses.<br />
*Don’t worry about gold carryover; you can’t use more than the minimum next scenario anyway.<br />
<br />
===S21 (Innuendo)===<br />
*Objectives: Reach the exit in the north with Galas, Elynia or Mal Keshar.<br />
*Notes:<br />
**From now on it is ''highly'' recommended to restart anytime any unit dies, because these are the only veterans you'll have for the rest of the campaign and the remaining scenarios are very difficult.<br />
**It is essential to pick up the chest of gold in the southwest, which will be needed several scenarios later for the final battle.<br />
<br />
Recruits: You may only bring 8 veterans with you for the rest of the campaign. Future scenarios will be underground / deep underground so undead are especially useful. It’s also recommended to bring 2 shydes for healing, at least one necromancer for making free fodder corpses, and some flying undead (spectres/nightgaunts) since there will be a lot of unwalkable chasms. (I used 2 shydes, 2 necromancers, 1 lich, 2 spectres and 1 nightgaunt and it worked really well.)<br />
<br />
Get ready for an absolutely massive dungeon crawl! You’ll face several waves of enemies in this scenario:<br />
<br />
'''The beginning:''' Some Chaos Empire units will come at you immediately, so just form a solid line in the passage and let them come. After that the path splits north to a dead end with a potion giving +1 MP and +1 ranged damage (living units only), and a southwestern passage leading to a large chamber full of powerful enemies. You can safely destroy them by forming a line in the 3-hex passage and slowly picking them off until they’re gone. (Try to turn some of them into corpses, which can be used as bait for powerful enemies later).<br />
<br />
'''The large chamber in the south:''' There are two paths north (both lead to the same place) with some enemies guarding them. In the southwest corner there’s a room with a Potion of Strength (+1 melee, +8 HP, a great item for Galas), an Accuracy Bow (for archer units only, such as Erathan), and a chest of gold. There is an enemy leader in the northwest, and moving to the gem behind him will open one of the gates in the northeast.<br />
<br />
'''The northern chamber of undead:''' You’ll need to find the gem which opens the gate in the far north, where there is an ancient lich leader. Be sure to stay out of his range (he has 7 movement!) until you wipe out most of his army. Also be careful of the two wraiths right behind the leader. If you made any walking corpses earlier, you can use them as bait to safely lure out the ancient lich leader. The gem on his keep opens the gate in the east.<br />
<br />
'''The imp boss''': Past the eastern gate, you’ll come to a long passage east with some enemies. Once you advance far enough, you’ll discover a large chamber with a nasty imp boss and some other enemies. It’s best to fight them in the 3-hex bottleneck, and try to have Elynia illuminate and slow the boss.<br />
<br />
'''The dungeon:''' The area northwest of the chamber where the imp was leads to the exit, but it’s blocked by a gate so you’ll have to go east to the dungeons first. There’s a couple (useless) soulless in the cells which will join you. In the southeast, there’s an unwalkable chasm with some enemies on the other side; if you send some flying undead exploring there they can trigger a touchplate which opens a passage for regular units to enter. There is a Glacial Gladius there which gives a slowing cold melee attack (usable by elves other than shamans+advancements, and Erathan.)<br />
<br />
The goal is the northeast hive area, where there’s an amulet (+10% arcane resistance, changes ranged damage type to arcane) which is good for units like shydes so they’ll take less damage when slowing later bosses. The south of the hive contains a cage with Ledinor, the elvish lord from the beginning; freeing him will open the gate in the northwest where there are a ton of high level enemies and a drone boss.<br />
<br />
'''The exit (finally!):''' For the horde of high level enemies coming from the exit, it’s safest to retreat to one of the 3-hex passages leading to the dungeons and just pick them off slowly. When approaching the exit, be careful since the chasms on either side contain drones.<br />
<br />
===S22 A (Face of the Enemy)===<br />
*Objectives: Explore the area, then defeat the Chaos Warlord, then flee to the southeast with Galas, Elynia or Mal Keshar.<br />
Head southeast past some drone hives – the drones will constantly respawn from the hives, though they won’t chase you if no units are in range. Continue heading east across the cave area. There’s a gate in the north which just leads to a dead end, and a couple doors in the southeast which lead to a corridor of enemies. The safe way to deal with them is to camp in the 2-hex bottleneck. Also, watch out for the berserking hellhound hiding in the back. The northeastern water area just leads to a glyph with some backstory about the drones.<br />
<br />
Past the corridor of enemies is another gate; once you open it all your units will be teleported into the chamber beyond, where you’ll be surrounded by powerful enemies. Try to focus on killing a few at a time while staying out of range of the others. A few turns later the Chaos Warlord will show up in the keep in the west. She’ll recruit some units, so retreat and deal with her army before taking her on.<br />
<br />
Once you defeat her she’ll heal back to full so you’ll have to run away by having Mal Keshar destroy the exit gate to the southeast. Fortunately Elynia will cast a spell on her so she’ll only have 1 movement until you open the gate, at which point she regains all her movement (so make sure your units aren’t in her range at that time). The Warlord will just stay in her keep and recruit and not chase you, so it should be easy to get away. The southeast area just has some drones in the south and a giant spider; move a leader to the southern border of the map to proceed to the next part.<br />
<br />
===S22 B (Dark Hive)===<br />
*Objectives: Defeat the Chaos Warlord (you will have to fight her several times.)<br />
This is an extremely difficult scenario. There are hordes of constantly respawning drones, several difficult boss fights and you must also keep as many veterans as possible alive for later scenarios.<br />
<br />
Some tips:<br />
*In general due to the respawning drones it’s best to stick together in a single group, move forward quickly, and not send units off exploring side passages or they may end up trapped – the only things to find anyway are two glyphs with some backstory.<br />
*A useful (but cheap) tactic is to deliberately leave units (especially Elynia/Mal Keshar) a few XP from leveling so when they attack the boss they’ll automatically heal to full.<br />
*Always make sure to lure off and get rid of as many surrounding drones as possible before confronting the Chaos Warlord, because her leadership combined with the drones is deadly. <br />
There are three sections, each ending with a fight against the Chaos Warlord:<br />
<br />
'''Part I'''<br />
<br />
In the beginning, the path branches south and east; both eventually lead to the same place in the southeast but the eastern path has better terrain so is probably the easier one. Eventually you’ll come to a larger area with a chaos magus to the south; the way forward is a couple doors south of the chaos magus past some ants. Once you open the doors you’ll meet Elyssa again; she’s surrounded by a ton of drones and will recruit more so just camp in the 2-hex passage until all the drones are gone. Meanwhile you’ll have to move Elynia and Mal Keshar next to each other and protect them for a few turns (move them off the front lines before doing this, because they won’t be able to move or attack).<br />
<br />
Once Elynia and Mal Keshar have summoned the Union and all the nearby drones are gone, lure Elyssa out onto 40% defense by putting a unit in her range. She’ll absorb all non-Union damage, but you can still slow her so try to always slow her before using the Union. Note that the Union uses up both Elynia and Mal Keshar’s moves and attacks, though you can still slow with Elynia and then Union with Mal Keshar. Once Elyssa’s at 60% health she’ll run away.<br />
<br />
'''Part 2'''<br />
<br />
The way forward is the two gates in the southwest, which lead down some narrow passages into an area full of demon zephyrs and drones. You can form a line just outside the narrow passages (don’t use the 1-hex bottlenecks or it will take too long) and let them come. Also, try to avoid sending your flying undead onto the starry chasms because it has a small chance of killing them.<br />
<br />
Continuing southwest, you’ll come to a rocky area surrounded by chasms - there are a bunch of drones across the chasms so try to lure them off a couple at a time. Elyssa’s in a keep to the south - lure her out and repeat the slowing + Union tactic (she still absorbs non Union damage). This time she’ll flee at 40% HP.<br />
<br />
'''Part 3'''<br />
<br />
Continuing east, a bunch of zephyrs and drones will come at you across the eastern chasm; form a line and lure them onto land so you can easily get rid of them. Then the path splits south and east - both lead to the same area in the southeast, where Elyssa is waiting with a bunch of drones. As usual try to lure off as many drones as possible before luring Elyssa out.<br />
<br />
She is more powerful this time, but fortunately she now takes full damage from non Union attacks! However, make sure to finish her with the Union; otherwise she’ll just regenerate HP instead of dying.<br />
<br />
===S23 A (Into the Lair)===<br />
*Objectives: Find the entrance to the Chaos Emperor’s lair.<br />
<br />
In the beginning, just follow the path southwest past a few demon zephyrs and guards. Past the gate in the southwest there are a couple enemy leaders; just camp in the 3-hex passage until both their armies are gone. There’s a gate in the south which leads to the exit, but you’ll have to find the glyph to open it first.<br />
<br />
A few turns after entering the indoor area, a bunch of cockatrices and drones will come flooding out of the west. It’s preferable to form a solid line against them, since getting petrified disrupts a unit’s ZOC. Cockatrices are weak to arcane so spectres are ideal for taking them out. Once they’re gone split up into two groups to explore the western cave passage and the north- there’s an enemy leader in each area. It’s best to send Elynia with one group and Mal Keshar with the other since the glyph to open the exit is in a random location and only Elynia or Mal Keshar can activate it.<br />
<br />
Once you open the exit gate, there will be another flood of cockatrices from the southeast. Past the exit gate there’s a very weak enemy leader and some assorted enemies scattered around. The path then splits three ways: south is an empty dead end, north is a dead end with some story glyphs, and east is the entrance to the lair.<br />
<br />
===S23 B (Until Death)===<br />
*Objectives: Defeat the Chaos Emperor.<br />
*Note: The blue glyphs scattered around the map heal a unit to full.<br />
This is effectively the final battle; the next scenario is easy and more of a playable cutscene (however, any surviving veterans do carry over to next scenario – you won’t need many but the more the better.) This is probably the most difficult scenario in the entire campaign so hopefully almost all of your veterans are still alive and you got the extra gold from S21.<br />
<br />
You’ll start close to two enemy leaders, and it’s possible (recommended, even) to take them both out on turn 1. The southern leader should be easy; make sure to leave Galas available to take his keep and begin to recruit undead immediately. For the northern shadow courier if you put Mal Keshar next to him and Elynia next to Mal Keshar, two of Mal Keshar’s Union hits will take him down (a 78% chance to kill – it’s slightly risky though, since there are likely some level 2 drones lurking around and Mal Keshar will take a lot of retaliation if he doesn’t kill the shadow courier.)<br />
<br />
Try to recruit as much as possible with Galas on turns 1-3. At the start of turn 4, the Emperor will possess Mal Keshar (meaning you can’t recruit undead anymore) and Erathan (or Galas, if you don’t have Erathan). You’ll then have to use Elynia to kill Mal Keshar (you can make this part easier by making sure Mal Keshar is close to your units and on 40% defense on turn 4.) The Emperor can recall your unused undead veterans while he’s controlling Mal Keshar, so try to finish Mal Keshar off immediately.<br />
<br />
Once you kill Mal Keshar, the Emperor will get a new Union attack and Elynia will also get a powered up (35-4) Union attack when next to him. Elynia’s Union is the only attack which does full damage to the Emperor; all other attacks will do just a few HP of damage (also, non-Union attacks will sometimes cause him to become unslowed so be careful). Lure the Emperor out onto 40% defense, slow him, and then Union with Elynia. You’ll probably need about 3 turns (2 if you’re lucky) of Elynia using the Union. Hopefully Elynia doesn’t get hit too much; if she does you could try ZOCing the boss with cannon fodder while Elynia gets healed or moves to a healing glyph.<br />
<br />
Once you defeat him Mal Keshar will return and you can recruit undead again (although he is extremely fragile now so it’s essential to keep him away from the Emperor), and the Emperor will transform into his final form. This form has much more HP and a stronger ranged attack (hopefully at least one slower is still alive!) but fortunately can now be fully damaged by regular attacks. Elynia’s Union also gets a major powerup, so his HP should go down very quickly. He sometimes spawns drones when hit; you may want to move your own units next to him before attacking so that the drones don’t block the hexes next to him. Make sure to have Elynia finish him off with the Union, or else he’ll regenerate a ton of HP.<br />
<br />
===S23 C (Broken Heart)===<br />
*Objectives: Reach the exit with Elynia, Galas or Mal Keshar.<br />
*Note: This is the last scenario.<br />
This scenario should be pretty easy, even with very few surviving veterans. Head northeast past some demon zephyrs to the first checkpoint; your units will all enter a new lava area. Around this time Ledinor will begin having some ominous dialogue, and several turns later he’ll suddenly transform into a shadow courier, and 3 shadow minions will appear around him. You can either kill him, or just leave him behind.<br />
<br />
After heading east across the doors past the second checkpoint, the path will turn north. Once you approach the third checkpoint, several high level undead will appear in the 3-hex keep just north of the checkpoint. Once you’ve dealt with them, it’s a pretty uneventful trip northwest toward the exit.<br />
<br />
[[Category: Campaigns - Walkthroughs]]</div>Inkyhttps://wiki.wesnoth.org/index.php?title=IftU_Walkthrough&diff=57828IftU Walkthrough2016-07-25T08:15:57Z<p>Inky: Created page with "This is a strategy guide for the add-on campaign '''Invasion from the Unknown''' (IftU) version 2.0 by shadowm. Note that there have been many major gameplay changes from the..."</p>
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<div>This is a strategy guide for the add-on campaign '''Invasion from the Unknown''' (IftU) version 2.0 by shadowm. Note that there have been many major gameplay changes from the original version (for example, elvish enchantresses can no longer advance to sylphs, the elvish warrior spirit and Aragwaithi recruits have been removed, and many scenarios were changed), so much of the advice here won’t apply to earlier campaign versions.<br />
<br />
This walkthrough was written by Inky and is based on the hard difficulty. (I also did a commented playthrough of the campaign with screenshots and replays on the [https://forums.wesnoth.org/viewtopic.php?f=3&t=43960 forums].) Feel free to make corrections or add your own advice.<br />
''Note: It currently still needs an entry for the branching Scenario 5b, and the entry for S4 needs to be updated, along with the item list for 5b.''<br />
<br />
==General campaign advice==<br />
It’s advised to play ''Under the Burning Suns'' first, to familiarize yourself with the story and the two suns schedule.<br />
<br />
===Units===<br />
You begin with the typical elvish recruits plus the campaign specific elvish hunter unit, then gain the ability to recruit undead in Scenario 4, dark adepts in Scenario 5, and sprites in Scenario 14.<br />
<br />
*A large part of this campaign takes place underground, making undead units especially ideal. Spectres are perhaps the most useful unit throughout the campaign due to their draining, excellent mobility and arcane damage. Nightgaunts (raw damage) and necromancers (arcane resist and plague) are also very useful. Skeletal undead are generally not recommended due to their low mobility.<br />
*On almost every scenario it’s helpful to recruit some vampire bats for scouting, village grabbing, and to act as distractions since they do not cost upkeep.<br />
*For elves, leveling at least a couple shydes for healing is essential. Prowlers are one of the most useful elvish units, being good in melee and able to slow in ranged. Enchantresses are also valuable for their arcane magical damage and slowing, though they do not advance to sylphs in this campaign. Fighters, archers and scout types are generally not so useful.<br />
*The lawful sprites which you can recruit starting from S14 are helpful in S15 (Shadows of Time) against undead, but are useless from S17 onward where it is perpetually night, so do not invest too heavily in them.<br />
<br />
====The Recall List====<br />
*There are several recall list wipes in the campaign:<br />
**S12 (The Escape): You can only bring up to 6 undead units (dark adepts/sorcerers/necromancers and bats do not count) with you and the rest are permanently lost. <br />
**S16 (Dawn of War): You can only bring up to 6 elves with you and the rest are permanently lost. In addition, any unit not recalled in this scenario is permanently lost.<br />
**S21 (Innuendo): You can only recall 8 veterans, which will be the only veterans you have for the rest of the campaign.<br />
*In Part II gold becomes very scarce so you will only be able to use a limited amount of veterans in each scenario; therefore quality (units with good traits such as resilient, and several AMLAs) is better than quantity.<br />
<br />
===Item List===<br />
This is a list of the permanent items which can be picked up throughout the campaign, and which units can use them.<br />
*S3: '''Ring of Swiftness''' (+1 movement) - ''living units''<br />
*S5a: '''Ring of Regeneration''' (if you chose to spare the bandit leader) (+5 HP, regenerates +4 ability, +1 melee damage) - ''not usable by: shamans and their advancements and Anlindë ''<br />
*S8: '''Poisonous Bow''' (adds a new 11-3 poisonous ranged bow attack) - ''skeleton archers, revenants, elvish archers, elvish heroes and their advancements.''<br />
*S10: '''Berserker Potion''' (adds berserk special to melee attacks, +1 melee damage, +10% HP, and +10% blade / +20% fire / +30% impact resistance) - ''not usable by: ghosts, bats, corpses, elvish shamans and their advancements, or hero units.''<br />
*S10: '''Potion of Drain''' (adds drain special to melee attacks, -5% HP, +10% arcane resistance) - ''living units''<br />
*S14: '''Explosive arrows''' (6 uses, does 80% base damage to the unit in the hex behind the target) ''- elvish archers, skeleton archers and their advancements''<br />
*S21: '''Potion of Deftness''' (+1 movement, +1 ranged damage) - ''living non bat units.''<br />
*S21: '''Accuracy Bow''' (adds marksman special to ranged attacks) - ''bone shooters and elvish rangers and their advancements, and Erathan.''<br />
*S21: '''Potion of Strength''' (+1 melee damage, +8 HP) - ''living non bat units.''<br />
*S21: '''Glacial Gladius''' (+1 melee damage, cold damage and slow for a unit’s melee attack, -5% HP) - ''elvish fighters, archers, hunters, scouts and their advancements, and Erathan.''<br />
*S21: '''Amulet of the Divine Breeze''' (+10% arcane resist, sets ranged damage type to arcane) - ''living units besides sprites and bats.''<br />
<br />
=Part I: Seeking the Light=<br />
==Scenario 1 (Border Patrol)==<br />
*Objectives: The starting objectives are to hold out as long as possible, but on Turn 4 the objectives will change to defeating all enemy leaders.<br />
<br />
This is a deceptively easy scenario, as the next scenario is very difficult and requires a substantial gold carryover. On Hard something like 140 carryover is ideal and anything less than 100 carryover is probably too little to win with. Do not overrecruit, keep an eye on your income (make sure it’s positive) and be aggressive – don’t be afraid to lose some units, as it will help your income.<br />
<br />
Recruits: I’d recommend getting 2 shamans so that you can divide your forces and have a healer for each one, but not more than that as you need damage dealers. The rest of your units should be a mix of mostly archers and hunters. (Fighters are generally inferior to hunters, and scouts are expensive and do little damage).<br />
<br />
General strategies:<br />
*'''Defending the starting keep:''' One strategy is to hang back at your initial castle during the first day, recruiting very lightly during these turns to preserve income. Form a line on good terrain: one possibility is to use the forts just south of your keep; another option is to form a slightly more forward line stretching from the forest tiles (19,20) to (26,17) through the village southeast of your keep. <br /> Let the enemies come to you; they’ll arrive around Turn 6 (The Short Dark). Attack aggressively during Second Dawn/Day and you should be able to eliminate almost all the enemy units before The Long Dark hits.<br />
<br />
*'''Moving to the center keep (by Theron):''' An alternate faster and much more aggressive strategy, meant to finish as early as possible for maximum carryover, is to recruit a full keep on turn 1 and move Galas to the central keep immediately. Much of the fighting will take place around First Dusk / The Short Dark so expect heavy losses. <br /> Theron's advice: Recruit 3 Archers and 3 Hunters in turn 1. (Fighters are too slow; shamans are too slow and their damage output is too low.) Move Galas to the tiny keep in the middle of the map. Recruit 1 more Archer and 1 more Hunter in turn 3. Recruit 2 Fighters and 2 Shamans in turn 3 + 4. Decide where to amass your army (green front or blue front). Do not retreat. Ignore TOD. Use terrain advantage.<br />
<br />
For defeating the enemy leaders you can either split your forces in two and kill them simultaneously, or a safer (but slower) strategy is to send everyone to kill the southern green leader and them move them all to the blue eastern leader. The eastern leader is tough to kill – it can help to level an archer to marksman and shoot him down during daytime.<br />
<br />
Try to get Galas to level 2 (captain is strongly recommended for leadership) and level at least one of the shamans to druid.<br />
<br />
==Scenario 2 (A Real Confrontation)==<br />
*Objectives:<br />
**Hold out until the end of turns.<br />
**Alternate objective: Defeat all enemy leaders (early finish bonus).<br />
<br />
This is an extremely difficult scenario on Hard, so you’ll want to start this with over 200 gold (minimum gold is 100; replay scenario 1 for more carryover if necessary). The first thing to do is grab the villages of your useless ally, as you can put the gold to much better use. Note that you (or your ally) must retain control of a certain number of villages (9 on Hard, depends on difficulty) or you will lose. This should not be a problem though, as there are 9 villages (3 in the northwest, 3 near your keep, 3 near Ledinor’s keep) which are quite far back and easy to defend.<br />
<br />
This battle has two fronts divided by the central lake: the western front south of your keep, and the eastern front. The eastern front is relatively safe as there are less enemies there and Ledinor sends the bulk of his army that way, while the western front will be a high casualty bloodbath. Therefore one approach is to send a small elite group of veterans including Anlindë east, while using a massive spam approach (civilians and fresh recruits, mixed with some veterans) in the west. An alternate strategy is to recruit only civilians initially and send them out to delay the enemy forces enough so that they reach your main force during the day.<br />
<br />
Keep your elves in a line in the forest and try to slow the level 2 enemies; use ctrl + v and watch out for the skirmishers. With constant reinforcements from your high income and the time of day changing in your favor the chaos army should eventually run out of steam.<br />
<br />
It’s perfectly fine to start the next scenario with minimum gold, so do not worry if you can't defeat the enemy leaders for the finish bonus. Try to level a shaman to sorceress, as the arcane magical damage will be very useful for the next scenario. This is best done on the later turns, when most of the chaos army is gone and it’s relatively safe.<br />
<br />
==Scenario 3 (Memories From the Depths)==<br />
*Objectives: Explore the cave, then defeat the undead leader in the far northeast corner.<br />
<br />
Recruit lightly initially, as there aren’t so many enemies in the tunnel and there is another keep right at the end of the tunnel. You’ll be fighting undead so hunters and their advancements are especially good, as are sorceresses if you have any; try to get Anlindë to level 3 and / or a sorceress or enchantress during this scenario as it will help defeat the enemy at the very end. When you reach the end of the tunnel, you can use the nearby keep to recruit/recall some more units. Try to keep your income positive though – you don’t need too many units and there will be more opportunities to recruit along the way.<br />
<br />
Proceed northwest past the second keep, and you’ll come across some branching paths. On the right, moving to the flashing yellow hex will open up a passage leading to a Ring of Swiftness granting +1 movement. A good choice for this ring is Galas, since it can potentially allow him to reach keeps and recruit a turn earlier. The two western paths which will join together in a large central chamber, where you’ll encounter the main undead army; take them out with the help of slowing and arcane attacks.<br />
<br />
Triggering a touchplate in the southwest leads to two holy waters which grant arcane melee damage for this scenario only. Continue northwest, being careful not to expose wounded units since bats will often come out of nowhere and attack, and you’ll come to a river crossing. Across the river is another keep – I would highly recommend using this keep to recruit a couple expendable hunters or shamans for their slowing ability in preparation for the scenario’s final enemy.<br />
<br />
Head east across the river and the path will split north and east. Both paths will join up in the northeast corner but the eastern path has much stronger enemies so send most of your units that way - you can use expendable units to lure the high level undead guards into the open where they are easily killed. In the northeast you’ll come across the scenario’s final enemy, an ancient lich! You’ll need to slow him first, so hopefully you have some expendable hunters or shamans which can suicide into him until he’s slowed. After he’s slowed use your sorceress/enchantress and Anlindë to hopefully finish him off.<br />
<br />
==Scenario 4 (Over the Sands)==<br />
<br />
Recruits: Living units are generally not recommended in this scenario due to the dehydration mechanic, but you’ll certainly want another (preferably +8) healer besides Anlindë, and you might as well recall the loyal scout too since he doesn’t cost upkeep. I’d recommend recruiting mostly ghosts – they are fast and have extremely good advancements – with some vampire bats mixed in to scout and act as a distraction force.<br />
You start with 2 villages and there are 6 more around the orc’s keep, but this is all you’re going to get for most of the scenario so take that into account when recruiting (try to keep your income positive).<br />
<br />
This scenario has 3 main parts:<br />
<br />
'''Part 1'''<br />
*Objectives: Defeat the orc leader to the northwest.<br />
<br />
Use Galas’ leadership on the level 1 ghosts; try to level a couple by feeding them the level 2 orc kills. Focus on killing crossbowmen and archers as their ranged fire attack is dangerous to ghosts. Mal Keshar is great at screening your units – you can put him in very exposed positions and the orcs will generally ignore him.<br />
<br />
When you kill the orcish leader you’ll get about 50 gold. You can use his keep to recruit some reinforcements (watch your income; there aren’t any more villages for a long time). Start heading west, where you’ll encounter some very weak undead. There will also be some scorpions north and south of the path which are free experience for wraiths and ghosts.<br />
After a while the path will turn south and you’ll spot some bandits.<br />
<br />
'''Part 2'''<br />
*Objectives: Defeat the bandit leader in the southwest.<br />
<br />
Try to fight the elusive outlaw units (footpads, thieves) on sand terrain where they only have 40% instead of their usual 60 or 70%. Bats make great bait for luring out powerful guard units, or the enemy leader.<br />
<br />
''(NOTE: This part is out of date and needs to be updated with info on the branching path)''<br />
After you defeat the leader some humans will show up from the north. There’s supposed to be a branching path at this point but one of the branches hasn’t been implemented. Your only choice currently is to fight the humans.<br />
<br />
'''Part 3'''<br />
*Objectives: Defeat the leader of the humans in the northwest.<br />
<br />
Note that drain attacks will not work on the human units so you’ll have to be a bit more careful with putting wraiths on the front line.<br />
Use the bandit’s keep to recruit more reinforcements if needed and start heading north. You’ll encounter two revenants; you can easily lure them out and kill them with spectres / wraiths. The humans have a lot of units, but if you form a line where your units can only be reached from 2 hexes then their level 1 units won’t be able to damage you too much.<br />
Continue northwest towards the final leader; again a vampire bat can be used to lure her out.<br />
<br />
==Scenario 5a (Crossfire)==<br />
*Objectives: Defeat all enemy leaders, and make sure no chaos empire units survive.<br />
<br />
All three enemy sides will fight each other, so a couple keeps of units should be enough. Villages are very scarce so using mainly low level units supported by leadership will save on upkeep. Start by sending your entire army south against the chaos empire; the undead and bandits will mostly be occupied fighting each other. The undead will send quite a few troops east but they should arrive around daytime so it should be easy to wipe them out.<br />
<br />
After the chaos empire is defeated, head west; you can send everybody against the lich and then north or split into two groups, one to defeat the lich and one to deal with the bandits. The bandits are the stronger enemy – try to attack them during the day.<br />
<br />
After defeating the bandit leader you’ll be given the choice to spare him; do so and you’ll be given a very useful Ring of Regeneration (+5 HP, regenerates +4 ability, +1 melee damage), a good item for Galas. (Deciding to kill him will only give you some gold and is not worth it.)<br />
<br />
==Scenario 6 (Moon Valley)==<br />
*Objectives: Defeat all enemy leaders.<br />
<br />
This scenario is much easier than it looks, because the orcish units will generally stay clumped together near their leader instead of all coming towards you at once, allowing you to focus on each army separately. You’ll receive a small amount of gold each time you defeat an enemy leader.<br />
<br />
It's possible to rush the northeastern (blue) orc leader and kill him before he spends most of his gold: recruit a full keep on turn 1 and send Galas northwest immediately; send a bat southwest to village grab and move everyone else northwest. With the help of Anlindë and Mal Keshar you should be able to whittle down the leader on turn 3 and finish him on turn 4. Galas can then use the keep to recruit reinforcements while the rest of the army clears out the remaining blue orcs.<br />
<br />
At this point the green and black orcs will be hanging around the central forest while purple remains in the west. Advance aggressively during the second day and you should be able to wipe out most of the green and black units. After that only purple will be left; it will be night now but with the help of slow and Mal Keshar who is practically invincible they shouldn’t pose a problem.<br />
<br />
As the dialogue hints, when you approach the northwest area close to the final keep, several high level orcs will appear and the northwest leader will also get some gold to recruit. Wait until daytime (preferably morning) to approach, and you can also use the nearby keep to recruit some spam if you want to be extra safe.<br />
<br />
==Scenario 7 (Goliath)==<br />
*Objectives: Defeat Goliath.<br />
*Note: The units you recruit/recall on the first turn are all you will have for the entire scenario, so choose carefully.<br />
<br />
This scenario has a lot of weak level 1 units scattered around, so it’s a good opportunity to get some experience. Most of the enemies in this scenario are automatons which are extremely resistant to blade and arcane (50%) but only have 10% impact resistance making trappers/prowlers especially effective against them.<br />
<br />
After heading west through the tunnel that you start in, you’ll come across the keep of the chaos empire. This is actually the toughest opposition you will face all scenario so be defensive (form a line and let the enemies come to you) and take your time. The enemy leader is extremely dangerous in ranged so try to take him down in 1 turn using mostly melee attacks.<br />
<br />
After defeating the enemy leader, head south across the river and you’ll encounter some demons and bats scattered about; keep heading south and you’ll come to a chamber with some automatons which are basically free experience. There’s a passage in the south leading to an orb switch; send a fast unit like a flying undead to trigger it, which will open the eastern wall into a large central area.<br />
<br />
In the central area, triggering the touchplate in the southwest corner opens a small room in the center with two golems guarding a potion of strength (+2 melee attack, +8 HP for this scenario only) and the final touchplate which opens the way south. The northeast path is just a dead end with some weak enemies (though you could go kill them for the experience if you have the time) so send everyone down the southern passage. <br />
<br />
The passage leads into a huge chamber in the south filled with automatons. Moving further south in this chamber reveals the scenario’s boss, Goliath, who appears along with a few level 1 automatons. Goliath has a lot of HP and good resistances but is extremely weak in offense, so just slow him and attack with powerful units like Mal Keshar and he will be destroyed in no time.<br />
<br />
==Scenario 8 (An Errand of Hope)==<br />
*Objective: Defeat all enemy leaders (3 in total).<br />
<br />
You will get another opportunity to recruit later, when you are much closer to the main battle, so you may want to save some gold until then and try not to go negative on income. The first enemy you’ll be facing is some trolls directly to the northwest. Wraiths, spectres and Mal Keshar are especially effective against them. Near the troll’s keep you’ll find a Poisonous Bow (can be used by elvish archers, skeleton archers, elvish heroes, revenants and their advancements) which adds an 11-3 ranged poison attack.<br />
<br />
Head northwest across the river (don’t bother exploring southwest of the river; there’s nothing there) and you’ll come across a large central area – entering it will clear the fog in the area and reveal an ongoing battle between the chaos empire and some allied dwarves. There’s also a second dwarf leader far in the northwest (he has a few villages, so you can send a bat up that way to steal them), and another chaos empire leader all the way in the northeast corner.<br />
<br />
Use the large keep here to recruit/recall some reinforcements, and split up your forces between the western front and the northeastern front. You’ll need more firepower in the northeast, since there are quite a few high level enemies there and the dwarves will concentrate their forces in the west. It helps to have Galas use Althurin’s keep to constantly reinforce (you should have a pretty high income) and just defend the northeast passage until the high level enemies are gone. (Don’t worry about keeping Althurin alive; he’ll just flee if he gets to 0 HP).<br />
<br />
The final enemy leader is all the way in the northeast corner; he’s a chaos lorekeeper so send your strongest melee units against him.<br />
By the way, there’s no point in sending a unit to the crypt south of the western leader (you’ll just get a message saying it’s empty).<br />
<br />
==Scenario 9 (The Library)==<br />
*Objective: Reach the exit in the south with Galas, Anlindë or Mal Keshar.<br />
**Optional objective: Defeat all enemy leaders (early finish bonus).<br />
*Note: The exit is marked by a turquoise glyph somewhere in the south (its exact location is random). You'll need the exit key to pass through, which is dropped by a random enemy leader.<br />
<br />
Don’t recruit too heavily at the beginning, since you’ll get another opportunity to recruit about halfway through the scenario. You’ll probably have to do quite a bit of fighting before then though, so some durable units will be helpful. Ghosts/wraiths/spectres are especially good in this scenario due to the lack of chaos invokers and fire demons. Head west (the passage south of your starting keep just leads to an empty dead end) and after fighting through a couple level 2 undead you’ll come to an intersection.<br />
<br />
The northwest path leads to a dead end with a ruined house; when you send a living nonbat unit there to investigate you’ll discover Igor, a loyal wolf rider. He is automatically recalled in all later scenarios and even has his own dialogue, so it's highly recommended to keep him alive. Meanwhile in the south, the combined forces of the 3 enemy leaders will begin to arrive. The easiest way to fight them is to just defend in the bottleneck until the massive army is mostly gone; it will take quite a while but the rest of the scenario will go much quicker after the main enemy army is gone.<br />
<br />
When you get past the bottleneck you’ll come to a large keep where you can recruit some reinforcements, and the path splits into a western and eastern one. There are two enemy leaders in the west and one in the south, so one possibility is to split into two groups and have one group take out the two western leaders one after another (there’s a banebow leader in the northwest and a draug leader in the southwest), while another group circles east and then south to take care of the southern lich leader (bring some arcane damage).<br />
<br />
The purple glyphs scattered around reveal various pieces of backstory. There is also a turquoise glyph somewhere in the south which marks the exit. You’ll need the exit key (dropped by a random enemy leader) to use the glyph. You might as well just defeat all enemy leaders for the experience and early finish bonus, as they don’t have much income and are pretty much on their own.<br />
<br />
==Scenario 10 (The Source of Light)==<br />
*Objectives: Defeat the enemy leader, and then activate the six runes to open the central chamber.<br />
<br />
Note that this scenario takes place deep underground, where chaotic units get +30% damage instead of the usual +25%. In the beginning, make sure to send a vampire bat to grab the village in the far northeast corner of the map, across the chasm. The first objective is to defeat the enemy leader to the southwest. There are a lot of high level enemy units including skirmishers, so a safe way to play it is to form a solid vertical line along the 4-hex bottleneck (from 42,11 to 42,15) and defend there until the most threatening enemies are gone.<br />
<br />
Once the leader is defeated, you’ll have to activate the 6 glyphs scattered throughout the lower half of the map. Here are their approximate locations (going counterclockwise):<br />
*'''Northwest (across the river):''' A long twisty passage leads past some giant spiders to a glyph at the very end.<br />
*'''West:''' There’s a glyph behind a cuttlefish leader in the west of the watery area.<br />
*'''Southwest corner:''' There are a bunch of animated rocks and various undead here, and a glyph next to an enemy leader. Watch out, because several wraiths are lurking near the keep.<br />
*'''Center south:''' There’s a sealed chamber containing a glyph, which you have to open by finding a touchplate in the far south. There’s also a red Berserker Potion (not usable by: ghosts/bats/corpses, elvish shamans and their advancements, or hero units), which gives the berserk special to a unit’s melee attacks, +1 melee damage, +10% HP, and some extra resistance (+10% blade, +20% fire, +30% impact).<br />
*'''Southeast:''' There’s a lava filled cave full of fire spirits – dark adepts and their advancements are especially effective against them. In the far southeast there’s a fire guardian leader and a glyph next to the keep.<br />
*'''Northeast:''' You’ll encounter some undead and a chocobone leader (be sure to keep fragile units out of range of its charge attack). There’s a glyph guarded by vampire bats north of the undead keep, and a northeast passage leading to a green Potion of Drain (adds drain special, -5% HP, +10% arcane resistance, usable by non undead units).<br />
<br />
In order to explore efficiently it’s best to divide into several small groups (e.g. 4 groups, one for each corner). A very useful tip by skeptical_troll if you’d like to avoid a lot of fighting completely is to send a shadow/nightgaunt to activate the glyphs (though it’s not advised to do this in the southwest or northeast corner, since these glyphs are surrounded by enemies).<br />
<br />
Since there is no early finish bonus and you likely have very high income, you may want to take your time and make some extra gold for next scenario.<br />
<br />
==Scenario 11 (Strike on Herthgar)==<br />
*Objectives: Hold out until the end of turns, or defeat all enemy leaders.<br />
*Note: All enemy sides will get a small amount of gold on turns 6 and 14.<br />
<br />
This scenario is actually the final battle for Part I – the next two scenarios are more of an epilogue. This is one of the more difficult scenarios, so don’t worry too much about losing some veterans (another thing to note is that you will not be able to take more than six undead veterans with you after this scenario.)<br />
<br />
Gold carryover is completely irrelevant (you won’t be able to use more than the minimum gold next scenario) so one approach is to just recall every single veteran you can afford. It can be helpful to create walking corpses with your necromancers to act as a distraction. Also, be sure not to let your spectres/nightgaunts etc. get within range of multiple chaos invokers and demons, or they will die fast.<br />
<br />
Here is one strategy for defeating all enemy leaders:<br />
#Send a large force northwest to wipe out the two northwestern enemies while a smaller force heads south to defend the dwarven castle. (The eastern front and southern front do not require immediate attention because the dwarves will delay the enemies for several turns.) Form a line and let them come to you; prowlers with their slowing ability and necromancers with their high HP and arcane resistance (there are lots of chaos invokers around) are especially good at holding the line.<br />
#Once the two northwest enemies are defeated, split the large northern force, with one part going to deal with the eastern enemies, and the rest going south to reinforce the castle.<br />
#Defend in the castle using the bridge chokepoints (just watch out for demon zephyrs which can fly over the deep water moat) until most of the southern enemies are gone. The southern force can then split into two groups and take out the two remaining southern leaders.<br />
<br />
<br />
==Scenario 12 (The Escape)==<br />
*Objectives: Reach the northern exit with Galas, Elynia or Mal Keshar.<br />
*Note: You may only recruit/recall during the first turn (6 units total), and any undead veterans you do not recall this scenario will be permanently lost (dark adepts/sorcerers/necromancers and bats do not count).<br />
<br />
This is a relatively easy scenario, but there are some triggered events including a large ambush near the end so don’t send your units too far ahead by themselves.<br />
<br />
There are four minor enemies you’ll be facing this scenario:<br />
<br />
#After crossing the river at the beginning you’ll come across a chamber with the chaos empire fighting some trolls; both are very weak and shouldn’t be a problem.<br />
#After crossing another bridge and heading north you’ll encounter a mechanical Goliath along with some automatons; he is also extremely weak.<br />
#You’ll then come across a tunnel leading into a large empty chamber. Do not send a unit all the way into the chamber because there’s an ambush; instead move a scouting unit slowly toward the chamber until you trigger the ambush, then pull it back using its remaining movement. After that the ambush shouldn’t be hard to deal with – the most threatening enemy is the hellhound with 10-4 melee berserk, but a single spectre can easily take care of it.<br />
#Finally, after heading north you’ll come across some imps. One thing to watch out for is that when you kill the leader imp, he will dissolve into a bunch of mudcrawlers. After that the exit is straight to the north.<br />
<br />
==Scenario 13 (Face Your Fate)==<br />
*Objectives: Hold out to the end of turns; then accept the inevitable.<br />
*Note: If you didn’t manage to recall some of your undead veterans last scenario, you can recall them now.<br />
This is mostly a cutscene scenario.<br />
Holding out until the end of turns should be trivial with your extremely high starting gold. A few turns after the initial turn limit, the Chaos Warlord will appear in the southwest and the objectives will change to defeating her. However, it is impossible (if you reduce her HP to 0 she’ll just heal back to full and instantly kill all your undead units), and the only way to end the scenario is to let your leader die.<br />
<br />
=Part II: Armageddon=<br />
You can either continue from your Part I save (recommended), or start fresh.<br />
<br />
==Scenario 14 (Bye and Behold)==<br />
*Objectives: Defeat both enemy leaders.<br />
This should be a very easy scenario, especially if you’re continuing from a Part I save, so it’s a good opportunity to get some easy XP for fresh recruits. The barrel contains 6 explosive arrows (does 80% of the base damage to the unit immediately behind the target).<br />
<br />
The two enemies you’ll be facing are saurians and water serpents from the northwest and orcs from the northeast. The northeast orc keep is surrounded by deep water to the south, forcing the orcs to go all the way around to the west and then south, giving you several turns to focus on the saurian army before they arrive. Most of your forces should head northwest since the main battle will take place there (for the east you can just send a bat to village grab). If you keep your elves in the forests you should have no problem dealing with the saurians and then the orcs.<br />
<br />
==Scenario 15 (Shadows of Time)==<br />
*Objectives: Defeat all enemy leaders. (You actually do not need to kill the ancient lich leader – once you attack him he will flee.)<br />
You’ll be fighting a lot of undead so arcane (sorceresses, dark adepts, etc.) and fire damage (sprites) will be very useful. Your orcish allies will mostly go up the northeastern side of the map and delay the undead coming from that direction, so the main battle will likely take place on two fronts: fighting the undead from the west, and the orcs in the center.<br />
<br />
The first threat you’ll face is the group of four Forefathers coming at you from the west; stay back and let them get close, and then finish them off with heavy arcane hitters like Elynia and Mal Keshar. After that you can split your army in two, with one group holding off the undead in the western forest, and another (probably larger) group dealing with the incoming flood of orcs (and later undead from the north) in the center.<br />
<br />
==Scenario 16 (Dawn of the Great War)==<br />
*Objectives: Reach the southern edge of the map with Galas, Elynia or Mal Keshar.<br />
**Optional objective (early finish bonus): Defeat all enemy leaders.<br />
*Note: You can only recruit / recall elves on the first turn, and all veterans not recalled in this scenario are permanently lost.<br />
<br />
Recalling advice:<br />
*If you continued from Part I you’ll likely have much more veterans than you can recall; however there’s no need to get obsessed about bringing every single veteran with you because there is very little gold in later scenarios, so you won’t be able to use them all anyway.<br />
*Elves: It’s highly recommended to get at least two healers because you will not be able to get any more healers later! After that, probably the most useful elven units are enchantresses and prowlers since they can slow.<br />
*Spectres are great in later levels (arcane damage + mobility); I’d recommend recalling every one you have. Necromancers and nightgaunts will also be very useful.<br />
*I would not recommend recalling any sprites, since they are lawful and the next scenarios all feature perpetual night.<br />
<br />
Your two allies will do a pretty good job distracting the two outer enemies, so the main battle will take place in the center. If you began the battle portion of the scenario on turn 4, you should have a turn of daylight (First Afternoon) to strike hard and fast at the central enemies with all your veterans. If you continue to make as many kills as possible during dusk there shouldn’t be many enemies left at all to threaten you during the night. Once you deal with the units from the two central enemies the rest of the battle should be easy, as the two outer enemies should be weakened from fighting your allies. It's recommended to kill all the enemy leaders for the extra gold and experience.<br />
<br />
==Scenario 17 (Voice of the Armageddon)==<br />
*Objective: Defeat all enemy leaders.<br />
You will face two enemy leaders: a relatively weak enemy in the center, and a very powerful enemy far to the south. You’ll probably want to recruit a few expendable units such as skeletons or vampire bats to distract the powerful enemy units from your veterans. The central enemy shouldn’t be too much of a problem: blast them with your veterans and then put a couple expendable units in front to screen them.<br />
<br />
Once you scout far enough south, you’ll trigger the southern leader to start recruiting and a boss Armageddon Imp will appear and start heading for you. It’s probably best to wait near the central keep and let the imps come to you so you don’t get in range of the enemies stationed in the southern fort. Once they arrive, illuminate and slow the boss and then zap him with your magical ranged units. Next you’ll have to deal with the army of soulless and necrophages coming from the south; once again an effective tactic is to blast away with your veterans from the back and then insert some expendable units in the front.<br />
<br />
Be careful when approaching the fort because the powerful units stationed there will come out and attack; use ctrl + v to make sure no one is too exposed, and try to lure them out one by one. The ancient lich leader can be lured out onto 40% defense terrain by placing a walking corpse in his range. Don’t bother about setting up the kill on the leader because he will just run away, denying you the killing XP.<br />
<br />
==Scenario 18 (Ashes of Wesmere)==<br />
*Objectives: Defeat the enemy leader, and then move Galas, Elynia or Mal Keshar to the cave in the southeast.<br />
<br />
The more spectres you have the easier this scenario will be; I recommend recalling all your spectres and wraiths. Since there aren’t any villages you’ll surely start next scenario with minimum gold anyway, so there’s no point in worrying about upkeep or saving gold. The main enemies you’ll be facing are drones, which do impact damage and are weak to arcane. Advance very cautiously at first because there will be several level 2 drones lurking around. They’re extremely nasty in ranged, so spectres are ideal for taking them out.<br />
<br />
Once you start heading south, you’ll face a horde of level 1 drones from all directions. Just keep killing them every turn with spectres and wraiths, focusing on one group at a time, and eventually they’ll run out. Be careful of putting Mal Keshar in range of a lot of drones because they’ll chain attack him and he’s weak to impact.<br />
<br />
After that it should be easy to kill the enemy leader, who has a pretty pathetic army. When you head southeast to the cave, keep a tight formation and don’t expose heavily wounded units because there are several invisible skirmishing and backstabbing shadow minions around.<br />
Since there’s no early finish bonus, you can use any leftover turns to go around killing the other enemies scattered around the map for the XP.<br />
<br />
==Scenario 19 (Under the Sands)==<br />
*Objective: Reach the exit in the south with Elynia or Mal Keshar<br />
<br />
This scenario has a lot of rough terrain and chasms, so ghostly undead (spectres, nightgaunts) will be extremely useful. Also, the blue matrix flow systems have 0% defense and can be drained, so they can be used as free full heals for your spectres.<br />
<br />
When heading out of the initial chamber, be very cautious and keep a completely tight formation because there are several shadow minions (which are invisible and can skirmish and backstab) lurking nearby. This scenario is full of these shadow minions, so be very cautious when advancing.<br />
<br />
Make your way southeast to kill the drone leader, then west where the chaos empire army should be arriving. They shouldn’t be much trouble (just make sure to kill the invokers before they can get at your ghosts). You’ll arrive in a large central chamber full of various enemies. Send some units towards the hive in the southwest of the chamber and you’ll spot a matrix core in the far west; each core you destroy will reduce the gold of certain enemy sides in the next scenario by a bit (there are 5 cores total). Next scenario is difficult, so it's worthwhile to destroy as many cores as possible.<br />
<br />
Head south across the lava chasm (it will probably take a while, due to being assaulted by enemy spawns from all directions) and you’ll come across the chaos empire leader to the left and a dead end with a second matrix core on the right. Once you defeat the leader head south towards a swampy area.<br />
<br />
Past the swamp is a fork: the southern fork doesn’t have enemies and leads straight to the exit. The eastern fork leads into a large hive, where the remaining 3 matrix cores are. One of the cores is near the entrance. The remaining 2 cores are extremely deep into the hive so getting at them may be more trouble than it’s worth, though you can get some good XP out of fighting your way through to them. Note that you won’t be able to leave until Elynia and Mal Keshar are both outside the hive, so make sure you have enough turns left before exploring (but if you kill the innermost core, a shortcut will open up, so you don’t have to backtrack all the way).<br />
<br />
==Scenario 20 (The Heart)==<br />
*Objectives: Move Galas, Elynia or Mal Keshar inside the fortress, or defeat all enemy leaders.<br />
*Notes:<br />
**Another enemy leader will appear in the north on Turn 2. Also, every so often starting from Turn 3, a large group of enemies (mostly demon zephyrs) will appear in the chasm surrounding the fortress.<br />
**After the initial turns of daylight the scenario becomes perpetually night.<br />
**You have control over the allied dwarves this time. They leave after this so they’re completely expendable.<br />
<br />
This is somewhat of a finale for Part II of IftU. <br />
Since you don’t have so much time, trying to defeat every leader is probably more trouble than it’s worth, especially on Hard. My strategy was to completely ignore the northern leader and rush my entire army southwest, killing as many units as possible during the day before the scenario turned into perpetual night. After that I fought my way over the bridge into the fortress (having spectres and nightgaunts fly over the chasm is essential in breaking the bridge bottleneck), sending the less valuable veterans in first. Meanwhile some units went to deal with the northern army which was attacking from behind.<br />
<br />
The dwarves really did not do much; I mostly had them camped in the 3 village cluster just northwest of the fortress the entire time, where they lured out and killed any demon zephyrs which spawned in the west.<br />
<br />
Some tips:<br />
*After this you’ll only be able to use 8 of your veterans for the rest of the campaign. So choose your 8 favorite veterans and go crazy with the rest!<br />
*There are a ton of enemies on this map, and a lot of nasty flying ones which can reach your units from quite far away. Use ctrl + v constantly to avoid surprises.<br />
*Two nightgaunts backstabbing from opposite sides of a sentry tower will automatically kill it from full health.<br />
*Having some expendable units will be very helpful; if you’re short on cash, you can use your necromancers’ plague staff to make free corpses.<br />
*Don’t worry about gold carryover; you can’t use more than the minimum next scenario anyway.<br />
<br />
==Scenario 21 (Innuendo)==<br />
*Objectives: Reach the exit in the north with Galas, Elynia or Mal Keshar.<br />
*Notes:<br />
**From now on it is ''highly'' recommended to restart anytime any unit dies, because these are the only veterans you'll have for the rest of the campaign and the remaining scenarios are very difficult.<br />
**It is essential to pick up the chest of gold in the southwest, which will be needed several scenarios later for the final battle.<br />
<br />
Recruits: You may only bring 8 veterans with you for the rest of the campaign. Future scenarios will be underground / deep underground so undead are especially useful. It’s also recommended to bring 2 shydes for healing, at least one necromancer for making free fodder corpses, and some flying undead (spectres/nightgaunts) since there will be a lot of unwalkable chasms. (I used 2 shydes, 2 necromancers, 1 lich, 2 spectres and 1 nightgaunt and it worked really well.)<br />
<br />
Get ready for an absolutely massive dungeon crawl! You’ll face several waves of enemies in this scenario:<br />
<br />
'''The beginning:''' Some Chaos Empire units will come at you immediately, so just form a solid line in the passage and let them come. After that the path splits north to a dead end with a potion giving +1 MP and +1 ranged damage (living units only), and a southwestern passage leading to a large chamber full of powerful enemies. You can safely destroy them by forming a line in the 3-hex passage and slowly picking them off until they’re gone. (Try to turn some of them into corpses, which can be used as bait for powerful enemies later).<br />
<br />
'''The large chamber in the south:''' There are two paths north (both lead to the same place) with some enemies guarding them. In the southwest corner there’s a room with a Potion of Strength (+1 melee, +8 HP, a great item for Galas), an Accuracy Bow (for archer units only, such as Erathan), and a chest of gold. There is an enemy leader in the northwest, and moving to the gem behind him will open one of the gates in the northeast.<br />
<br />
'''The northern chamber of undead:''' You’ll need to find the gem which opens the gate in the far north, where there is an ancient lich leader. Be sure to stay out of his range (he has 7 movement!) until you wipe out most of his army. Also be careful of the two wraiths right behind the leader. If you made any walking corpses earlier, you can use them as bait to safely lure out the ancient lich leader. The gem on his keep opens the gate in the east.<br />
<br />
'''The imp boss''': Past the eastern gate, you’ll come to a long passage east with some enemies. Once you advance far enough, you’ll discover a large chamber with a nasty imp boss and some other enemies. It’s best to fight them in the 3-hex bottleneck, and try to have Elynia illuminate and slow the boss.<br />
<br />
'''The dungeon:''' The area northwest of the chamber where the imp was leads to the exit, but it’s blocked by a gate so you’ll have to go east to the dungeons first. There’s a couple (useless) soulless in the cells which will join you. In the southeast, there’s an unwalkable chasm with some enemies on the other side; if you send some flying undead exploring there they can trigger a touchplate which opens a passage for regular units to enter. There is a Glacial Gladius there which gives a slowing cold melee attack (usable by elves other than shamans+advancements, and Erathan.)<br />
<br />
The goal is the northeast hive area, where there’s an amulet (+10% arcane resistance, changes ranged damage type to arcane) which is good for units like shydes so they’ll take less damage when slowing later bosses. The south of the hive contains a cage with Ledinor, the elvish lord from the beginning; freeing him will open the gate in the northwest where there are a ton of high level enemies and a drone boss.<br />
<br />
'''The exit (finally!):''' For the horde of high level enemies coming from the exit, it’s safest to retreat to one of the 3-hex passages leading to the dungeons and just pick them off slowly. When approaching the exit, be careful since the chasms on either side contain drones.<br />
<br />
==Scenario 22 A (Face of the Enemy)==<br />
*Objectives: Explore the area, then defeat the Chaos Warlord, then flee to the southeast with Galas, Elynia or Mal Keshar.<br />
Head southeast past some drone hives – the drones will constantly respawn from the hives, though they won’t chase you if no units are in range. Continue heading east across the cave area. There’s a gate in the north which just leads to a dead end, and a couple doors in the southeast which lead to a corridor of enemies. The safe way to deal with them is to camp in the 2-hex bottleneck. Also, watch out for the berserking hellhound hiding in the back. The northeastern water area just leads to a glyph with some backstory about the drones.<br />
<br />
Past the corridor of enemies is another gate; once you open it all your units will be teleported into the chamber beyond, where you’ll be surrounded by powerful enemies. Try to focus on killing a few at a time while staying out of range of the others. A few turns later the Chaos Warlord will show up in the keep in the west. She’ll recruit some units, so retreat and deal with her army before taking her on.<br />
<br />
Once you defeat her she’ll heal back to full so you’ll have to run away by having Mal Keshar destroy the exit gate to the southeast. Fortunately Elynia will cast a spell on her so she’ll only have 1 movement until you open the gate, at which point she regains all her movement (so make sure your units aren’t in her range at that time). The Warlord will just stay in her keep and recruit and not chase you, so it should be easy to get away. The southeast area just has some drones in the south and a giant spider; move a leader to the southern border of the map to proceed to the next part.<br />
<br />
==Scenario 22 B (Dark Hive)==<br />
*Objectives: Defeat the Chaos Warlord (you will have to fight her several times.)<br />
This is an extremely difficult scenario. There are hordes of constantly respawning drones, several difficult boss fights and you must also keep as many veterans as possible alive for later scenarios.<br />
<br />
Some tips:<br />
*In general due to the respawning drones it’s best to stick together in a single group, move forward quickly, and not send units off exploring side passages or they may end up trapped – the only things to find anyway are two glyphs with some backstory.<br />
*A useful (but cheap) tactic is to deliberately leave units (especially Elynia/Mal Keshar) a few XP from leveling so when they attack the boss they’ll automatically heal to full.<br />
*Always make sure to lure off and get rid of as many surrounding drones as possible before confronting the Chaos Warlord, because her leadership combined with the drones is deadly. <br />
There are three sections, each ending with a fight against the Chaos Warlord:<br />
<br />
'''Part I'''<br />
<br />
In the beginning, the path branches south and east; both eventually lead to the same place in the southeast but the eastern path has better terrain so is probably the easier one. Eventually you’ll come to a larger area with a chaos magus to the south; the way forward is a couple doors south of the chaos magus past some ants. Once you open the doors you’ll meet Elyssa again; she’s surrounded by a ton of drones and will recruit more so just camp in the 2-hex passage until all the drones are gone. Meanwhile you’ll have to move Elynia and Mal Keshar next to each other and protect them for a few turns (move them off the front lines before doing this, because they won’t be able to move or attack).<br />
<br />
Once Elynia and Mal Keshar have summoned the Union and all the nearby drones are gone, lure Elyssa out onto 40% defense by putting a unit in her range. She’ll absorb all non-Union damage, but you can still slow her so try to always slow her before using the Union. Note that the Union uses up both Elynia and Mal Keshar’s moves and attacks, though you can still slow with Elynia and then Union with Mal Keshar. Once Elyssa’s at 60% health she’ll run away.<br />
<br />
'''Part 2'''<br />
<br />
The way forward is the two gates in the southwest, which lead down some narrow passages into an area full of demon zephyrs and drones. You can form a line just outside the narrow passages (don’t use the 1-hex bottlenecks or it will take too long) and let them come. Also, try to avoid sending your flying undead onto the starry chasms because it has a small chance of killing them.<br />
<br />
Continuing southwest, you’ll come to a rocky area surrounded by chasms - there are a bunch of drones across the chasms so try to lure them off a couple at a time. Elyssa’s in a keep to the south - lure her out and repeat the slowing + Union tactic (she still absorbs non Union damage). This time she’ll flee at 40% HP.<br />
<br />
'''Part 3'''<br />
<br />
Continuing east, a bunch of zephyrs and drones will come at you across the eastern chasm; form a line and lure them onto land so you can easily get rid of them. Then the path splits south and east - both lead to the same area in the southeast, where Elyssa is waiting with a bunch of drones. As usual try to lure off as many drones as possible before luring Elyssa out.<br />
<br />
She is more powerful this time, but fortunately she now takes full damage from non Union attacks! However, make sure to finish her with the Union; otherwise she’ll just regenerate HP instead of dying.<br />
<br />
==Scenario 23 A (Into the Lair)==<br />
*Objectives: Find the entrance to the Chaos Emperor’s lair.<br />
<br />
In the beginning, just follow the path southwest past a few demon zephyrs and guards. Past the gate in the southwest there are a couple enemy leaders; just camp in the 3-hex passage until both their armies are gone. There’s a gate in the south which leads to the exit, but you’ll have to find the glyph to open it first.<br />
<br />
A few turns after entering the indoor area, a bunch of cockatrices and drones will come flooding out of the west. It’s preferable to form a solid line against them, since getting petrified disrupts a unit’s ZOC. Cockatrices are weak to arcane so spectres are ideal for taking them out. Once they’re gone split up into two groups to explore the western cave passage and the north- there’s an enemy leader in each area. It’s best to send Elynia with one group and Mal Keshar with the other since the glyph to open the exit is in a random location and only Elynia or Mal Keshar can activate it.<br />
<br />
Once you open the exit gate, there will be another flood of cockatrices from the southeast. Past the exit gate there’s a very weak enemy leader and some assorted enemies scattered around. The path then splits three ways: south is an empty dead end, north is a dead end with some story glyphs, and east is the entrance to the lair.<br />
<br />
==Scenario 23 B (Until Death)==<br />
*Objectives: Defeat the Chaos Emperor.<br />
*Note: The blue glyphs scattered around the map heal a unit to full.<br />
This is effectively the final battle; the next scenario is easy and more of a playable cutscene (however, any surviving veterans do carry over to next scenario – you won’t need many but the more the better.) This is probably the most difficult scenario in the entire campaign so hopefully almost all of your veterans are still alive and you got the extra gold from S21.<br />
<br />
You’ll start close to two enemy leaders, and it’s possible (recommended, even) to take them both out on turn 1. The southern leader should be easy; make sure to leave Galas available to take his keep and begin to recruit undead immediately. For the northern shadow courier if you put Mal Keshar next to him and Elynia next to Mal Keshar, two of Mal Keshar’s Union hits will take him down (a 78% chance to kill – it’s slightly risky though, since there are likely some level 2 drones lurking around and Mal Keshar will take a lot of retaliation if he doesn’t kill the shadow courier.)<br />
<br />
Try to recruit as much as possible with Galas on turns 1-3. At the start of turn 4, the Emperor will possess Mal Keshar (meaning you can’t recruit undead anymore) and Erathan (or Galas, if you don’t have Erathan). You’ll then have to use Elynia to kill Mal Keshar (you can make this part easier by making sure Mal Keshar is close to your units and on 40% defense on turn 4.) The Emperor can recall your unused undead veterans while he’s controlling Mal Keshar, so try to finish Mal Keshar off immediately.<br />
<br />
Once you kill Mal Keshar, the Emperor will get a new Union attack and Elynia will also get a powered up (35-4) Union attack when next to him. Elynia’s Union is the only attack which does full damage to the Emperor; all other attacks will do just a few HP of damage (also, non-Union attacks will sometimes cause him to become unslowed so be careful). Lure the Emperor out onto 40% defense, slow him, and then Union with Elynia. You’ll probably need about 3 turns (2 if you’re lucky) of Elynia using the Union. Hopefully Elynia doesn’t get hit too much; if she does you could try ZOCing the boss with cannon fodder while Elynia gets healed or moves to a healing glyph.<br />
<br />
Once you defeat him Mal Keshar will return and you can recruit undead again (although he is extremely fragile now so it’s essential to keep him away from the Emperor), and the Emperor will transform into his final form. This form has much more HP and a stronger ranged attack (hopefully at least one slower is still alive!) but fortunately can now be fully damaged by regular attacks. Elynia’s Union also gets a major powerup, so his HP should go down very quickly. He sometimes spawns drones when hit; you may want to move your own units next to him before attacking so that the drones don’t block the hexes next to him. Make sure to have Elynia finish him off with the Union, or else he’ll regenerate a ton of HP.<br />
<br />
==Scenario 23 C (Broken Heart)==<br />
*Objectives: Reach the exit with Elynia, Galas or Mal Keshar.<br />
*Note: This is the last scenario.<br />
This scenario should be pretty easy, even with very few surviving veterans. Head northeast past some demon zephyrs to the first checkpoint; your units will all enter a new lava area. Around this time Ledinor will begin having some ominous dialogue, and several turns later he’ll suddenly transform into a shadow courier, and 3 shadow minions will appear around him. You can either kill him, or just leave him behind.<br />
<br />
After heading east across the doors past the second checkpoint, the path will turn north. Once you approach the third checkpoint, several high level undead will appear in the 3-hex keep just north of the checkpoint. Once you’ve dealt with them, it’s a pretty uneventful trip northwest toward the exit.<br />
<br />
[[Category: Campaigns - Walkthroughs]]</div>Inkyhttps://wiki.wesnoth.org/index.php?title=Dead_Water&diff=56976Dead Water2015-12-15T02:19:50Z<p>Inky: /* Revenge */ you get 100 gold last scenario so you won't start with less than 400</p>
<hr />
<div>This walkthrough started with comments taken from the source data files for this campaign, which are based on normal difficulty. Maiklas3000 updated the comments for difficult (Triton/nightmare) level. Feel free to add your own comments and you can place your attribution here (using "edit" at the bottom.)<br />
<br />
==Campaign Strategy==<br />
You have piercing-attack Mermen to fight pierce-resistant Undead. What to do? Fortunately, for this campaign you are given a special impact unit, namely the Merman Brawler, which is an advancement of Merman Citizen, the peasants of the Mermen. Spamming Citizens and promoting them to Brawler is one way to play the campaign. Brawlers backed by leadership are especially deadly. Take note of the Brawlers' tail attacks with "stun", which can sometimes be used to good effect to disrupt Z.O.C's. Alternatively, or in addition, you can focus Netcasters and Priestesses, with some Enchantresses. You should aggressively advance Hunters to Netcasters for their impact attacks, with "slow" as a bonus on the ranged attack. Many scenarios benefit from having at least two healers, so you should also promote an Initiate or two (or three) to Priestess early on, to supplement your starting Priestess, Cylanna, whom you should try to promote quickly to Diviner for the illumination. Fighters/Warriors and Spearmen are less useful in this campaign, but you do not always fight Undead, so groom a few on your roster "just in case."<br />
<br />
Along the way, you will gather several loyal units that will remain with you until the end, if they survive. So, make sure they survive, replaying scenarios if necessary.<br />
<br />
By the way, this is a campaign where it pays to read one scenario ahead, to see if you can better prepare yourself.<br />
<br />
==Scenarios==<br />
<br />
=== Invasion! ===<br />
* Objective: Defeat the enemy leader.<br />
* Lose if: Kai Krellis or Cylanna die or turns run out.<br />
* Turns: 30/28/26/26 (easy/normal/hard/nightmare).<br />
* Starting units: Kai Krellis, Cylanna, Gwabbo and six citizens.<br />
<br />
This scenario is tricky. Mastering a winning strategy may take you a few attempts. Ultimately, it's not as hard as it looks.<br />
<br />
A key feature of this scenario is that when the Undead capture any village, Walking Corpses spawn. (Soulless spawn on Difficult.) In light of this, you have two possible strategies, with which players have had success: <br />
<br />
''Option 1'': "General Motorsing". Your basic strategy should be to take and hold as many villages as possible, both to prevent the spawning and boost your income. If you don't let many villages fall into enemy hands, eventually your income will be overwhelming. First turn, recruit a mix of level 1's and Citizens. Send a couple level 1's south to capture and protect villages there and send the Citizens in all directions to snatch up villages. Concentrate on keeping Cylanna and Gwabbo safe. You can take horrifying losses of other units and still win. By day, swarm your Citizens around isolated enemy units, similar to bats.<br />
<br />
''Option 2'': Leader assassination / blitzkrieg. First turn, recruit only (or mostly) level 1 units. When you see an opening to go for the enemy leader, advance and kill him. The enemy will be focused on capturing villages in order to create an overwhelming number of Walking Corpses - so much so that you may be able to just walk in and kill their leader.<br />
<br />
You can also do a combination of these two approaches, sending a semi-strong contingent south and then along the bottom of the board to the enemy leader, while most of the enemy's units are distracted up north.<br />
<br />
You can let the swimming Soulless/WC advance a bit towards your keep, so that your baby king can dart out to get an easy kill or two. As Gwabbo hints, you would be wise to get Krellis as much experience as possible this scenario; it will make the next scenario much easier. It's also much easier to defend when you're sitting on villages, like those around your keep.<br />
<br />
Keep your Citizens and wounded safe from becoming WC's, which often means sitting them on villages, but you can think of other ways, like using the ZOC's of level 1's and 2's to protect them.<br />
<br />
Bat control is essential. Initiates are good against bats. A key to success is understanding how the bats work. Often, bats will forego capturing a village in favor of making an attack. So, if a bat can capture a village, try to distract it with some Citizen bait.<br />
<br />
If you start losing villages, it may not be the end of the world. You can sacrifice the land villages, but hold the ones in the water, using a couple of Fighters/Hunters plus Citizens. Use Cylanna, Gwabbo, and a few Citizens to hold off the Skeletons and Soulless/WC southeast of your keep until the village situation is under control. Remember to look for an easy path to the enemy leader, even if there are swarms of Walking Corpses elsewhere.<br />
<br />
Towards the end, your income probably will be quite large, so if the situation is under control, then it's better to milk XP than go for an early finish. You can swarm the enemy keep with Citizens and take your time to end it. Try to get Krellis to level 1, while also turning some of the Citizens into Brawlers.<br />
<br />
=== Flight ===<br />
* Objective: Either<br />
** Move Kai Krellis to the north-west corner of the map. He must be level 1 or higher.<br />
** Defeat all enemy leaders (different bonus for each).<br />
* Lose if: Kai Krellis or Cylanna die or turns run out.<br />
* Turns: 21/22/23/24 (easy/normal/hard/nightmare).<br />
* Starting units: Kai Krellis, Cylanna, Gwabbo (if he survived the previous scenario).<br />
<br />
Hopefully Kai Krellis is at least half leveled up already. Otherwise, this can be painful, as one of the victory conditions is that the Kai must be at least level 1.<br />
<br />
You must decide whether to attack east or southwest. To the east is the prospect of more experience, while to the southwest is an easier foe and less distance for Krellis to travel back to the signpost.<br />
<br />
''Option 1'', east: Recruit a bunch of Citizens, Brawlers, and Initiates, and send them east with Krellis. Use Citizens to lure the Skeleton Archer types into the water. They are easy pickings there for other Citizens, Brawlers, and Krellis. One of those guys gets Krellis half way up to level one. A few Citizens should also survive to become Brawlers. Remember that you can often turn a near-dead Citizen into a healthy Brawler by going for a kill, especially with the leadership of Krellis if he is already at level 1. About the time you get Krellis leveled up, and you are thinking about retreating everyone else, the bats will arrive. On Difficult, this will be a nasty number of Blood Bats. Use Hunters and Initiates to clear a path back west. Send three or four expendable units with Krellis. Their job is only to serve as bat bait, distracting the bats from Krellis, so that he does not get ZOC-locked. Krellis runs for the corner, while the rest of the troops gain experience doing a fighting retreat from the skeletons and other bad guys arriving in the middle of the map. On the other hand, if you manage to kill the northeast leader, you can consider the alternative of heading south and then west, to kill the final two leaders for a total victory.<br />
<br />
''Option 2'', southwest: Send Citizens east, while your best troops go southwest. After you advance to where you meet the enemy, you will start retreating almost as quickly, especially at night. Feed near-dead Blood Bats to Krellis for experience.<br />
<br />
Whichever option you choose, this is not the normal sort of scenario where you necessarily will slaughter all the enemy. It suffices to get enough experience for Krellis to level up and then have him run like hell for the signpost. Ignore gold for now. You don't need much on the next level.<br />
<br />
Killing all the enemy leaders will end the level, but that won't be easy. However, killing any enemy leader gives you a nice reward so you should consider defeating as many leaders as you can manage. Each one gives you a different bonus: defeating Mal-Kevek grants you a loyal Dread Bat, defeating Mel Daveth gives you a loyal Vampire Bat and a ''ring of strength'' (+1 to all attacks and +3 hitpoints) and defeating the Dead Knight gives you a loyal Bat Corpse and 120 gold. Even if the enemy armies outnumber you greatly, when you manage to assassinate a leader, all of his troops will go down with him.<br />
<br />
=== Wolf Coast ===<br />
* Objective: Defeat the enemy leader.<br />
* Lose if: Kai Krellis or Cylanna die or turns run out.<br />
* Turns: 18/17/16/16 (easy/normal/hard/nightmare).<br />
* Starting units: Kai Krellis, Cylanna, all loyal units available.<br />
<br />
This is a fairly easy level to give you a break. Go north, then lure wolves into the water where you can pick them off. If the wolves come in too big of a pack, you can split them up by sending Citizens off to the edges, in (or next to) shallow water.<br />
<br />
You really should get a second healer leveled up here if you haven't yet. Netcasters and enchantresses are probably your next priorities. You'll want a bunch of both.<br />
<br />
There is a storm trident in the east, sticking out of a pond. A fighter would be a wise choice of holder, simply because they have a lot of hit points. With the trident, he will level quickly. When you get him to level 3, choose Triton, as Hoplites have only pierce melee attack (bad for Skeletons.)<br />
<br />
Money is useful going into the next scenario, but it's hard to get money out of this scenario. Scrounge every gold piece you can by starting with mostly level 1's (and 0's) and taking villages. Rushing for an early finish isn't really a good idea, as the next scenario also demands leveled troops (or better yet: ''about'' to level troops.)<br />
<br />
edit nuorc: I gave the trident to Krellis, although I had to be careful about the right timig so he didn't get chewed up. After that he had a ranged attack (unlike before), and he either killed enemies helping levelling him, or he softened up the opponent helping levelling my other units, both being great with the leadership ability.<br />
<br />
scorchgeek: I had great success with a leader-rush tactic. I recalled a spearman and an enchantress and sent them southeast to kill the wolves, then recruited three citizens and also sent them that direction. Then I recalled a couple more L2 units and sent them northwest with the starting units to the very edge of the map. All of the wolves then charged south, whereupon I sacrificed the citizens (keeping them in the water to slow down the orcs) and sent the valuable units west out of their reach. At this point I had three turns to sweep in and take out the leader before they could get back north (done by turn 8), which gave me a nice 285 gold to start the next scenario. The only downsides were that I didn't get a chance to get the storm trident and that I had only 6 L2 and L3 units for the next scenario (but I levelled nearly that many in the next scenario, as it was relatively easy with that amount of gold).<br />
<br />
=== Slavers ===<br />
* Objective: Defeat all enemy leaders.<br />
* Lose if: Kai Krellis or Cylanna die or turns run out.<br />
* Turns: 30/28/26/24 (easy/normal/hard/nightmare).<br />
* Starting units: Kai Krellis, Cylanna, all loyal units available.<br />
<br />
This is one of those scenarios that some will find impossible. However, rest assured it is possible, even on Difficult/Nightmare.<br />
<br />
You get a free, loyal brawler.<br />
<br />
There are two cages on the shore. One contains Keshan, a Drake Burner who can be ''very'' useful during the campaign, and the other contains a poacher named Siddry. He's not going to be much help here, and he won't come with you. However, if you keep him alive, he comes back in The Flaming Sword with some friends who are a big help taking villages in the beginning (and not much help thereafter).<br />
<br />
The shipwreck in the north contains a treasure chest with 100 gold.<br />
<br />
Recruit about two castles, one of which should be all level 2's. Hopefully that includes at least one more healer. Healers are ''essential'' here. Also, any units close to leveling are especially good.<br />
<br />
Send a quick Citizen north to get the gold and villages along the way. Send everyone else east. Hang back a bit during the first watch of the first night: don't try to grab as much territory as possible; instead, try to lure the Saurians into the water.<br />
<br />
During daytime, be aggressive in taking out the troops and getting to the leader, but don't leave any units out and exposed. At night, be conservative and forego attacks that would put your units at risk. As always against Saurians, maintain a solid line and make constant use of CTRL-V to watch where the enemy can move.<br />
<br />
For triggering the slave revolt, a nice time is turn 7, after you have finished your attacks. It's dusk then, and the slaves will distract the Saurians from counterattacking you that turn and on into the night, plus it will slow down the Saurians coming from the North. However, if earlier you find you find yourself with a hole in your line or a unit in jeopardy, that's going to be your best time to pull the trigger on the slave revolt.<br />
<br />
When it's safe, rescue the drake, and try to get him some experience—carefully. When he advances, maybe in a later scenario, choose Drake Flare, for the leadership bonus, as you will often have large hordes of level 0/1 troops and only one other leader, Krellis.<br />
<br />
After taking out the leader and taking over the keep, you can recruit a unit or two as replacements, and maybe a couple of Citizens for distractions, but you probably will not need more than that. As additional waves of the enemy arrive from up north, you may need to continue to maintain a disciplined line at a favorable location.<br />
<br />
After that it should be no problem wiping out the other two leaders—if you have survived this far, you have quite a few high-level units. Advance cautiously, while keeping an eye on the clock.<br />
<br />
Note: If you find you cannot beat the scenario, you may need to go back and replay the campaign to this point, concentrating on promoting units in each scenario and gathering gold in the previous scenario.<br />
<br />
=== Tirigaz ===<br />
* Objective: Destroy all the undead.<br />
* Bonus objective: Also kill Marg-Tonz (early finish bonus).<br />
* Lose if: Kai Krellis or Cylanna die or turns run out.<br />
* Turns: 18/17/16/16 (easy/normal/hard/nightmare).<br />
* Starting units: Kai Krellis, Cylanna, all loyal units available.<br />
<br />
This level is not too hard, so long as you give the high level undead their due respect.<br />
<br />
Don't go too negative on gold, but recruit three or four high-level units. You need mostly leveled initiates for their arcane or magical ranged attacks. Keshan is a big help, and so is the unit with the storm trident.<br />
<br />
Back off at the initial advance of the undead, waiting until daytime to go after them. Keep a solid line to protect against Shadows/Nightgaunts.<br />
<br />
If you decide to go after the orc leader, wait until the undead are dispatched. Heal everyone, then assemble just to the north of his keep. Don't touch the ships or piers though! Wait until daytime, then send in all the units with arcane/magical attacks. Use other units to keep the slurbows busy. Hopefully the leader won't kill anyone before your next turn. One more round of magical attacks should kill him before his recruits start beating you up. Killing the orc leader isn't really necessary, but he helps someone level up, and he has about a hundred gold. The next level is much easier with lots of gold.<br />
<br />
=== Uncharted Islands ===<br />
* Objective: Defeat the enemy leader.<br />
* Lose if: Kai Krellis or Cylanna die or turns run out.<br />
* Turns: 25/24/23/22 (easy/normal/hard/nightmare).<br />
* Starting units: Kai Krellis, Cylanna, all loyal units available.<br />
<br />
Get some Citizens to capture villages and some more Citizens and level 1's to serve as cannon fodder to help soak up the awesome damage capability of the first wave of monsters. Then, recall your most powerful units. You need firepower. You also could really use the slow ability of Netcasters and Entanglers. Two healers are probably a minimum. Brawlers have no place here.<br />
<br />
Slide the first Citizens around the edges capturing villages. This is mostly to distract the enemy and disperse his units, weakening his first assault wave, which arrives at night. Don't worry about gold—you probably can't start the next scenario with more than the minimum.<br />
<br />
Keshan can handle the upper bottleneck section himself or with a small escort. He is good against the tentacles and even the cuttlefish, if he stays healed. If you lack Keshan, then an Entangler will suffice.<br />
<br />
Keep everyone else along the middle bottom, using terrain to your advantage. Use the bottom board edge to protect your rear until it is safe to advance. As always, keep an eye on time of day. Use your auras as much as possible: leadership and illuminate (Cylanna ''is'' a diviner by now, isn't she?) Use "slows" to keep all your units from dying. You will probably lose a couple leveled-up ones anyway.<br />
<br />
If you cannot win by a fair fight, you always have the option of leader assassination, sliding your assassination force along the north edge of the board, while the bulk of your force stays in the middle.<br />
<br />
When you finish off the enemy leader, he gives you a loyal Cuttle Fish. It is isn't terribly useful, but cool to have anyway. When the Cuttle Fish levels into a Kraken, he is quite a bit nicer to have.<br />
<br />
=== BilHeld ===<br />
* Objective: Defeat the enemy leader.<br />
* Lose if: Kai Krellis or Cylanna die or turns run out.<br />
* Turns: 24/22/20/20 (easy/normal/hard/nightmare).<br />
* Starting units: Kai Krellis, Cylanna, all loyal units available.<br />
<br />
This scenario should be rated "R" for massive violence! Both sides can do lots of damage to the other.<br />
<br />
This is a good scenario for you to use all the piercing units you have. Hopefully you haven't been totally ignoring the spearman and warrior lines. Even level one units supported by leadership can do pretty high damage to drakes, so you can level up some more here. Get piercing units, almost exclusively. Netcasters aren't really necessary, and one diviner is enough (but a second healer can help.)<br />
<br />
If you're not in a hurry, you can play it patiently and not recall/recruit anyone, aside from maybe a few level zero Citizens, for about four turns. The drakes will take a while getting to you, so just take some villages and let your income work. Don't worry too much about ''holding'' the villages; instead, when you feel ready, try to knock out the enemy leader as fast as possible for a good early finish bonus.<br />
<br />
Let the first wave of drakes come to you. You'll have the advantage in the water—even against high-level units. They might kill some of your weaker units, but you will do far more damage to them, and level up some new ones in the process. If you survive the first wave, you should be fine. You probably will have to do a little fighting on land towards the end. Just be careful about how many units can attack each of yours.<br />
<br />
[Inky, 1.12 / Difficult]: I'd recommend more than one diviner, and a netcaster or two to slow arbiters and enforcers. I wouldn't wait to recruit as you'll end up with a lot more drakes to fight this way, unless you are deliberately going for the extra experience. The drake leader can be lured out fairly easily by putting a melee only unit in his range.<br />
<br />
=== Talking to Tyegea ===<br />
<br />
No fighting to do here. Give the holy water to one of your leveled fighters. Perhaps the most suited unit to receive it will be a Triton. Those units won't be as useful after one more scenario unless they have special weapons.<br />
<br />
=== The Mage ===<br />
* Objective: Find Caladon the mage.<br />
* Lose if: Kai Krellis or Cylanna die or turns run out.<br />
* Turns: 16/17/18/19 (easy/normal/hard/nightmare).<br />
* Starting units: Kai Krellis, Cylanna, all loyal units available.<br />
<br />
You need fire (e.g., storm trident) and arcane to take care of scorpions. Mermen Javelineers get one more level to shine. Diviners are also great.<br />
<br />
Stay near your fortress initially, forming a line across the southwest corner, because you will be hit with a nasty number of bats and scorpions, not to mention the occasional giant spider.<br />
<br />
The bats will return to their cave during the day, and fly back out during the night. They attack they same turn that they spawn, so be careful to avoid exposing wounded units during dusk and nighttime.<br />
<br />
Hopefully you have Keshan or a Dread Bat, as they are especially helpful in actually finding the mage (he's hiding in a white temple to the north). A good scout can get there several turns ahead of even the fastest Merman (after you take out most of the scorpions in the way). Without one, the timing will be very tight, and you must focus on killing the creepy crawlies quickly and getting on your way ASAP.<br />
<br />
=== The Flaming Sword ===<br />
* Objective: Pry the flaming sword from the dead hands of its owner.<br />
* Lose if: Kai Krellis, Cylanna or Caladon die or turns run out.<br />
* Turns: 30/28/28/28 (easy/normal/hard/nightmare).<br />
* Starting units: Kai Krellis, Cylanna, Caladon, all loyal units available plus one non–loyal merman from your recall list.<br />
<br />
This is one of those scenarios where there are a lot of villages, so you will want to start with some level 0 units (e.g., Mermen Citizens), but don't expect them to last long. If you have a large stable of Brawlers, you can start treating them suicidally much like Citizens, as this is just before the last scenario.<br />
<br />
When you get near the ruined castle closest to your initial keep, an outlaw will appear and let you recruit outlaw units (for this scenario only). Furthermore, if you helped Siddry (the Poacher trapped in a cage in [[#Slavers|Slavers]]) survive in the past, he will show up here with a group of loyal units to help you. They won't come along with you after this scenario, so you can sacrifice them here if necessary.<br />
<br />
After you advance to the three villages in the center, you'll want to retreat just as fast, as night will be coming, as well as a nasty wave of high level Undead. If you only see a couple of ghosts emerging out of the fog, don't be fooled: run like hell, because they are backed up by Spectres and other tough undead. You may wish to send a few weak units to the northwest, backed by a stronger unit with an arcane ranged attack, like an Enchantress. This will tend to draw some undead that way, making it easier to deal with the ones in the middle.<br />
<br />
Towards the end, hoard your gold. You will need some for the last scenario.<br />
<br />
You defeat the lich to try to get the sword, but as soon as the lich drops it, Caladon teleports in and picks it up. Now, you need to defeat Caladon to get the sword. He grants you time to leave, which is actually a turn to remove any very damaged units from the vicinity as Caladon is pretty dangerous. You can attack him now, or wait a turn for him to get impatient and attack you. When he attacks, or you attack him, he summons fire guardians. He does not also recruit, because that would just be mean. (There is no reason he would have much gold, anyway.)<br />
<br />
=== Getting Help ===<br />
No combat here. You gain the ability to recruit priestesses and an additional 100 gold, all of which is carried over to the next scenario.<br />
<br />
=== Revenge ===<br />
* Objective: Defeat all enemy leaders.<br />
* Lose if: Kai Krellis dies.<br />
* Turns: Unlimited.<br />
* Starting units: Kai Krellis, Cylanna, all previous loyal units plus three new loyal mermen (a hunter, a fighter and a brawler).<br />
<br />
It's the last scenario. Losses of loyal units are acceptable. Also, you are relieved of the responsibility of protecting Cylanna. And you gain a loyal diviner, the Kai's grandmother, Tyegëa.<br />
<br />
Your minimum gold is 300, but this is likely insufficient, so hopefully you have a good carryover from the previous scenarios, so that your total gold coming into this final showdown is at least about 500 or 600. Recruit one batch of Merman Citizens to capture villages. Recruit Brawlers next, who are good for bashing skeleton types, doubly so when the Brawlers are supported by leadership. Pace your main recruitment to end by turn 5 or 6. Diviners and Priestesses are especially useful in this scenario, to kill Bats and arcane-susceptible undead, as well as to heal your main force. Remember that you now have the ability to recruit Priestesses, which will come in handy if you don't already have a stockpile of them to recall.<br />
<br />
You must kill all the enemy leaders. The choice of which enemy leader to kill first is easy. The enemy leader at southeast is protected by terrain that is nasty to Mermen. Therefore, the bulk of your force should head to the island in the middle. Send only a few Citizens to collect villages in the east. The four toughies at the northwest strait will not bother you if you do not go near them, so steer clear. The middle leader may dart out if you present him with an easy kill. Try to take him down then, as he is tougher in the middle of the island, protected by his recruits. After killing the middle leader, the rest should be downhill. However, keep an eye on the location of the Shadows recruited by the southeast leader, so that they do not surprise you at night. To protect the wounded, stay in line formation whenever Shadows threaten.<br />
<br />
Give great respect to the undead at night, backing off and foregoing attacks. By day, wail on them mercilessly.<br />
<br />
Use your halos (illumination and leadership.) They are key. Hopefully, Keshan is both alive and a Flameheart, for its leadership bonus.<br />
<br />
A few final tips:<br />
<br />
* The pile of skeleton bones in the West has a special object, the Ankh Necklace, that will provide the wearer with 70% resistance to arcane damage. A good bearer is an Entangler like Gwabbo, who can then slow enemy necromancers with relative impunity.<br />
<br />
* If you didn't win the ring of strength on the [[#Flight|Flight]] scenario, now is your chance. After killing Mel Daveth, he drops the ring, which "increases the damage of all its owner's attacks by one, and adds three hitpoints." Inky or Krellis would be a good choice of bearer.<br />
<br />
* On turn 10, a squad of Dark Adepts (easy) or Necromancers (difficult) arrives on the northern beach. For this reason, your attack on the central island should veer towards the northwest. This way, you can cut them down in daylight with Brawlers backed by leadership.<br />
<br />
[Inky, 1.12 / Difficult]: The enemy leaders do not begin recruiting until turn 2, and it is possible to rush and kill the central leader early on before he gets the chance to spend most of his gold. Recall your best veterans at the beginning and send everyone as far northeast as they can go. The central leader can be lured out as early as turn 4 by putting a melee only unit like a brawler in his range. For recruits I would recommend a mix of priestesses and initiates; I would not bother with citizens or village grabbing, though this is a matter of personal style.<br />
<br />
<br />
[[Category: Campaigns - Walkthroughs]]</div>Inkyhttps://wiki.wesnoth.org/index.php?title=Dead_Water&diff=56975Dead Water2015-12-15T02:16:47Z<p>Inky: /* Revenge */</p>
<hr />
<div>This walkthrough started with comments taken from the source data files for this campaign, which are based on normal difficulty. Maiklas3000 updated the comments for difficult (Triton/nightmare) level. Feel free to add your own comments and you can place your attribution here (using "edit" at the bottom.)<br />
<br />
==Campaign Strategy==<br />
You have piercing-attack Mermen to fight pierce-resistant Undead. What to do? Fortunately, for this campaign you are given a special impact unit, namely the Merman Brawler, which is an advancement of Merman Citizen, the peasants of the Mermen. Spamming Citizens and promoting them to Brawler is one way to play the campaign. Brawlers backed by leadership are especially deadly. Take note of the Brawlers' tail attacks with "stun", which can sometimes be used to good effect to disrupt Z.O.C's. Alternatively, or in addition, you can focus Netcasters and Priestesses, with some Enchantresses. You should aggressively advance Hunters to Netcasters for their impact attacks, with "slow" as a bonus on the ranged attack. Many scenarios benefit from having at least two healers, so you should also promote an Initiate or two (or three) to Priestess early on, to supplement your starting Priestess, Cylanna, whom you should try to promote quickly to Diviner for the illumination. Fighters/Warriors and Spearmen are less useful in this campaign, but you do not always fight Undead, so groom a few on your roster "just in case."<br />
<br />
Along the way, you will gather several loyal units that will remain with you until the end, if they survive. So, make sure they survive, replaying scenarios if necessary.<br />
<br />
By the way, this is a campaign where it pays to read one scenario ahead, to see if you can better prepare yourself.<br />
<br />
==Scenarios==<br />
<br />
=== Invasion! ===<br />
* Objective: Defeat the enemy leader.<br />
* Lose if: Kai Krellis or Cylanna die or turns run out.<br />
* Turns: 30/28/26/26 (easy/normal/hard/nightmare).<br />
* Starting units: Kai Krellis, Cylanna, Gwabbo and six citizens.<br />
<br />
This scenario is tricky. Mastering a winning strategy may take you a few attempts. Ultimately, it's not as hard as it looks.<br />
<br />
A key feature of this scenario is that when the Undead capture any village, Walking Corpses spawn. (Soulless spawn on Difficult.) In light of this, you have two possible strategies, with which players have had success: <br />
<br />
''Option 1'': "General Motorsing". Your basic strategy should be to take and hold as many villages as possible, both to prevent the spawning and boost your income. If you don't let many villages fall into enemy hands, eventually your income will be overwhelming. First turn, recruit a mix of level 1's and Citizens. Send a couple level 1's south to capture and protect villages there and send the Citizens in all directions to snatch up villages. Concentrate on keeping Cylanna and Gwabbo safe. You can take horrifying losses of other units and still win. By day, swarm your Citizens around isolated enemy units, similar to bats.<br />
<br />
''Option 2'': Leader assassination / blitzkrieg. First turn, recruit only (or mostly) level 1 units. When you see an opening to go for the enemy leader, advance and kill him. The enemy will be focused on capturing villages in order to create an overwhelming number of Walking Corpses - so much so that you may be able to just walk in and kill their leader.<br />
<br />
You can also do a combination of these two approaches, sending a semi-strong contingent south and then along the bottom of the board to the enemy leader, while most of the enemy's units are distracted up north.<br />
<br />
You can let the swimming Soulless/WC advance a bit towards your keep, so that your baby king can dart out to get an easy kill or two. As Gwabbo hints, you would be wise to get Krellis as much experience as possible this scenario; it will make the next scenario much easier. It's also much easier to defend when you're sitting on villages, like those around your keep.<br />
<br />
Keep your Citizens and wounded safe from becoming WC's, which often means sitting them on villages, but you can think of other ways, like using the ZOC's of level 1's and 2's to protect them.<br />
<br />
Bat control is essential. Initiates are good against bats. A key to success is understanding how the bats work. Often, bats will forego capturing a village in favor of making an attack. So, if a bat can capture a village, try to distract it with some Citizen bait.<br />
<br />
If you start losing villages, it may not be the end of the world. You can sacrifice the land villages, but hold the ones in the water, using a couple of Fighters/Hunters plus Citizens. Use Cylanna, Gwabbo, and a few Citizens to hold off the Skeletons and Soulless/WC southeast of your keep until the village situation is under control. Remember to look for an easy path to the enemy leader, even if there are swarms of Walking Corpses elsewhere.<br />
<br />
Towards the end, your income probably will be quite large, so if the situation is under control, then it's better to milk XP than go for an early finish. You can swarm the enemy keep with Citizens and take your time to end it. Try to get Krellis to level 1, while also turning some of the Citizens into Brawlers.<br />
<br />
=== Flight ===<br />
* Objective: Either<br />
** Move Kai Krellis to the north-west corner of the map. He must be level 1 or higher.<br />
** Defeat all enemy leaders (different bonus for each).<br />
* Lose if: Kai Krellis or Cylanna die or turns run out.<br />
* Turns: 21/22/23/24 (easy/normal/hard/nightmare).<br />
* Starting units: Kai Krellis, Cylanna, Gwabbo (if he survived the previous scenario).<br />
<br />
Hopefully Kai Krellis is at least half leveled up already. Otherwise, this can be painful, as one of the victory conditions is that the Kai must be at least level 1.<br />
<br />
You must decide whether to attack east or southwest. To the east is the prospect of more experience, while to the southwest is an easier foe and less distance for Krellis to travel back to the signpost.<br />
<br />
''Option 1'', east: Recruit a bunch of Citizens, Brawlers, and Initiates, and send them east with Krellis. Use Citizens to lure the Skeleton Archer types into the water. They are easy pickings there for other Citizens, Brawlers, and Krellis. One of those guys gets Krellis half way up to level one. A few Citizens should also survive to become Brawlers. Remember that you can often turn a near-dead Citizen into a healthy Brawler by going for a kill, especially with the leadership of Krellis if he is already at level 1. About the time you get Krellis leveled up, and you are thinking about retreating everyone else, the bats will arrive. On Difficult, this will be a nasty number of Blood Bats. Use Hunters and Initiates to clear a path back west. Send three or four expendable units with Krellis. Their job is only to serve as bat bait, distracting the bats from Krellis, so that he does not get ZOC-locked. Krellis runs for the corner, while the rest of the troops gain experience doing a fighting retreat from the skeletons and other bad guys arriving in the middle of the map. On the other hand, if you manage to kill the northeast leader, you can consider the alternative of heading south and then west, to kill the final two leaders for a total victory.<br />
<br />
''Option 2'', southwest: Send Citizens east, while your best troops go southwest. After you advance to where you meet the enemy, you will start retreating almost as quickly, especially at night. Feed near-dead Blood Bats to Krellis for experience.<br />
<br />
Whichever option you choose, this is not the normal sort of scenario where you necessarily will slaughter all the enemy. It suffices to get enough experience for Krellis to level up and then have him run like hell for the signpost. Ignore gold for now. You don't need much on the next level.<br />
<br />
Killing all the enemy leaders will end the level, but that won't be easy. However, killing any enemy leader gives you a nice reward so you should consider defeating as many leaders as you can manage. Each one gives you a different bonus: defeating Mal-Kevek grants you a loyal Dread Bat, defeating Mel Daveth gives you a loyal Vampire Bat and a ''ring of strength'' (+1 to all attacks and +3 hitpoints) and defeating the Dead Knight gives you a loyal Bat Corpse and 120 gold. Even if the enemy armies outnumber you greatly, when you manage to assassinate a leader, all of his troops will go down with him.<br />
<br />
=== Wolf Coast ===<br />
* Objective: Defeat the enemy leader.<br />
* Lose if: Kai Krellis or Cylanna die or turns run out.<br />
* Turns: 18/17/16/16 (easy/normal/hard/nightmare).<br />
* Starting units: Kai Krellis, Cylanna, all loyal units available.<br />
<br />
This is a fairly easy level to give you a break. Go north, then lure wolves into the water where you can pick them off. If the wolves come in too big of a pack, you can split them up by sending Citizens off to the edges, in (or next to) shallow water.<br />
<br />
You really should get a second healer leveled up here if you haven't yet. Netcasters and enchantresses are probably your next priorities. You'll want a bunch of both.<br />
<br />
There is a storm trident in the east, sticking out of a pond. A fighter would be a wise choice of holder, simply because they have a lot of hit points. With the trident, he will level quickly. When you get him to level 3, choose Triton, as Hoplites have only pierce melee attack (bad for Skeletons.)<br />
<br />
Money is useful going into the next scenario, but it's hard to get money out of this scenario. Scrounge every gold piece you can by starting with mostly level 1's (and 0's) and taking villages. Rushing for an early finish isn't really a good idea, as the next scenario also demands leveled troops (or better yet: ''about'' to level troops.)<br />
<br />
edit nuorc: I gave the trident to Krellis, although I had to be careful about the right timig so he didn't get chewed up. After that he had a ranged attack (unlike before), and he either killed enemies helping levelling him, or he softened up the opponent helping levelling my other units, both being great with the leadership ability.<br />
<br />
scorchgeek: I had great success with a leader-rush tactic. I recalled a spearman and an enchantress and sent them southeast to kill the wolves, then recruited three citizens and also sent them that direction. Then I recalled a couple more L2 units and sent them northwest with the starting units to the very edge of the map. All of the wolves then charged south, whereupon I sacrificed the citizens (keeping them in the water to slow down the orcs) and sent the valuable units west out of their reach. At this point I had three turns to sweep in and take out the leader before they could get back north (done by turn 8), which gave me a nice 285 gold to start the next scenario. The only downsides were that I didn't get a chance to get the storm trident and that I had only 6 L2 and L3 units for the next scenario (but I levelled nearly that many in the next scenario, as it was relatively easy with that amount of gold).<br />
<br />
=== Slavers ===<br />
* Objective: Defeat all enemy leaders.<br />
* Lose if: Kai Krellis or Cylanna die or turns run out.<br />
* Turns: 30/28/26/24 (easy/normal/hard/nightmare).<br />
* Starting units: Kai Krellis, Cylanna, all loyal units available.<br />
<br />
This is one of those scenarios that some will find impossible. However, rest assured it is possible, even on Difficult/Nightmare.<br />
<br />
You get a free, loyal brawler.<br />
<br />
There are two cages on the shore. One contains Keshan, a Drake Burner who can be ''very'' useful during the campaign, and the other contains a poacher named Siddry. He's not going to be much help here, and he won't come with you. However, if you keep him alive, he comes back in The Flaming Sword with some friends who are a big help taking villages in the beginning (and not much help thereafter).<br />
<br />
The shipwreck in the north contains a treasure chest with 100 gold.<br />
<br />
Recruit about two castles, one of which should be all level 2's. Hopefully that includes at least one more healer. Healers are ''essential'' here. Also, any units close to leveling are especially good.<br />
<br />
Send a quick Citizen north to get the gold and villages along the way. Send everyone else east. Hang back a bit during the first watch of the first night: don't try to grab as much territory as possible; instead, try to lure the Saurians into the water.<br />
<br />
During daytime, be aggressive in taking out the troops and getting to the leader, but don't leave any units out and exposed. At night, be conservative and forego attacks that would put your units at risk. As always against Saurians, maintain a solid line and make constant use of CTRL-V to watch where the enemy can move.<br />
<br />
For triggering the slave revolt, a nice time is turn 7, after you have finished your attacks. It's dusk then, and the slaves will distract the Saurians from counterattacking you that turn and on into the night, plus it will slow down the Saurians coming from the North. However, if earlier you find you find yourself with a hole in your line or a unit in jeopardy, that's going to be your best time to pull the trigger on the slave revolt.<br />
<br />
When it's safe, rescue the drake, and try to get him some experience—carefully. When he advances, maybe in a later scenario, choose Drake Flare, for the leadership bonus, as you will often have large hordes of level 0/1 troops and only one other leader, Krellis.<br />
<br />
After taking out the leader and taking over the keep, you can recruit a unit or two as replacements, and maybe a couple of Citizens for distractions, but you probably will not need more than that. As additional waves of the enemy arrive from up north, you may need to continue to maintain a disciplined line at a favorable location.<br />
<br />
After that it should be no problem wiping out the other two leaders—if you have survived this far, you have quite a few high-level units. Advance cautiously, while keeping an eye on the clock.<br />
<br />
Note: If you find you cannot beat the scenario, you may need to go back and replay the campaign to this point, concentrating on promoting units in each scenario and gathering gold in the previous scenario.<br />
<br />
=== Tirigaz ===<br />
* Objective: Destroy all the undead.<br />
* Bonus objective: Also kill Marg-Tonz (early finish bonus).<br />
* Lose if: Kai Krellis or Cylanna die or turns run out.<br />
* Turns: 18/17/16/16 (easy/normal/hard/nightmare).<br />
* Starting units: Kai Krellis, Cylanna, all loyal units available.<br />
<br />
This level is not too hard, so long as you give the high level undead their due respect.<br />
<br />
Don't go too negative on gold, but recruit three or four high-level units. You need mostly leveled initiates for their arcane or magical ranged attacks. Keshan is a big help, and so is the unit with the storm trident.<br />
<br />
Back off at the initial advance of the undead, waiting until daytime to go after them. Keep a solid line to protect against Shadows/Nightgaunts.<br />
<br />
If you decide to go after the orc leader, wait until the undead are dispatched. Heal everyone, then assemble just to the north of his keep. Don't touch the ships or piers though! Wait until daytime, then send in all the units with arcane/magical attacks. Use other units to keep the slurbows busy. Hopefully the leader won't kill anyone before your next turn. One more round of magical attacks should kill him before his recruits start beating you up. Killing the orc leader isn't really necessary, but he helps someone level up, and he has about a hundred gold. The next level is much easier with lots of gold.<br />
<br />
=== Uncharted Islands ===<br />
* Objective: Defeat the enemy leader.<br />
* Lose if: Kai Krellis or Cylanna die or turns run out.<br />
* Turns: 25/24/23/22 (easy/normal/hard/nightmare).<br />
* Starting units: Kai Krellis, Cylanna, all loyal units available.<br />
<br />
Get some Citizens to capture villages and some more Citizens and level 1's to serve as cannon fodder to help soak up the awesome damage capability of the first wave of monsters. Then, recall your most powerful units. You need firepower. You also could really use the slow ability of Netcasters and Entanglers. Two healers are probably a minimum. Brawlers have no place here.<br />
<br />
Slide the first Citizens around the edges capturing villages. This is mostly to distract the enemy and disperse his units, weakening his first assault wave, which arrives at night. Don't worry about gold—you probably can't start the next scenario with more than the minimum.<br />
<br />
Keshan can handle the upper bottleneck section himself or with a small escort. He is good against the tentacles and even the cuttlefish, if he stays healed. If you lack Keshan, then an Entangler will suffice.<br />
<br />
Keep everyone else along the middle bottom, using terrain to your advantage. Use the bottom board edge to protect your rear until it is safe to advance. As always, keep an eye on time of day. Use your auras as much as possible: leadership and illuminate (Cylanna ''is'' a diviner by now, isn't she?) Use "slows" to keep all your units from dying. You will probably lose a couple leveled-up ones anyway.<br />
<br />
If you cannot win by a fair fight, you always have the option of leader assassination, sliding your assassination force along the north edge of the board, while the bulk of your force stays in the middle.<br />
<br />
When you finish off the enemy leader, he gives you a loyal Cuttle Fish. It is isn't terribly useful, but cool to have anyway. When the Cuttle Fish levels into a Kraken, he is quite a bit nicer to have.<br />
<br />
=== BilHeld ===<br />
* Objective: Defeat the enemy leader.<br />
* Lose if: Kai Krellis or Cylanna die or turns run out.<br />
* Turns: 24/22/20/20 (easy/normal/hard/nightmare).<br />
* Starting units: Kai Krellis, Cylanna, all loyal units available.<br />
<br />
This scenario should be rated "R" for massive violence! Both sides can do lots of damage to the other.<br />
<br />
This is a good scenario for you to use all the piercing units you have. Hopefully you haven't been totally ignoring the spearman and warrior lines. Even level one units supported by leadership can do pretty high damage to drakes, so you can level up some more here. Get piercing units, almost exclusively. Netcasters aren't really necessary, and one diviner is enough (but a second healer can help.)<br />
<br />
If you're not in a hurry, you can play it patiently and not recall/recruit anyone, aside from maybe a few level zero Citizens, for about four turns. The drakes will take a while getting to you, so just take some villages and let your income work. Don't worry too much about ''holding'' the villages; instead, when you feel ready, try to knock out the enemy leader as fast as possible for a good early finish bonus.<br />
<br />
Let the first wave of drakes come to you. You'll have the advantage in the water—even against high-level units. They might kill some of your weaker units, but you will do far more damage to them, and level up some new ones in the process. If you survive the first wave, you should be fine. You probably will have to do a little fighting on land towards the end. Just be careful about how many units can attack each of yours.<br />
<br />
[Inky, 1.12 / Difficult]: I'd recommend more than one diviner, and a netcaster or two to slow arbiters and enforcers. I wouldn't wait to recruit as you'll end up with a lot more drakes to fight this way, unless you are deliberately going for the extra experience. The drake leader can be lured out fairly easily by putting a melee only unit in his range.<br />
<br />
=== Talking to Tyegea ===<br />
<br />
No fighting to do here. Give the holy water to one of your leveled fighters. Perhaps the most suited unit to receive it will be a Triton. Those units won't be as useful after one more scenario unless they have special weapons.<br />
<br />
=== The Mage ===<br />
* Objective: Find Caladon the mage.<br />
* Lose if: Kai Krellis or Cylanna die or turns run out.<br />
* Turns: 16/17/18/19 (easy/normal/hard/nightmare).<br />
* Starting units: Kai Krellis, Cylanna, all loyal units available.<br />
<br />
You need fire (e.g., storm trident) and arcane to take care of scorpions. Mermen Javelineers get one more level to shine. Diviners are also great.<br />
<br />
Stay near your fortress initially, forming a line across the southwest corner, because you will be hit with a nasty number of bats and scorpions, not to mention the occasional giant spider.<br />
<br />
The bats will return to their cave during the day, and fly back out during the night. They attack they same turn that they spawn, so be careful to avoid exposing wounded units during dusk and nighttime.<br />
<br />
Hopefully you have Keshan or a Dread Bat, as they are especially helpful in actually finding the mage (he's hiding in a white temple to the north). A good scout can get there several turns ahead of even the fastest Merman (after you take out most of the scorpions in the way). Without one, the timing will be very tight, and you must focus on killing the creepy crawlies quickly and getting on your way ASAP.<br />
<br />
=== The Flaming Sword ===<br />
* Objective: Pry the flaming sword from the dead hands of its owner.<br />
* Lose if: Kai Krellis, Cylanna or Caladon die or turns run out.<br />
* Turns: 30/28/28/28 (easy/normal/hard/nightmare).<br />
* Starting units: Kai Krellis, Cylanna, Caladon, all loyal units available plus one non–loyal merman from your recall list.<br />
<br />
This is one of those scenarios where there are a lot of villages, so you will want to start with some level 0 units (e.g., Mermen Citizens), but don't expect them to last long. If you have a large stable of Brawlers, you can start treating them suicidally much like Citizens, as this is just before the last scenario.<br />
<br />
When you get near the ruined castle closest to your initial keep, an outlaw will appear and let you recruit outlaw units (for this scenario only). Furthermore, if you helped Siddry (the Poacher trapped in a cage in [[#Slavers|Slavers]]) survive in the past, he will show up here with a group of loyal units to help you. They won't come along with you after this scenario, so you can sacrifice them here if necessary.<br />
<br />
After you advance to the three villages in the center, you'll want to retreat just as fast, as night will be coming, as well as a nasty wave of high level Undead. If you only see a couple of ghosts emerging out of the fog, don't be fooled: run like hell, because they are backed up by Spectres and other tough undead. You may wish to send a few weak units to the northwest, backed by a stronger unit with an arcane ranged attack, like an Enchantress. This will tend to draw some undead that way, making it easier to deal with the ones in the middle.<br />
<br />
Towards the end, hoard your gold. You will need some for the last scenario.<br />
<br />
You defeat the lich to try to get the sword, but as soon as the lich drops it, Caladon teleports in and picks it up. Now, you need to defeat Caladon to get the sword. He grants you time to leave, which is actually a turn to remove any very damaged units from the vicinity as Caladon is pretty dangerous. You can attack him now, or wait a turn for him to get impatient and attack you. When he attacks, or you attack him, he summons fire guardians. He does not also recruit, because that would just be mean. (There is no reason he would have much gold, anyway.)<br />
<br />
=== Getting Help ===<br />
No combat here. You gain the ability to recruit priestesses and an additional 100 gold, all of which is carried over to the next scenario.<br />
<br />
=== Revenge ===<br />
* Objective: Defeat all enemy leaders.<br />
* Lose if: Kai Krellis dies.<br />
* Turns: Unlimited.<br />
* Starting units: Kai Krellis, Cylanna, all previous loyal units plus three new loyal mermen (a hunter, a fighter and a brawler).<br />
<br />
It's the last scenario. Losses of loyal units are acceptable. Also, you are relieved of the responsibility of protecting Cylanna. And you gain a loyal diviner, the Kai's grandmother, Tyegëa.<br />
<br />
Your minimum gold is 300, but this is likely insufficient, so hopefully you have a good carryover from the previous scenarios, so that your total gold coming into this final showdown is at least about 400 or 500. Recruit one batch of Merman Citizens to capture villages. Recruit Brawlers next, who are good for bashing skeleton types, doubly so when the Brawlers are supported by leadership. Pace your main recruitment to end by turn 5 or 6. Diviners and Priestesses are especially useful in this scenario, to kill Bats and arcane-susceptible undead, as well as to heal your main force. Remember that you now have the ability to recruit Priestesses, which will come in handy if you don't already have a stockpile of them to recall.<br />
<br />
You must kill all the enemy leaders. The choice of which enemy leader to kill first is easy. The enemy leader at southeast is protected by terrain that is nasty to Mermen. Therefore, the bulk of your force should head to the island in the middle. Send only a few Citizens to collect villages in the east. The four toughies at the northwest strait will not bother you if you do not go near them, so steer clear. The middle leader may dart out if you present him with an easy kill. Try to take him down then, as he is tougher in the middle of the island, protected by his recruits. After killing the middle leader, the rest should be downhill. However, keep an eye on the location of the Shadows recruited by the southeast leader, so that they do not surprise you at night. To protect the wounded, stay in line formation whenever Shadows threaten.<br />
<br />
Give great respect to the undead at night, backing off and foregoing attacks. By day, wail on them mercilessly.<br />
<br />
Use your halos (illumination and leadership.) They are key. Hopefully, Keshan is both alive and a Flameheart, for its leadership bonus.<br />
<br />
A few final tips:<br />
<br />
* The pile of skeleton bones in the West has a special object, the Ankh Necklace, that will provide the wearer with 70% resistance to arcane damage. A good bearer is an Entangler like Gwabbo, who can then slow enemy necromancers with relative impunity.<br />
<br />
* If you didn't win the ring of strength on the [[#Flight|Flight]] scenario, now is your chance. After killing Mel Daveth, he drops the ring, which "increases the damage of all its owner's attacks by one, and adds three hitpoints." Inky or Krellis would be a good choice of bearer.<br />
<br />
* On turn 10, a squad of Dark Adepts (easy) or Necromancers (difficult) arrives on the northern beach. For this reason, your attack on the central island should veer towards the northwest. This way, you can cut them down in daylight with Brawlers backed by leadership.<br />
<br />
[Inky, 1.12 / Difficult]: The enemy leaders do not begin recruiting until turn 2, and it is possible to rush and kill the central leader early on before he gets the chance to spend most of his gold. Recall your best veterans at the beginning and send everyone as far northeast as they can go. The central leader can be lured out as early as turn 4 by putting a melee only unit like a brawler in his range. For recruits I would recommend a mix of priestesses and initiates; I would not bother with citizens or village grabbing, though this is a matter of personal style.<br />
<br />
<br />
[[Category: Campaigns - Walkthroughs]]</div>Inkyhttps://wiki.wesnoth.org/index.php?title=Dead_Water&diff=56974Dead Water2015-12-15T01:50:07Z<p>Inky: /* Getting Help */</p>
<hr />
<div>This walkthrough started with comments taken from the source data files for this campaign, which are based on normal difficulty. Maiklas3000 updated the comments for difficult (Triton/nightmare) level. Feel free to add your own comments and you can place your attribution here (using "edit" at the bottom.)<br />
<br />
==Campaign Strategy==<br />
You have piercing-attack Mermen to fight pierce-resistant Undead. What to do? Fortunately, for this campaign you are given a special impact unit, namely the Merman Brawler, which is an advancement of Merman Citizen, the peasants of the Mermen. Spamming Citizens and promoting them to Brawler is one way to play the campaign. Brawlers backed by leadership are especially deadly. Take note of the Brawlers' tail attacks with "stun", which can sometimes be used to good effect to disrupt Z.O.C's. Alternatively, or in addition, you can focus Netcasters and Priestesses, with some Enchantresses. You should aggressively advance Hunters to Netcasters for their impact attacks, with "slow" as a bonus on the ranged attack. Many scenarios benefit from having at least two healers, so you should also promote an Initiate or two (or three) to Priestess early on, to supplement your starting Priestess, Cylanna, whom you should try to promote quickly to Diviner for the illumination. Fighters/Warriors and Spearmen are less useful in this campaign, but you do not always fight Undead, so groom a few on your roster "just in case."<br />
<br />
Along the way, you will gather several loyal units that will remain with you until the end, if they survive. So, make sure they survive, replaying scenarios if necessary.<br />
<br />
By the way, this is a campaign where it pays to read one scenario ahead, to see if you can better prepare yourself.<br />
<br />
==Scenarios==<br />
<br />
=== Invasion! ===<br />
* Objective: Defeat the enemy leader.<br />
* Lose if: Kai Krellis or Cylanna die or turns run out.<br />
* Turns: 30/28/26/26 (easy/normal/hard/nightmare).<br />
* Starting units: Kai Krellis, Cylanna, Gwabbo and six citizens.<br />
<br />
This scenario is tricky. Mastering a winning strategy may take you a few attempts. Ultimately, it's not as hard as it looks.<br />
<br />
A key feature of this scenario is that when the Undead capture any village, Walking Corpses spawn. (Soulless spawn on Difficult.) In light of this, you have two possible strategies, with which players have had success: <br />
<br />
''Option 1'': "General Motorsing". Your basic strategy should be to take and hold as many villages as possible, both to prevent the spawning and boost your income. If you don't let many villages fall into enemy hands, eventually your income will be overwhelming. First turn, recruit a mix of level 1's and Citizens. Send a couple level 1's south to capture and protect villages there and send the Citizens in all directions to snatch up villages. Concentrate on keeping Cylanna and Gwabbo safe. You can take horrifying losses of other units and still win. By day, swarm your Citizens around isolated enemy units, similar to bats.<br />
<br />
''Option 2'': Leader assassination / blitzkrieg. First turn, recruit only (or mostly) level 1 units. When you see an opening to go for the enemy leader, advance and kill him. The enemy will be focused on capturing villages in order to create an overwhelming number of Walking Corpses - so much so that you may be able to just walk in and kill their leader.<br />
<br />
You can also do a combination of these two approaches, sending a semi-strong contingent south and then along the bottom of the board to the enemy leader, while most of the enemy's units are distracted up north.<br />
<br />
You can let the swimming Soulless/WC advance a bit towards your keep, so that your baby king can dart out to get an easy kill or two. As Gwabbo hints, you would be wise to get Krellis as much experience as possible this scenario; it will make the next scenario much easier. It's also much easier to defend when you're sitting on villages, like those around your keep.<br />
<br />
Keep your Citizens and wounded safe from becoming WC's, which often means sitting them on villages, but you can think of other ways, like using the ZOC's of level 1's and 2's to protect them.<br />
<br />
Bat control is essential. Initiates are good against bats. A key to success is understanding how the bats work. Often, bats will forego capturing a village in favor of making an attack. So, if a bat can capture a village, try to distract it with some Citizen bait.<br />
<br />
If you start losing villages, it may not be the end of the world. You can sacrifice the land villages, but hold the ones in the water, using a couple of Fighters/Hunters plus Citizens. Use Cylanna, Gwabbo, and a few Citizens to hold off the Skeletons and Soulless/WC southeast of your keep until the village situation is under control. Remember to look for an easy path to the enemy leader, even if there are swarms of Walking Corpses elsewhere.<br />
<br />
Towards the end, your income probably will be quite large, so if the situation is under control, then it's better to milk XP than go for an early finish. You can swarm the enemy keep with Citizens and take your time to end it. Try to get Krellis to level 1, while also turning some of the Citizens into Brawlers.<br />
<br />
=== Flight ===<br />
* Objective: Either<br />
** Move Kai Krellis to the north-west corner of the map. He must be level 1 or higher.<br />
** Defeat all enemy leaders (different bonus for each).<br />
* Lose if: Kai Krellis or Cylanna die or turns run out.<br />
* Turns: 21/22/23/24 (easy/normal/hard/nightmare).<br />
* Starting units: Kai Krellis, Cylanna, Gwabbo (if he survived the previous scenario).<br />
<br />
Hopefully Kai Krellis is at least half leveled up already. Otherwise, this can be painful, as one of the victory conditions is that the Kai must be at least level 1.<br />
<br />
You must decide whether to attack east or southwest. To the east is the prospect of more experience, while to the southwest is an easier foe and less distance for Krellis to travel back to the signpost.<br />
<br />
''Option 1'', east: Recruit a bunch of Citizens, Brawlers, and Initiates, and send them east with Krellis. Use Citizens to lure the Skeleton Archer types into the water. They are easy pickings there for other Citizens, Brawlers, and Krellis. One of those guys gets Krellis half way up to level one. A few Citizens should also survive to become Brawlers. Remember that you can often turn a near-dead Citizen into a healthy Brawler by going for a kill, especially with the leadership of Krellis if he is already at level 1. About the time you get Krellis leveled up, and you are thinking about retreating everyone else, the bats will arrive. On Difficult, this will be a nasty number of Blood Bats. Use Hunters and Initiates to clear a path back west. Send three or four expendable units with Krellis. Their job is only to serve as bat bait, distracting the bats from Krellis, so that he does not get ZOC-locked. Krellis runs for the corner, while the rest of the troops gain experience doing a fighting retreat from the skeletons and other bad guys arriving in the middle of the map. On the other hand, if you manage to kill the northeast leader, you can consider the alternative of heading south and then west, to kill the final two leaders for a total victory.<br />
<br />
''Option 2'', southwest: Send Citizens east, while your best troops go southwest. After you advance to where you meet the enemy, you will start retreating almost as quickly, especially at night. Feed near-dead Blood Bats to Krellis for experience.<br />
<br />
Whichever option you choose, this is not the normal sort of scenario where you necessarily will slaughter all the enemy. It suffices to get enough experience for Krellis to level up and then have him run like hell for the signpost. Ignore gold for now. You don't need much on the next level.<br />
<br />
Killing all the enemy leaders will end the level, but that won't be easy. However, killing any enemy leader gives you a nice reward so you should consider defeating as many leaders as you can manage. Each one gives you a different bonus: defeating Mal-Kevek grants you a loyal Dread Bat, defeating Mel Daveth gives you a loyal Vampire Bat and a ''ring of strength'' (+1 to all attacks and +3 hitpoints) and defeating the Dead Knight gives you a loyal Bat Corpse and 120 gold. Even if the enemy armies outnumber you greatly, when you manage to assassinate a leader, all of his troops will go down with him.<br />
<br />
=== Wolf Coast ===<br />
* Objective: Defeat the enemy leader.<br />
* Lose if: Kai Krellis or Cylanna die or turns run out.<br />
* Turns: 18/17/16/16 (easy/normal/hard/nightmare).<br />
* Starting units: Kai Krellis, Cylanna, all loyal units available.<br />
<br />
This is a fairly easy level to give you a break. Go north, then lure wolves into the water where you can pick them off. If the wolves come in too big of a pack, you can split them up by sending Citizens off to the edges, in (or next to) shallow water.<br />
<br />
You really should get a second healer leveled up here if you haven't yet. Netcasters and enchantresses are probably your next priorities. You'll want a bunch of both.<br />
<br />
There is a storm trident in the east, sticking out of a pond. A fighter would be a wise choice of holder, simply because they have a lot of hit points. With the trident, he will level quickly. When you get him to level 3, choose Triton, as Hoplites have only pierce melee attack (bad for Skeletons.)<br />
<br />
Money is useful going into the next scenario, but it's hard to get money out of this scenario. Scrounge every gold piece you can by starting with mostly level 1's (and 0's) and taking villages. Rushing for an early finish isn't really a good idea, as the next scenario also demands leveled troops (or better yet: ''about'' to level troops.)<br />
<br />
edit nuorc: I gave the trident to Krellis, although I had to be careful about the right timig so he didn't get chewed up. After that he had a ranged attack (unlike before), and he either killed enemies helping levelling him, or he softened up the opponent helping levelling my other units, both being great with the leadership ability.<br />
<br />
scorchgeek: I had great success with a leader-rush tactic. I recalled a spearman and an enchantress and sent them southeast to kill the wolves, then recruited three citizens and also sent them that direction. Then I recalled a couple more L2 units and sent them northwest with the starting units to the very edge of the map. All of the wolves then charged south, whereupon I sacrificed the citizens (keeping them in the water to slow down the orcs) and sent the valuable units west out of their reach. At this point I had three turns to sweep in and take out the leader before they could get back north (done by turn 8), which gave me a nice 285 gold to start the next scenario. The only downsides were that I didn't get a chance to get the storm trident and that I had only 6 L2 and L3 units for the next scenario (but I levelled nearly that many in the next scenario, as it was relatively easy with that amount of gold).<br />
<br />
=== Slavers ===<br />
* Objective: Defeat all enemy leaders.<br />
* Lose if: Kai Krellis or Cylanna die or turns run out.<br />
* Turns: 30/28/26/24 (easy/normal/hard/nightmare).<br />
* Starting units: Kai Krellis, Cylanna, all loyal units available.<br />
<br />
This is one of those scenarios that some will find impossible. However, rest assured it is possible, even on Difficult/Nightmare.<br />
<br />
You get a free, loyal brawler.<br />
<br />
There are two cages on the shore. One contains Keshan, a Drake Burner who can be ''very'' useful during the campaign, and the other contains a poacher named Siddry. He's not going to be much help here, and he won't come with you. However, if you keep him alive, he comes back in The Flaming Sword with some friends who are a big help taking villages in the beginning (and not much help thereafter).<br />
<br />
The shipwreck in the north contains a treasure chest with 100 gold.<br />
<br />
Recruit about two castles, one of which should be all level 2's. Hopefully that includes at least one more healer. Healers are ''essential'' here. Also, any units close to leveling are especially good.<br />
<br />
Send a quick Citizen north to get the gold and villages along the way. Send everyone else east. Hang back a bit during the first watch of the first night: don't try to grab as much territory as possible; instead, try to lure the Saurians into the water.<br />
<br />
During daytime, be aggressive in taking out the troops and getting to the leader, but don't leave any units out and exposed. At night, be conservative and forego attacks that would put your units at risk. As always against Saurians, maintain a solid line and make constant use of CTRL-V to watch where the enemy can move.<br />
<br />
For triggering the slave revolt, a nice time is turn 7, after you have finished your attacks. It's dusk then, and the slaves will distract the Saurians from counterattacking you that turn and on into the night, plus it will slow down the Saurians coming from the North. However, if earlier you find you find yourself with a hole in your line or a unit in jeopardy, that's going to be your best time to pull the trigger on the slave revolt.<br />
<br />
When it's safe, rescue the drake, and try to get him some experience—carefully. When he advances, maybe in a later scenario, choose Drake Flare, for the leadership bonus, as you will often have large hordes of level 0/1 troops and only one other leader, Krellis.<br />
<br />
After taking out the leader and taking over the keep, you can recruit a unit or two as replacements, and maybe a couple of Citizens for distractions, but you probably will not need more than that. As additional waves of the enemy arrive from up north, you may need to continue to maintain a disciplined line at a favorable location.<br />
<br />
After that it should be no problem wiping out the other two leaders—if you have survived this far, you have quite a few high-level units. Advance cautiously, while keeping an eye on the clock.<br />
<br />
Note: If you find you cannot beat the scenario, you may need to go back and replay the campaign to this point, concentrating on promoting units in each scenario and gathering gold in the previous scenario.<br />
<br />
=== Tirigaz ===<br />
* Objective: Destroy all the undead.<br />
* Bonus objective: Also kill Marg-Tonz (early finish bonus).<br />
* Lose if: Kai Krellis or Cylanna die or turns run out.<br />
* Turns: 18/17/16/16 (easy/normal/hard/nightmare).<br />
* Starting units: Kai Krellis, Cylanna, all loyal units available.<br />
<br />
This level is not too hard, so long as you give the high level undead their due respect.<br />
<br />
Don't go too negative on gold, but recruit three or four high-level units. You need mostly leveled initiates for their arcane or magical ranged attacks. Keshan is a big help, and so is the unit with the storm trident.<br />
<br />
Back off at the initial advance of the undead, waiting until daytime to go after them. Keep a solid line to protect against Shadows/Nightgaunts.<br />
<br />
If you decide to go after the orc leader, wait until the undead are dispatched. Heal everyone, then assemble just to the north of his keep. Don't touch the ships or piers though! Wait until daytime, then send in all the units with arcane/magical attacks. Use other units to keep the slurbows busy. Hopefully the leader won't kill anyone before your next turn. One more round of magical attacks should kill him before his recruits start beating you up. Killing the orc leader isn't really necessary, but he helps someone level up, and he has about a hundred gold. The next level is much easier with lots of gold.<br />
<br />
=== Uncharted Islands ===<br />
* Objective: Defeat the enemy leader.<br />
* Lose if: Kai Krellis or Cylanna die or turns run out.<br />
* Turns: 25/24/23/22 (easy/normal/hard/nightmare).<br />
* Starting units: Kai Krellis, Cylanna, all loyal units available.<br />
<br />
Get some Citizens to capture villages and some more Citizens and level 1's to serve as cannon fodder to help soak up the awesome damage capability of the first wave of monsters. Then, recall your most powerful units. You need firepower. You also could really use the slow ability of Netcasters and Entanglers. Two healers are probably a minimum. Brawlers have no place here.<br />
<br />
Slide the first Citizens around the edges capturing villages. This is mostly to distract the enemy and disperse his units, weakening his first assault wave, which arrives at night. Don't worry about gold—you probably can't start the next scenario with more than the minimum.<br />
<br />
Keshan can handle the upper bottleneck section himself or with a small escort. He is good against the tentacles and even the cuttlefish, if he stays healed. If you lack Keshan, then an Entangler will suffice.<br />
<br />
Keep everyone else along the middle bottom, using terrain to your advantage. Use the bottom board edge to protect your rear until it is safe to advance. As always, keep an eye on time of day. Use your auras as much as possible: leadership and illuminate (Cylanna ''is'' a diviner by now, isn't she?) Use "slows" to keep all your units from dying. You will probably lose a couple leveled-up ones anyway.<br />
<br />
If you cannot win by a fair fight, you always have the option of leader assassination, sliding your assassination force along the north edge of the board, while the bulk of your force stays in the middle.<br />
<br />
When you finish off the enemy leader, he gives you a loyal Cuttle Fish. It is isn't terribly useful, but cool to have anyway. When the Cuttle Fish levels into a Kraken, he is quite a bit nicer to have.<br />
<br />
=== BilHeld ===<br />
* Objective: Defeat the enemy leader.<br />
* Lose if: Kai Krellis or Cylanna die or turns run out.<br />
* Turns: 24/22/20/20 (easy/normal/hard/nightmare).<br />
* Starting units: Kai Krellis, Cylanna, all loyal units available.<br />
<br />
This scenario should be rated "R" for massive violence! Both sides can do lots of damage to the other.<br />
<br />
This is a good scenario for you to use all the piercing units you have. Hopefully you haven't been totally ignoring the spearman and warrior lines. Even level one units supported by leadership can do pretty high damage to drakes, so you can level up some more here. Get piercing units, almost exclusively. Netcasters aren't really necessary, and one diviner is enough (but a second healer can help.)<br />
<br />
If you're not in a hurry, you can play it patiently and not recall/recruit anyone, aside from maybe a few level zero Citizens, for about four turns. The drakes will take a while getting to you, so just take some villages and let your income work. Don't worry too much about ''holding'' the villages; instead, when you feel ready, try to knock out the enemy leader as fast as possible for a good early finish bonus.<br />
<br />
Let the first wave of drakes come to you. You'll have the advantage in the water—even against high-level units. They might kill some of your weaker units, but you will do far more damage to them, and level up some new ones in the process. If you survive the first wave, you should be fine. You probably will have to do a little fighting on land towards the end. Just be careful about how many units can attack each of yours.<br />
<br />
[Inky, 1.12 / Difficult]: I'd recommend more than one diviner, and a netcaster or two to slow arbiters and enforcers. I wouldn't wait to recruit as you'll end up with a lot more drakes to fight this way, unless you are deliberately going for the extra experience. The drake leader can be lured out fairly easily by putting a melee only unit in his range.<br />
<br />
=== Talking to Tyegea ===<br />
<br />
No fighting to do here. Give the holy water to one of your leveled fighters. Perhaps the most suited unit to receive it will be a Triton. Those units won't be as useful after one more scenario unless they have special weapons.<br />
<br />
=== The Mage ===<br />
* Objective: Find Caladon the mage.<br />
* Lose if: Kai Krellis or Cylanna die or turns run out.<br />
* Turns: 16/17/18/19 (easy/normal/hard/nightmare).<br />
* Starting units: Kai Krellis, Cylanna, all loyal units available.<br />
<br />
You need fire (e.g., storm trident) and arcane to take care of scorpions. Mermen Javelineers get one more level to shine. Diviners are also great.<br />
<br />
Stay near your fortress initially, forming a line across the southwest corner, because you will be hit with a nasty number of bats and scorpions, not to mention the occasional giant spider.<br />
<br />
The bats will return to their cave during the day, and fly back out during the night. They attack they same turn that they spawn, so be careful to avoid exposing wounded units during dusk and nighttime.<br />
<br />
Hopefully you have Keshan or a Dread Bat, as they are especially helpful in actually finding the mage (he's hiding in a white temple to the north). A good scout can get there several turns ahead of even the fastest Merman (after you take out most of the scorpions in the way). Without one, the timing will be very tight, and you must focus on killing the creepy crawlies quickly and getting on your way ASAP.<br />
<br />
=== The Flaming Sword ===<br />
* Objective: Pry the flaming sword from the dead hands of its owner.<br />
* Lose if: Kai Krellis, Cylanna or Caladon die or turns run out.<br />
* Turns: 30/28/28/28 (easy/normal/hard/nightmare).<br />
* Starting units: Kai Krellis, Cylanna, Caladon, all loyal units available plus one non–loyal merman from your recall list.<br />
<br />
This is one of those scenarios where there are a lot of villages, so you will want to start with some level 0 units (e.g., Mermen Citizens), but don't expect them to last long. If you have a large stable of Brawlers, you can start treating them suicidally much like Citizens, as this is just before the last scenario.<br />
<br />
When you get near the ruined castle closest to your initial keep, an outlaw will appear and let you recruit outlaw units (for this scenario only). Furthermore, if you helped Siddry (the Poacher trapped in a cage in [[#Slavers|Slavers]]) survive in the past, he will show up here with a group of loyal units to help you. They won't come along with you after this scenario, so you can sacrifice them here if necessary.<br />
<br />
After you advance to the three villages in the center, you'll want to retreat just as fast, as night will be coming, as well as a nasty wave of high level Undead. If you only see a couple of ghosts emerging out of the fog, don't be fooled: run like hell, because they are backed up by Spectres and other tough undead. You may wish to send a few weak units to the northwest, backed by a stronger unit with an arcane ranged attack, like an Enchantress. This will tend to draw some undead that way, making it easier to deal with the ones in the middle.<br />
<br />
Towards the end, hoard your gold. You will need some for the last scenario.<br />
<br />
You defeat the lich to try to get the sword, but as soon as the lich drops it, Caladon teleports in and picks it up. Now, you need to defeat Caladon to get the sword. He grants you time to leave, which is actually a turn to remove any very damaged units from the vicinity as Caladon is pretty dangerous. You can attack him now, or wait a turn for him to get impatient and attack you. When he attacks, or you attack him, he summons fire guardians. He does not also recruit, because that would just be mean. (There is no reason he would have much gold, anyway.)<br />
<br />
=== Getting Help ===<br />
No combat here. You gain the ability to recruit priestesses and an additional 100 gold, all of which is carried over to the next scenario.<br />
<br />
=== Revenge ===<br />
* Objective: Defeat all enemy leaders.<br />
* Lose if: Kai Krellis dies.<br />
* Turns: Unlimited.<br />
* Starting units: Kai Krellis, Cylanna, all previous loyal units plus three new loyal mermen (a hunter, a fighter and a brawler).<br />
<br />
It's the last scenario. Losses of loyal units are acceptable. Also, you are relieved of the responsibility of protecting Cylanna. And you gain a loyal diviner, the Kai's grandmother, Tyegëa.<br />
<br />
Your minimum gold is 300, but this is likely insufficient, so hopefully you have a good carryover from the previous scenarios, so that your total gold coming into this final showdown is at least about 400 or 500. Recruit one batch of Merman Citizens to capture villages. Recruit Brawlers next, who are good for bashing skeleton types, doubly so when the Brawlers are supported by leadership. Pace your main recruitment to end by turn 5 or 6. Diviners and Priestesses are especially useful in this scenario, to kill Bats and arcane-susceptible undead, as well as to heal your main force. Remember that you now have the ability to recruit Priestesses, which will come in handy if you don't already have a stockpile of them to recall.<br />
<br />
You must kill all the enemy leaders. The choice of which enemy leader to kill first is easy. The enemy leader at southeast is protected by terrain that is nasty to Mermen. Therefore, the bulk of your force should head to the island in the middle. Send only a few Citizens to collect villages in the east. The four toughies at the northwest strait will not bother you if you do not go near them, so steer clear. The middle leader may dart out if you present him with an easy kill. Try to take him down then, as he is tougher in the middle of the island, protected by his recruits. After killing the middle leader, the rest should be downhill. However, keep an eye on the location of the Shadows recruited by the southeast leader, so that they do not surprise you at night. To protect the wounded, stay in line formation whenever Shadows threaten.<br />
<br />
Give great respect to the undead at night, backing off and foregoing attacks. By day, wail on them mercilessly.<br />
<br />
Use your halos (illumination and leadership.) They are key. Hopefully, Keshan is both alive and a Flameheart, for its leadership bonus.<br />
<br />
A few final tips:<br />
<br />
* The pile of skeleton bones in the West has a special object, the Ankh Necklace, that will provide the wearer with 70% resistance to arcane damage. A good bearer is an Entangler like Gwabbo, who can then slow enemy necromancers with relative impunity.<br />
<br />
* If you didn't win the ring of strength on the [[#Flight|Flight]] scenario, now is your chance. After killing Mel Daveth, he drops the ring, which "increases the damage of all its owner's attacks by one, and adds three hitpoints." Inky or Krellis would be a good choice of bearer.<br />
<br />
* On turn 10, a squad of Dark Adepts (easy) or Necromancers (difficult) arrives on the northern beach. For this reason, your attack on the central island should veer towards the northwest. This way, you can cut them down in daylight with Brawlers backed by leadership.<br />
<br />
<br />
<br />
[[Category: Campaigns - Walkthroughs]]</div>Inkyhttps://wiki.wesnoth.org/index.php?title=Dead_Water&diff=56973Dead Water2015-12-15T01:48:35Z<p>Inky: /* The Mage */</p>
<hr />
<div>This walkthrough started with comments taken from the source data files for this campaign, which are based on normal difficulty. Maiklas3000 updated the comments for difficult (Triton/nightmare) level. Feel free to add your own comments and you can place your attribution here (using "edit" at the bottom.)<br />
<br />
==Campaign Strategy==<br />
You have piercing-attack Mermen to fight pierce-resistant Undead. What to do? Fortunately, for this campaign you are given a special impact unit, namely the Merman Brawler, which is an advancement of Merman Citizen, the peasants of the Mermen. Spamming Citizens and promoting them to Brawler is one way to play the campaign. Brawlers backed by leadership are especially deadly. Take note of the Brawlers' tail attacks with "stun", which can sometimes be used to good effect to disrupt Z.O.C's. Alternatively, or in addition, you can focus Netcasters and Priestesses, with some Enchantresses. You should aggressively advance Hunters to Netcasters for their impact attacks, with "slow" as a bonus on the ranged attack. Many scenarios benefit from having at least two healers, so you should also promote an Initiate or two (or three) to Priestess early on, to supplement your starting Priestess, Cylanna, whom you should try to promote quickly to Diviner for the illumination. Fighters/Warriors and Spearmen are less useful in this campaign, but you do not always fight Undead, so groom a few on your roster "just in case."<br />
<br />
Along the way, you will gather several loyal units that will remain with you until the end, if they survive. So, make sure they survive, replaying scenarios if necessary.<br />
<br />
By the way, this is a campaign where it pays to read one scenario ahead, to see if you can better prepare yourself.<br />
<br />
==Scenarios==<br />
<br />
=== Invasion! ===<br />
* Objective: Defeat the enemy leader.<br />
* Lose if: Kai Krellis or Cylanna die or turns run out.<br />
* Turns: 30/28/26/26 (easy/normal/hard/nightmare).<br />
* Starting units: Kai Krellis, Cylanna, Gwabbo and six citizens.<br />
<br />
This scenario is tricky. Mastering a winning strategy may take you a few attempts. Ultimately, it's not as hard as it looks.<br />
<br />
A key feature of this scenario is that when the Undead capture any village, Walking Corpses spawn. (Soulless spawn on Difficult.) In light of this, you have two possible strategies, with which players have had success: <br />
<br />
''Option 1'': "General Motorsing". Your basic strategy should be to take and hold as many villages as possible, both to prevent the spawning and boost your income. If you don't let many villages fall into enemy hands, eventually your income will be overwhelming. First turn, recruit a mix of level 1's and Citizens. Send a couple level 1's south to capture and protect villages there and send the Citizens in all directions to snatch up villages. Concentrate on keeping Cylanna and Gwabbo safe. You can take horrifying losses of other units and still win. By day, swarm your Citizens around isolated enemy units, similar to bats.<br />
<br />
''Option 2'': Leader assassination / blitzkrieg. First turn, recruit only (or mostly) level 1 units. When you see an opening to go for the enemy leader, advance and kill him. The enemy will be focused on capturing villages in order to create an overwhelming number of Walking Corpses - so much so that you may be able to just walk in and kill their leader.<br />
<br />
You can also do a combination of these two approaches, sending a semi-strong contingent south and then along the bottom of the board to the enemy leader, while most of the enemy's units are distracted up north.<br />
<br />
You can let the swimming Soulless/WC advance a bit towards your keep, so that your baby king can dart out to get an easy kill or two. As Gwabbo hints, you would be wise to get Krellis as much experience as possible this scenario; it will make the next scenario much easier. It's also much easier to defend when you're sitting on villages, like those around your keep.<br />
<br />
Keep your Citizens and wounded safe from becoming WC's, which often means sitting them on villages, but you can think of other ways, like using the ZOC's of level 1's and 2's to protect them.<br />
<br />
Bat control is essential. Initiates are good against bats. A key to success is understanding how the bats work. Often, bats will forego capturing a village in favor of making an attack. So, if a bat can capture a village, try to distract it with some Citizen bait.<br />
<br />
If you start losing villages, it may not be the end of the world. You can sacrifice the land villages, but hold the ones in the water, using a couple of Fighters/Hunters plus Citizens. Use Cylanna, Gwabbo, and a few Citizens to hold off the Skeletons and Soulless/WC southeast of your keep until the village situation is under control. Remember to look for an easy path to the enemy leader, even if there are swarms of Walking Corpses elsewhere.<br />
<br />
Towards the end, your income probably will be quite large, so if the situation is under control, then it's better to milk XP than go for an early finish. You can swarm the enemy keep with Citizens and take your time to end it. Try to get Krellis to level 1, while also turning some of the Citizens into Brawlers.<br />
<br />
=== Flight ===<br />
* Objective: Either<br />
** Move Kai Krellis to the north-west corner of the map. He must be level 1 or higher.<br />
** Defeat all enemy leaders (different bonus for each).<br />
* Lose if: Kai Krellis or Cylanna die or turns run out.<br />
* Turns: 21/22/23/24 (easy/normal/hard/nightmare).<br />
* Starting units: Kai Krellis, Cylanna, Gwabbo (if he survived the previous scenario).<br />
<br />
Hopefully Kai Krellis is at least half leveled up already. Otherwise, this can be painful, as one of the victory conditions is that the Kai must be at least level 1.<br />
<br />
You must decide whether to attack east or southwest. To the east is the prospect of more experience, while to the southwest is an easier foe and less distance for Krellis to travel back to the signpost.<br />
<br />
''Option 1'', east: Recruit a bunch of Citizens, Brawlers, and Initiates, and send them east with Krellis. Use Citizens to lure the Skeleton Archer types into the water. They are easy pickings there for other Citizens, Brawlers, and Krellis. One of those guys gets Krellis half way up to level one. A few Citizens should also survive to become Brawlers. Remember that you can often turn a near-dead Citizen into a healthy Brawler by going for a kill, especially with the leadership of Krellis if he is already at level 1. About the time you get Krellis leveled up, and you are thinking about retreating everyone else, the bats will arrive. On Difficult, this will be a nasty number of Blood Bats. Use Hunters and Initiates to clear a path back west. Send three or four expendable units with Krellis. Their job is only to serve as bat bait, distracting the bats from Krellis, so that he does not get ZOC-locked. Krellis runs for the corner, while the rest of the troops gain experience doing a fighting retreat from the skeletons and other bad guys arriving in the middle of the map. On the other hand, if you manage to kill the northeast leader, you can consider the alternative of heading south and then west, to kill the final two leaders for a total victory.<br />
<br />
''Option 2'', southwest: Send Citizens east, while your best troops go southwest. After you advance to where you meet the enemy, you will start retreating almost as quickly, especially at night. Feed near-dead Blood Bats to Krellis for experience.<br />
<br />
Whichever option you choose, this is not the normal sort of scenario where you necessarily will slaughter all the enemy. It suffices to get enough experience for Krellis to level up and then have him run like hell for the signpost. Ignore gold for now. You don't need much on the next level.<br />
<br />
Killing all the enemy leaders will end the level, but that won't be easy. However, killing any enemy leader gives you a nice reward so you should consider defeating as many leaders as you can manage. Each one gives you a different bonus: defeating Mal-Kevek grants you a loyal Dread Bat, defeating Mel Daveth gives you a loyal Vampire Bat and a ''ring of strength'' (+1 to all attacks and +3 hitpoints) and defeating the Dead Knight gives you a loyal Bat Corpse and 120 gold. Even if the enemy armies outnumber you greatly, when you manage to assassinate a leader, all of his troops will go down with him.<br />
<br />
=== Wolf Coast ===<br />
* Objective: Defeat the enemy leader.<br />
* Lose if: Kai Krellis or Cylanna die or turns run out.<br />
* Turns: 18/17/16/16 (easy/normal/hard/nightmare).<br />
* Starting units: Kai Krellis, Cylanna, all loyal units available.<br />
<br />
This is a fairly easy level to give you a break. Go north, then lure wolves into the water where you can pick them off. If the wolves come in too big of a pack, you can split them up by sending Citizens off to the edges, in (or next to) shallow water.<br />
<br />
You really should get a second healer leveled up here if you haven't yet. Netcasters and enchantresses are probably your next priorities. You'll want a bunch of both.<br />
<br />
There is a storm trident in the east, sticking out of a pond. A fighter would be a wise choice of holder, simply because they have a lot of hit points. With the trident, he will level quickly. When you get him to level 3, choose Triton, as Hoplites have only pierce melee attack (bad for Skeletons.)<br />
<br />
Money is useful going into the next scenario, but it's hard to get money out of this scenario. Scrounge every gold piece you can by starting with mostly level 1's (and 0's) and taking villages. Rushing for an early finish isn't really a good idea, as the next scenario also demands leveled troops (or better yet: ''about'' to level troops.)<br />
<br />
edit nuorc: I gave the trident to Krellis, although I had to be careful about the right timig so he didn't get chewed up. After that he had a ranged attack (unlike before), and he either killed enemies helping levelling him, or he softened up the opponent helping levelling my other units, both being great with the leadership ability.<br />
<br />
scorchgeek: I had great success with a leader-rush tactic. I recalled a spearman and an enchantress and sent them southeast to kill the wolves, then recruited three citizens and also sent them that direction. Then I recalled a couple more L2 units and sent them northwest with the starting units to the very edge of the map. All of the wolves then charged south, whereupon I sacrificed the citizens (keeping them in the water to slow down the orcs) and sent the valuable units west out of their reach. At this point I had three turns to sweep in and take out the leader before they could get back north (done by turn 8), which gave me a nice 285 gold to start the next scenario. The only downsides were that I didn't get a chance to get the storm trident and that I had only 6 L2 and L3 units for the next scenario (but I levelled nearly that many in the next scenario, as it was relatively easy with that amount of gold).<br />
<br />
=== Slavers ===<br />
* Objective: Defeat all enemy leaders.<br />
* Lose if: Kai Krellis or Cylanna die or turns run out.<br />
* Turns: 30/28/26/24 (easy/normal/hard/nightmare).<br />
* Starting units: Kai Krellis, Cylanna, all loyal units available.<br />
<br />
This is one of those scenarios that some will find impossible. However, rest assured it is possible, even on Difficult/Nightmare.<br />
<br />
You get a free, loyal brawler.<br />
<br />
There are two cages on the shore. One contains Keshan, a Drake Burner who can be ''very'' useful during the campaign, and the other contains a poacher named Siddry. He's not going to be much help here, and he won't come with you. However, if you keep him alive, he comes back in The Flaming Sword with some friends who are a big help taking villages in the beginning (and not much help thereafter).<br />
<br />
The shipwreck in the north contains a treasure chest with 100 gold.<br />
<br />
Recruit about two castles, one of which should be all level 2's. Hopefully that includes at least one more healer. Healers are ''essential'' here. Also, any units close to leveling are especially good.<br />
<br />
Send a quick Citizen north to get the gold and villages along the way. Send everyone else east. Hang back a bit during the first watch of the first night: don't try to grab as much territory as possible; instead, try to lure the Saurians into the water.<br />
<br />
During daytime, be aggressive in taking out the troops and getting to the leader, but don't leave any units out and exposed. At night, be conservative and forego attacks that would put your units at risk. As always against Saurians, maintain a solid line and make constant use of CTRL-V to watch where the enemy can move.<br />
<br />
For triggering the slave revolt, a nice time is turn 7, after you have finished your attacks. It's dusk then, and the slaves will distract the Saurians from counterattacking you that turn and on into the night, plus it will slow down the Saurians coming from the North. However, if earlier you find you find yourself with a hole in your line or a unit in jeopardy, that's going to be your best time to pull the trigger on the slave revolt.<br />
<br />
When it's safe, rescue the drake, and try to get him some experience—carefully. When he advances, maybe in a later scenario, choose Drake Flare, for the leadership bonus, as you will often have large hordes of level 0/1 troops and only one other leader, Krellis.<br />
<br />
After taking out the leader and taking over the keep, you can recruit a unit or two as replacements, and maybe a couple of Citizens for distractions, but you probably will not need more than that. As additional waves of the enemy arrive from up north, you may need to continue to maintain a disciplined line at a favorable location.<br />
<br />
After that it should be no problem wiping out the other two leaders—if you have survived this far, you have quite a few high-level units. Advance cautiously, while keeping an eye on the clock.<br />
<br />
Note: If you find you cannot beat the scenario, you may need to go back and replay the campaign to this point, concentrating on promoting units in each scenario and gathering gold in the previous scenario.<br />
<br />
=== Tirigaz ===<br />
* Objective: Destroy all the undead.<br />
* Bonus objective: Also kill Marg-Tonz (early finish bonus).<br />
* Lose if: Kai Krellis or Cylanna die or turns run out.<br />
* Turns: 18/17/16/16 (easy/normal/hard/nightmare).<br />
* Starting units: Kai Krellis, Cylanna, all loyal units available.<br />
<br />
This level is not too hard, so long as you give the high level undead their due respect.<br />
<br />
Don't go too negative on gold, but recruit three or four high-level units. You need mostly leveled initiates for their arcane or magical ranged attacks. Keshan is a big help, and so is the unit with the storm trident.<br />
<br />
Back off at the initial advance of the undead, waiting until daytime to go after them. Keep a solid line to protect against Shadows/Nightgaunts.<br />
<br />
If you decide to go after the orc leader, wait until the undead are dispatched. Heal everyone, then assemble just to the north of his keep. Don't touch the ships or piers though! Wait until daytime, then send in all the units with arcane/magical attacks. Use other units to keep the slurbows busy. Hopefully the leader won't kill anyone before your next turn. One more round of magical attacks should kill him before his recruits start beating you up. Killing the orc leader isn't really necessary, but he helps someone level up, and he has about a hundred gold. The next level is much easier with lots of gold.<br />
<br />
=== Uncharted Islands ===<br />
* Objective: Defeat the enemy leader.<br />
* Lose if: Kai Krellis or Cylanna die or turns run out.<br />
* Turns: 25/24/23/22 (easy/normal/hard/nightmare).<br />
* Starting units: Kai Krellis, Cylanna, all loyal units available.<br />
<br />
Get some Citizens to capture villages and some more Citizens and level 1's to serve as cannon fodder to help soak up the awesome damage capability of the first wave of monsters. Then, recall your most powerful units. You need firepower. You also could really use the slow ability of Netcasters and Entanglers. Two healers are probably a minimum. Brawlers have no place here.<br />
<br />
Slide the first Citizens around the edges capturing villages. This is mostly to distract the enemy and disperse his units, weakening his first assault wave, which arrives at night. Don't worry about gold—you probably can't start the next scenario with more than the minimum.<br />
<br />
Keshan can handle the upper bottleneck section himself or with a small escort. He is good against the tentacles and even the cuttlefish, if he stays healed. If you lack Keshan, then an Entangler will suffice.<br />
<br />
Keep everyone else along the middle bottom, using terrain to your advantage. Use the bottom board edge to protect your rear until it is safe to advance. As always, keep an eye on time of day. Use your auras as much as possible: leadership and illuminate (Cylanna ''is'' a diviner by now, isn't she?) Use "slows" to keep all your units from dying. You will probably lose a couple leveled-up ones anyway.<br />
<br />
If you cannot win by a fair fight, you always have the option of leader assassination, sliding your assassination force along the north edge of the board, while the bulk of your force stays in the middle.<br />
<br />
When you finish off the enemy leader, he gives you a loyal Cuttle Fish. It is isn't terribly useful, but cool to have anyway. When the Cuttle Fish levels into a Kraken, he is quite a bit nicer to have.<br />
<br />
=== BilHeld ===<br />
* Objective: Defeat the enemy leader.<br />
* Lose if: Kai Krellis or Cylanna die or turns run out.<br />
* Turns: 24/22/20/20 (easy/normal/hard/nightmare).<br />
* Starting units: Kai Krellis, Cylanna, all loyal units available.<br />
<br />
This scenario should be rated "R" for massive violence! Both sides can do lots of damage to the other.<br />
<br />
This is a good scenario for you to use all the piercing units you have. Hopefully you haven't been totally ignoring the spearman and warrior lines. Even level one units supported by leadership can do pretty high damage to drakes, so you can level up some more here. Get piercing units, almost exclusively. Netcasters aren't really necessary, and one diviner is enough (but a second healer can help.)<br />
<br />
If you're not in a hurry, you can play it patiently and not recall/recruit anyone, aside from maybe a few level zero Citizens, for about four turns. The drakes will take a while getting to you, so just take some villages and let your income work. Don't worry too much about ''holding'' the villages; instead, when you feel ready, try to knock out the enemy leader as fast as possible for a good early finish bonus.<br />
<br />
Let the first wave of drakes come to you. You'll have the advantage in the water—even against high-level units. They might kill some of your weaker units, but you will do far more damage to them, and level up some new ones in the process. If you survive the first wave, you should be fine. You probably will have to do a little fighting on land towards the end. Just be careful about how many units can attack each of yours.<br />
<br />
[Inky, 1.12 / Difficult]: I'd recommend more than one diviner, and a netcaster or two to slow arbiters and enforcers. I wouldn't wait to recruit as you'll end up with a lot more drakes to fight this way, unless you are deliberately going for the extra experience. The drake leader can be lured out fairly easily by putting a melee only unit in his range.<br />
<br />
=== Talking to Tyegea ===<br />
<br />
No fighting to do here. Give the holy water to one of your leveled fighters. Perhaps the most suited unit to receive it will be a Triton. Those units won't be as useful after one more scenario unless they have special weapons.<br />
<br />
=== The Mage ===<br />
* Objective: Find Caladon the mage.<br />
* Lose if: Kai Krellis or Cylanna die or turns run out.<br />
* Turns: 16/17/18/19 (easy/normal/hard/nightmare).<br />
* Starting units: Kai Krellis, Cylanna, all loyal units available.<br />
<br />
You need fire (e.g., storm trident) and arcane to take care of scorpions. Mermen Javelineers get one more level to shine. Diviners are also great.<br />
<br />
Stay near your fortress initially, forming a line across the southwest corner, because you will be hit with a nasty number of bats and scorpions, not to mention the occasional giant spider.<br />
<br />
The bats will return to their cave during the day, and fly back out during the night. They attack they same turn that they spawn, so be careful to avoid exposing wounded units during dusk and nighttime.<br />
<br />
Hopefully you have Keshan or a Dread Bat, as they are especially helpful in actually finding the mage (he's hiding in a white temple to the north). A good scout can get there several turns ahead of even the fastest Merman (after you take out most of the scorpions in the way). Without one, the timing will be very tight, and you must focus on killing the creepy crawlies quickly and getting on your way ASAP.<br />
<br />
=== The Flaming Sword ===<br />
* Objective: Pry the flaming sword from the dead hands of its owner.<br />
* Lose if: Kai Krellis, Cylanna or Caladon die or turns run out.<br />
* Turns: 30/28/28/28 (easy/normal/hard/nightmare).<br />
* Starting units: Kai Krellis, Cylanna, Caladon, all loyal units available plus one non–loyal merman from your recall list.<br />
<br />
This is one of those scenarios where there are a lot of villages, so you will want to start with some level 0 units (e.g., Mermen Citizens), but don't expect them to last long. If you have a large stable of Brawlers, you can start treating them suicidally much like Citizens, as this is just before the last scenario.<br />
<br />
When you get near the ruined castle closest to your initial keep, an outlaw will appear and let you recruit outlaw units (for this scenario only). Furthermore, if you helped Siddry (the Poacher trapped in a cage in [[#Slavers|Slavers]]) survive in the past, he will show up here with a group of loyal units to help you. They won't come along with you after this scenario, so you can sacrifice them here if necessary.<br />
<br />
After you advance to the three villages in the center, you'll want to retreat just as fast, as night will be coming, as well as a nasty wave of high level Undead. If you only see a couple of ghosts emerging out of the fog, don't be fooled: run like hell, because they are backed up by Spectres and other tough undead. You may wish to send a few weak units to the northwest, backed by a stronger unit with an arcane ranged attack, like an Enchantress. This will tend to draw some undead that way, making it easier to deal with the ones in the middle.<br />
<br />
Towards the end, hoard your gold. You will need some for the last scenario.<br />
<br />
You defeat the lich to try to get the sword, but as soon as the lich drops it, Caladon teleports in and picks it up. Now, you need to defeat Caladon to get the sword. He grants you time to leave, which is actually a turn to remove any very damaged units from the vicinity as Caladon is pretty dangerous. You can attack him now, or wait a turn for him to get impatient and attack you. When he attacks, or you attack him, he summons fire guardians. He does not also recruit, because that would just be mean. (There is no reason he would have much gold, anyway.)<br />
<br />
=== Getting Help ===<br />
No combat here. You gain the ability to recruit priestesses.<br />
<br />
=== Revenge ===<br />
* Objective: Defeat all enemy leaders.<br />
* Lose if: Kai Krellis dies.<br />
* Turns: Unlimited.<br />
* Starting units: Kai Krellis, Cylanna, all previous loyal units plus three new loyal mermen (a hunter, a fighter and a brawler).<br />
<br />
It's the last scenario. Losses of loyal units are acceptable. Also, you are relieved of the responsibility of protecting Cylanna. And you gain a loyal diviner, the Kai's grandmother, Tyegëa.<br />
<br />
Your minimum gold is 300, but this is likely insufficient, so hopefully you have a good carryover from the previous scenarios, so that your total gold coming into this final showdown is at least about 400 or 500. Recruit one batch of Merman Citizens to capture villages. Recruit Brawlers next, who are good for bashing skeleton types, doubly so when the Brawlers are supported by leadership. Pace your main recruitment to end by turn 5 or 6. Diviners and Priestesses are especially useful in this scenario, to kill Bats and arcane-susceptible undead, as well as to heal your main force. Remember that you now have the ability to recruit Priestesses, which will come in handy if you don't already have a stockpile of them to recall.<br />
<br />
You must kill all the enemy leaders. The choice of which enemy leader to kill first is easy. The enemy leader at southeast is protected by terrain that is nasty to Mermen. Therefore, the bulk of your force should head to the island in the middle. Send only a few Citizens to collect villages in the east. The four toughies at the northwest strait will not bother you if you do not go near them, so steer clear. The middle leader may dart out if you present him with an easy kill. Try to take him down then, as he is tougher in the middle of the island, protected by his recruits. After killing the middle leader, the rest should be downhill. However, keep an eye on the location of the Shadows recruited by the southeast leader, so that they do not surprise you at night. To protect the wounded, stay in line formation whenever Shadows threaten.<br />
<br />
Give great respect to the undead at night, backing off and foregoing attacks. By day, wail on them mercilessly.<br />
<br />
Use your halos (illumination and leadership.) They are key. Hopefully, Keshan is both alive and a Flameheart, for its leadership bonus.<br />
<br />
A few final tips:<br />
<br />
* The pile of skeleton bones in the West has a special object, the Ankh Necklace, that will provide the wearer with 70% resistance to arcane damage. A good bearer is an Entangler like Gwabbo, who can then slow enemy necromancers with relative impunity.<br />
<br />
* If you didn't win the ring of strength on the [[#Flight|Flight]] scenario, now is your chance. After killing Mel Daveth, he drops the ring, which "increases the damage of all its owner's attacks by one, and adds three hitpoints." Inky or Krellis would be a good choice of bearer.<br />
<br />
* On turn 10, a squad of Dark Adepts (easy) or Necromancers (difficult) arrives on the northern beach. For this reason, your attack on the central island should veer towards the northwest. This way, you can cut them down in daylight with Brawlers backed by leadership.<br />
<br />
<br />
<br />
[[Category: Campaigns - Walkthroughs]]</div>Inkyhttps://wiki.wesnoth.org/index.php?title=Dead_Water&diff=56972Dead Water2015-12-15T01:44:59Z<p>Inky: /* BilHeld */</p>
<hr />
<div>This walkthrough started with comments taken from the source data files for this campaign, which are based on normal difficulty. Maiklas3000 updated the comments for difficult (Triton/nightmare) level. Feel free to add your own comments and you can place your attribution here (using "edit" at the bottom.)<br />
<br />
==Campaign Strategy==<br />
You have piercing-attack Mermen to fight pierce-resistant Undead. What to do? Fortunately, for this campaign you are given a special impact unit, namely the Merman Brawler, which is an advancement of Merman Citizen, the peasants of the Mermen. Spamming Citizens and promoting them to Brawler is one way to play the campaign. Brawlers backed by leadership are especially deadly. Take note of the Brawlers' tail attacks with "stun", which can sometimes be used to good effect to disrupt Z.O.C's. Alternatively, or in addition, you can focus Netcasters and Priestesses, with some Enchantresses. You should aggressively advance Hunters to Netcasters for their impact attacks, with "slow" as a bonus on the ranged attack. Many scenarios benefit from having at least two healers, so you should also promote an Initiate or two (or three) to Priestess early on, to supplement your starting Priestess, Cylanna, whom you should try to promote quickly to Diviner for the illumination. Fighters/Warriors and Spearmen are less useful in this campaign, but you do not always fight Undead, so groom a few on your roster "just in case."<br />
<br />
Along the way, you will gather several loyal units that will remain with you until the end, if they survive. So, make sure they survive, replaying scenarios if necessary.<br />
<br />
By the way, this is a campaign where it pays to read one scenario ahead, to see if you can better prepare yourself.<br />
<br />
==Scenarios==<br />
<br />
=== Invasion! ===<br />
* Objective: Defeat the enemy leader.<br />
* Lose if: Kai Krellis or Cylanna die or turns run out.<br />
* Turns: 30/28/26/26 (easy/normal/hard/nightmare).<br />
* Starting units: Kai Krellis, Cylanna, Gwabbo and six citizens.<br />
<br />
This scenario is tricky. Mastering a winning strategy may take you a few attempts. Ultimately, it's not as hard as it looks.<br />
<br />
A key feature of this scenario is that when the Undead capture any village, Walking Corpses spawn. (Soulless spawn on Difficult.) In light of this, you have two possible strategies, with which players have had success: <br />
<br />
''Option 1'': "General Motorsing". Your basic strategy should be to take and hold as many villages as possible, both to prevent the spawning and boost your income. If you don't let many villages fall into enemy hands, eventually your income will be overwhelming. First turn, recruit a mix of level 1's and Citizens. Send a couple level 1's south to capture and protect villages there and send the Citizens in all directions to snatch up villages. Concentrate on keeping Cylanna and Gwabbo safe. You can take horrifying losses of other units and still win. By day, swarm your Citizens around isolated enemy units, similar to bats.<br />
<br />
''Option 2'': Leader assassination / blitzkrieg. First turn, recruit only (or mostly) level 1 units. When you see an opening to go for the enemy leader, advance and kill him. The enemy will be focused on capturing villages in order to create an overwhelming number of Walking Corpses - so much so that you may be able to just walk in and kill their leader.<br />
<br />
You can also do a combination of these two approaches, sending a semi-strong contingent south and then along the bottom of the board to the enemy leader, while most of the enemy's units are distracted up north.<br />
<br />
You can let the swimming Soulless/WC advance a bit towards your keep, so that your baby king can dart out to get an easy kill or two. As Gwabbo hints, you would be wise to get Krellis as much experience as possible this scenario; it will make the next scenario much easier. It's also much easier to defend when you're sitting on villages, like those around your keep.<br />
<br />
Keep your Citizens and wounded safe from becoming WC's, which often means sitting them on villages, but you can think of other ways, like using the ZOC's of level 1's and 2's to protect them.<br />
<br />
Bat control is essential. Initiates are good against bats. A key to success is understanding how the bats work. Often, bats will forego capturing a village in favor of making an attack. So, if a bat can capture a village, try to distract it with some Citizen bait.<br />
<br />
If you start losing villages, it may not be the end of the world. You can sacrifice the land villages, but hold the ones in the water, using a couple of Fighters/Hunters plus Citizens. Use Cylanna, Gwabbo, and a few Citizens to hold off the Skeletons and Soulless/WC southeast of your keep until the village situation is under control. Remember to look for an easy path to the enemy leader, even if there are swarms of Walking Corpses elsewhere.<br />
<br />
Towards the end, your income probably will be quite large, so if the situation is under control, then it's better to milk XP than go for an early finish. You can swarm the enemy keep with Citizens and take your time to end it. Try to get Krellis to level 1, while also turning some of the Citizens into Brawlers.<br />
<br />
=== Flight ===<br />
* Objective: Either<br />
** Move Kai Krellis to the north-west corner of the map. He must be level 1 or higher.<br />
** Defeat all enemy leaders (different bonus for each).<br />
* Lose if: Kai Krellis or Cylanna die or turns run out.<br />
* Turns: 21/22/23/24 (easy/normal/hard/nightmare).<br />
* Starting units: Kai Krellis, Cylanna, Gwabbo (if he survived the previous scenario).<br />
<br />
Hopefully Kai Krellis is at least half leveled up already. Otherwise, this can be painful, as one of the victory conditions is that the Kai must be at least level 1.<br />
<br />
You must decide whether to attack east or southwest. To the east is the prospect of more experience, while to the southwest is an easier foe and less distance for Krellis to travel back to the signpost.<br />
<br />
''Option 1'', east: Recruit a bunch of Citizens, Brawlers, and Initiates, and send them east with Krellis. Use Citizens to lure the Skeleton Archer types into the water. They are easy pickings there for other Citizens, Brawlers, and Krellis. One of those guys gets Krellis half way up to level one. A few Citizens should also survive to become Brawlers. Remember that you can often turn a near-dead Citizen into a healthy Brawler by going for a kill, especially with the leadership of Krellis if he is already at level 1. About the time you get Krellis leveled up, and you are thinking about retreating everyone else, the bats will arrive. On Difficult, this will be a nasty number of Blood Bats. Use Hunters and Initiates to clear a path back west. Send three or four expendable units with Krellis. Their job is only to serve as bat bait, distracting the bats from Krellis, so that he does not get ZOC-locked. Krellis runs for the corner, while the rest of the troops gain experience doing a fighting retreat from the skeletons and other bad guys arriving in the middle of the map. On the other hand, if you manage to kill the northeast leader, you can consider the alternative of heading south and then west, to kill the final two leaders for a total victory.<br />
<br />
''Option 2'', southwest: Send Citizens east, while your best troops go southwest. After you advance to where you meet the enemy, you will start retreating almost as quickly, especially at night. Feed near-dead Blood Bats to Krellis for experience.<br />
<br />
Whichever option you choose, this is not the normal sort of scenario where you necessarily will slaughter all the enemy. It suffices to get enough experience for Krellis to level up and then have him run like hell for the signpost. Ignore gold for now. You don't need much on the next level.<br />
<br />
Killing all the enemy leaders will end the level, but that won't be easy. However, killing any enemy leader gives you a nice reward so you should consider defeating as many leaders as you can manage. Each one gives you a different bonus: defeating Mal-Kevek grants you a loyal Dread Bat, defeating Mel Daveth gives you a loyal Vampire Bat and a ''ring of strength'' (+1 to all attacks and +3 hitpoints) and defeating the Dead Knight gives you a loyal Bat Corpse and 120 gold. Even if the enemy armies outnumber you greatly, when you manage to assassinate a leader, all of his troops will go down with him.<br />
<br />
=== Wolf Coast ===<br />
* Objective: Defeat the enemy leader.<br />
* Lose if: Kai Krellis or Cylanna die or turns run out.<br />
* Turns: 18/17/16/16 (easy/normal/hard/nightmare).<br />
* Starting units: Kai Krellis, Cylanna, all loyal units available.<br />
<br />
This is a fairly easy level to give you a break. Go north, then lure wolves into the water where you can pick them off. If the wolves come in too big of a pack, you can split them up by sending Citizens off to the edges, in (or next to) shallow water.<br />
<br />
You really should get a second healer leveled up here if you haven't yet. Netcasters and enchantresses are probably your next priorities. You'll want a bunch of both.<br />
<br />
There is a storm trident in the east, sticking out of a pond. A fighter would be a wise choice of holder, simply because they have a lot of hit points. With the trident, he will level quickly. When you get him to level 3, choose Triton, as Hoplites have only pierce melee attack (bad for Skeletons.)<br />
<br />
Money is useful going into the next scenario, but it's hard to get money out of this scenario. Scrounge every gold piece you can by starting with mostly level 1's (and 0's) and taking villages. Rushing for an early finish isn't really a good idea, as the next scenario also demands leveled troops (or better yet: ''about'' to level troops.)<br />
<br />
edit nuorc: I gave the trident to Krellis, although I had to be careful about the right timig so he didn't get chewed up. After that he had a ranged attack (unlike before), and he either killed enemies helping levelling him, or he softened up the opponent helping levelling my other units, both being great with the leadership ability.<br />
<br />
scorchgeek: I had great success with a leader-rush tactic. I recalled a spearman and an enchantress and sent them southeast to kill the wolves, then recruited three citizens and also sent them that direction. Then I recalled a couple more L2 units and sent them northwest with the starting units to the very edge of the map. All of the wolves then charged south, whereupon I sacrificed the citizens (keeping them in the water to slow down the orcs) and sent the valuable units west out of their reach. At this point I had three turns to sweep in and take out the leader before they could get back north (done by turn 8), which gave me a nice 285 gold to start the next scenario. The only downsides were that I didn't get a chance to get the storm trident and that I had only 6 L2 and L3 units for the next scenario (but I levelled nearly that many in the next scenario, as it was relatively easy with that amount of gold).<br />
<br />
=== Slavers ===<br />
* Objective: Defeat all enemy leaders.<br />
* Lose if: Kai Krellis or Cylanna die or turns run out.<br />
* Turns: 30/28/26/24 (easy/normal/hard/nightmare).<br />
* Starting units: Kai Krellis, Cylanna, all loyal units available.<br />
<br />
This is one of those scenarios that some will find impossible. However, rest assured it is possible, even on Difficult/Nightmare.<br />
<br />
You get a free, loyal brawler.<br />
<br />
There are two cages on the shore. One contains Keshan, a Drake Burner who can be ''very'' useful during the campaign, and the other contains a poacher named Siddry. He's not going to be much help here, and he won't come with you. However, if you keep him alive, he comes back in The Flaming Sword with some friends who are a big help taking villages in the beginning (and not much help thereafter).<br />
<br />
The shipwreck in the north contains a treasure chest with 100 gold.<br />
<br />
Recruit about two castles, one of which should be all level 2's. Hopefully that includes at least one more healer. Healers are ''essential'' here. Also, any units close to leveling are especially good.<br />
<br />
Send a quick Citizen north to get the gold and villages along the way. Send everyone else east. Hang back a bit during the first watch of the first night: don't try to grab as much territory as possible; instead, try to lure the Saurians into the water.<br />
<br />
During daytime, be aggressive in taking out the troops and getting to the leader, but don't leave any units out and exposed. At night, be conservative and forego attacks that would put your units at risk. As always against Saurians, maintain a solid line and make constant use of CTRL-V to watch where the enemy can move.<br />
<br />
For triggering the slave revolt, a nice time is turn 7, after you have finished your attacks. It's dusk then, and the slaves will distract the Saurians from counterattacking you that turn and on into the night, plus it will slow down the Saurians coming from the North. However, if earlier you find you find yourself with a hole in your line or a unit in jeopardy, that's going to be your best time to pull the trigger on the slave revolt.<br />
<br />
When it's safe, rescue the drake, and try to get him some experience—carefully. When he advances, maybe in a later scenario, choose Drake Flare, for the leadership bonus, as you will often have large hordes of level 0/1 troops and only one other leader, Krellis.<br />
<br />
After taking out the leader and taking over the keep, you can recruit a unit or two as replacements, and maybe a couple of Citizens for distractions, but you probably will not need more than that. As additional waves of the enemy arrive from up north, you may need to continue to maintain a disciplined line at a favorable location.<br />
<br />
After that it should be no problem wiping out the other two leaders—if you have survived this far, you have quite a few high-level units. Advance cautiously, while keeping an eye on the clock.<br />
<br />
Note: If you find you cannot beat the scenario, you may need to go back and replay the campaign to this point, concentrating on promoting units in each scenario and gathering gold in the previous scenario.<br />
<br />
=== Tirigaz ===<br />
* Objective: Destroy all the undead.<br />
* Bonus objective: Also kill Marg-Tonz (early finish bonus).<br />
* Lose if: Kai Krellis or Cylanna die or turns run out.<br />
* Turns: 18/17/16/16 (easy/normal/hard/nightmare).<br />
* Starting units: Kai Krellis, Cylanna, all loyal units available.<br />
<br />
This level is not too hard, so long as you give the high level undead their due respect.<br />
<br />
Don't go too negative on gold, but recruit three or four high-level units. You need mostly leveled initiates for their arcane or magical ranged attacks. Keshan is a big help, and so is the unit with the storm trident.<br />
<br />
Back off at the initial advance of the undead, waiting until daytime to go after them. Keep a solid line to protect against Shadows/Nightgaunts.<br />
<br />
If you decide to go after the orc leader, wait until the undead are dispatched. Heal everyone, then assemble just to the north of his keep. Don't touch the ships or piers though! Wait until daytime, then send in all the units with arcane/magical attacks. Use other units to keep the slurbows busy. Hopefully the leader won't kill anyone before your next turn. One more round of magical attacks should kill him before his recruits start beating you up. Killing the orc leader isn't really necessary, but he helps someone level up, and he has about a hundred gold. The next level is much easier with lots of gold.<br />
<br />
=== Uncharted Islands ===<br />
* Objective: Defeat the enemy leader.<br />
* Lose if: Kai Krellis or Cylanna die or turns run out.<br />
* Turns: 25/24/23/22 (easy/normal/hard/nightmare).<br />
* Starting units: Kai Krellis, Cylanna, all loyal units available.<br />
<br />
Get some Citizens to capture villages and some more Citizens and level 1's to serve as cannon fodder to help soak up the awesome damage capability of the first wave of monsters. Then, recall your most powerful units. You need firepower. You also could really use the slow ability of Netcasters and Entanglers. Two healers are probably a minimum. Brawlers have no place here.<br />
<br />
Slide the first Citizens around the edges capturing villages. This is mostly to distract the enemy and disperse his units, weakening his first assault wave, which arrives at night. Don't worry about gold—you probably can't start the next scenario with more than the minimum.<br />
<br />
Keshan can handle the upper bottleneck section himself or with a small escort. He is good against the tentacles and even the cuttlefish, if he stays healed. If you lack Keshan, then an Entangler will suffice.<br />
<br />
Keep everyone else along the middle bottom, using terrain to your advantage. Use the bottom board edge to protect your rear until it is safe to advance. As always, keep an eye on time of day. Use your auras as much as possible: leadership and illuminate (Cylanna ''is'' a diviner by now, isn't she?) Use "slows" to keep all your units from dying. You will probably lose a couple leveled-up ones anyway.<br />
<br />
If you cannot win by a fair fight, you always have the option of leader assassination, sliding your assassination force along the north edge of the board, while the bulk of your force stays in the middle.<br />
<br />
When you finish off the enemy leader, he gives you a loyal Cuttle Fish. It is isn't terribly useful, but cool to have anyway. When the Cuttle Fish levels into a Kraken, he is quite a bit nicer to have.<br />
<br />
=== BilHeld ===<br />
* Objective: Defeat the enemy leader.<br />
* Lose if: Kai Krellis or Cylanna die or turns run out.<br />
* Turns: 24/22/20/20 (easy/normal/hard/nightmare).<br />
* Starting units: Kai Krellis, Cylanna, all loyal units available.<br />
<br />
This scenario should be rated "R" for massive violence! Both sides can do lots of damage to the other.<br />
<br />
This is a good scenario for you to use all the piercing units you have. Hopefully you haven't been totally ignoring the spearman and warrior lines. Even level one units supported by leadership can do pretty high damage to drakes, so you can level up some more here. Get piercing units, almost exclusively. Netcasters aren't really necessary, and one diviner is enough (but a second healer can help.)<br />
<br />
If you're not in a hurry, you can play it patiently and not recall/recruit anyone, aside from maybe a few level zero Citizens, for about four turns. The drakes will take a while getting to you, so just take some villages and let your income work. Don't worry too much about ''holding'' the villages; instead, when you feel ready, try to knock out the enemy leader as fast as possible for a good early finish bonus.<br />
<br />
Let the first wave of drakes come to you. You'll have the advantage in the water—even against high-level units. They might kill some of your weaker units, but you will do far more damage to them, and level up some new ones in the process. If you survive the first wave, you should be fine. You probably will have to do a little fighting on land towards the end. Just be careful about how many units can attack each of yours.<br />
<br />
[Inky, 1.12 / Difficult]: I'd recommend more than one diviner, and a netcaster or two to slow arbiters and enforcers. I wouldn't wait to recruit as you'll end up with a lot more drakes to fight this way, unless you are deliberately going for the extra experience. The drake leader can be lured out fairly easily by putting a melee only unit in his range.<br />
<br />
=== Talking to Tyegea ===<br />
<br />
No fighting to do here. Give the holy water to one of your leveled fighters. Perhaps the most suited unit to receive it will be a Triton. Those units won't be as useful after one more scenario unless they have special weapons.<br />
<br />
=== The Mage ===<br />
* Objective: Find Caladon the mage.<br />
* Lose if: Kai Krellis or Cylanna die or turns run out.<br />
* Turns: 16/17/18/19 (easy/normal/hard/nightmare).<br />
* Starting units: Kai Krellis, Cylanna, all loyal units available.<br />
<br />
You need fire (e.g., storm trident) and arcane to take care of scorpions. Mermen Javelineers get one more level to shine. Diviners are also great.<br />
<br />
Stay near your fortress initially, forming a line across the southwest corner, because you will be hit with a nasty number of bats and scorpions, not to mention the occasional giant spider.<br />
<br />
The bats will return to their cave during the day, and fly back out during the night. <br />
<br />
Hopefully you have Keshan or a Dread Bat, as they are especially helpful in actually finding the mage (he's hiding in a white temple to the north). A good scout can get there several turns ahead of even the fastest Merman (after you take out most of the scorpions in the way). Without one, the timing will be very tight, and you must focus on killing the creepy crawlies quickly and getting on your way ASAP.<br />
<br />
=== The Flaming Sword ===<br />
* Objective: Pry the flaming sword from the dead hands of its owner.<br />
* Lose if: Kai Krellis, Cylanna or Caladon die or turns run out.<br />
* Turns: 30/28/28/28 (easy/normal/hard/nightmare).<br />
* Starting units: Kai Krellis, Cylanna, Caladon, all loyal units available plus one non–loyal merman from your recall list.<br />
<br />
This is one of those scenarios where there are a lot of villages, so you will want to start with some level 0 units (e.g., Mermen Citizens), but don't expect them to last long. If you have a large stable of Brawlers, you can start treating them suicidally much like Citizens, as this is just before the last scenario.<br />
<br />
When you get near the ruined castle closest to your initial keep, an outlaw will appear and let you recruit outlaw units (for this scenario only). Furthermore, if you helped Siddry (the Poacher trapped in a cage in [[#Slavers|Slavers]]) survive in the past, he will show up here with a group of loyal units to help you. They won't come along with you after this scenario, so you can sacrifice them here if necessary.<br />
<br />
After you advance to the three villages in the center, you'll want to retreat just as fast, as night will be coming, as well as a nasty wave of high level Undead. If you only see a couple of ghosts emerging out of the fog, don't be fooled: run like hell, because they are backed up by Spectres and other tough undead. You may wish to send a few weak units to the northwest, backed by a stronger unit with an arcane ranged attack, like an Enchantress. This will tend to draw some undead that way, making it easier to deal with the ones in the middle.<br />
<br />
Towards the end, hoard your gold. You will need some for the last scenario.<br />
<br />
You defeat the lich to try to get the sword, but as soon as the lich drops it, Caladon teleports in and picks it up. Now, you need to defeat Caladon to get the sword. He grants you time to leave, which is actually a turn to remove any very damaged units from the vicinity as Caladon is pretty dangerous. You can attack him now, or wait a turn for him to get impatient and attack you. When he attacks, or you attack him, he summons fire guardians. He does not also recruit, because that would just be mean. (There is no reason he would have much gold, anyway.)<br />
<br />
=== Getting Help ===<br />
No combat here. You gain the ability to recruit priestesses.<br />
<br />
=== Revenge ===<br />
* Objective: Defeat all enemy leaders.<br />
* Lose if: Kai Krellis dies.<br />
* Turns: Unlimited.<br />
* Starting units: Kai Krellis, Cylanna, all previous loyal units plus three new loyal mermen (a hunter, a fighter and a brawler).<br />
<br />
It's the last scenario. Losses of loyal units are acceptable. Also, you are relieved of the responsibility of protecting Cylanna. And you gain a loyal diviner, the Kai's grandmother, Tyegëa.<br />
<br />
Your minimum gold is 300, but this is likely insufficient, so hopefully you have a good carryover from the previous scenarios, so that your total gold coming into this final showdown is at least about 400 or 500. Recruit one batch of Merman Citizens to capture villages. Recruit Brawlers next, who are good for bashing skeleton types, doubly so when the Brawlers are supported by leadership. Pace your main recruitment to end by turn 5 or 6. Diviners and Priestesses are especially useful in this scenario, to kill Bats and arcane-susceptible undead, as well as to heal your main force. Remember that you now have the ability to recruit Priestesses, which will come in handy if you don't already have a stockpile of them to recall.<br />
<br />
You must kill all the enemy leaders. The choice of which enemy leader to kill first is easy. The enemy leader at southeast is protected by terrain that is nasty to Mermen. Therefore, the bulk of your force should head to the island in the middle. Send only a few Citizens to collect villages in the east. The four toughies at the northwest strait will not bother you if you do not go near them, so steer clear. The middle leader may dart out if you present him with an easy kill. Try to take him down then, as he is tougher in the middle of the island, protected by his recruits. After killing the middle leader, the rest should be downhill. However, keep an eye on the location of the Shadows recruited by the southeast leader, so that they do not surprise you at night. To protect the wounded, stay in line formation whenever Shadows threaten.<br />
<br />
Give great respect to the undead at night, backing off and foregoing attacks. By day, wail on them mercilessly.<br />
<br />
Use your halos (illumination and leadership.) They are key. Hopefully, Keshan is both alive and a Flameheart, for its leadership bonus.<br />
<br />
A few final tips:<br />
<br />
* The pile of skeleton bones in the West has a special object, the Ankh Necklace, that will provide the wearer with 70% resistance to arcane damage. A good bearer is an Entangler like Gwabbo, who can then slow enemy necromancers with relative impunity.<br />
<br />
* If you didn't win the ring of strength on the [[#Flight|Flight]] scenario, now is your chance. After killing Mel Daveth, he drops the ring, which "increases the damage of all its owner's attacks by one, and adds three hitpoints." Inky or Krellis would be a good choice of bearer.<br />
<br />
* On turn 10, a squad of Dark Adepts (easy) or Necromancers (difficult) arrives on the northern beach. For this reason, your attack on the central island should veer towards the northwest. This way, you can cut them down in daylight with Brawlers backed by leadership.<br />
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<br />
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[[Category: Campaigns - Walkthroughs]]</div>Inkyhttps://wiki.wesnoth.org/index.php?title=SpellingMistakes&diff=56786SpellingMistakes2015-09-21T20:35:48Z<p>Inky: /* Sceptre of Fire */</p>
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<div>This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.<br />
<br />
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors. Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not. Note that the mainline campaigns are now using correct typography, including sexed quotes and en and em dashes. These will appear as three byte sequences if you are not using a viewer that supports UTF-8.<br />
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==Mainline Campaigns==<br />
<br />
===An Orcish Incursion===<br />
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===Dead Water===<br />
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===Delfador’s Memoirs===<br />
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===Descent into Darkness===<br />
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===Eastern Invasion===<br />
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===Heir to the Throne===<br />
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===Liberty===<br />
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===Northern Rebirth===<br />
Scenario 05a: line 2571 of [https://github.com/wesnoth/wesnoth/blob/ca66e1f1fcc4efbbaab79ce364365cddf214a167/data/campaigns/Northern_Rebirth/scenarios/05a_01_The_Pursuit.cfg#L2571 this commit]: "Even fire has no affect on him!" should be "Even fire has no effect on him!"<br />
<br />
===Sceptre of Fire===<br />
<br />
Scenario 1:<br />
Rugnur: "Uh, no, wait! Lets talk business — how much will you pay us to do this for you?"<br />
>>Let's<br />
<br />
Scenario 6_Towards_the_Caves<br />
<br />
Durstorn: It’s not yours to give, '''its''' mine, and Rugnur’s, and Baglur’s. > '''it’s''' mine<br />
<br />
Alanin: I’m not going to do that, '''its''' suicide! >> '''it’s''' suicide<br />
<br />
===Son of the Black Eye===<br />
<br />
===The Hammer of Thursagan===<br />
Scenario 07_Mages_and_Drakes<br />
<br />
* Ratheln: I’ll return with your apprentices as soon as I may.<br />
<br />
>> On NORMAL difficulty there is only one apprentice (Master Perrin: I’d like to send one of our senior apprentices with you to the east. It has come time for him to be journeyman...)<br />
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<br />
Scenario 08_Fear<br />
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* The presence of Master Perrin’s journeymen gives you the ability to recruit mages.<br />
<br />
>> There is only one journeyman on NORMAL/HARD difficulties<br />
<br />
* Aiglondur: "They are defeated" >> missing punctuation mark<br />
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===The Legend of Wesmere===<br />
<br />
===The Rise of Wesnoth===<br />
<br />
===The South Guard===<br />
<br />
===Two Brothers===<br />
<br />
===Under the Burning Suns===<br />
<br />
==Wesnoth Game==<br />
<br />
===Editor===<br />
<br />
===Help===<br />
<br />
===Tutorial===<br />
in v1.13.0, 02_Tutorial_part_2.cfg :<br />
"Each turn, you will gain 2 gold '''pus''' one for each village you own.<br />
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===Manual===<br />
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===Manpages===<br />
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===Units===<br />
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===Other (unit descriptions, ...)===<br />
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===Multiplayer maps===<br />
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===Translation code bugs===<br />
<br />
==Announcements==<br />
<br />
[[Category:Writing]]</div>Inkyhttps://wiki.wesnoth.org/index.php?title=LegendofWesmere&diff=56780LegendofWesmere2015-09-20T03:45:50Z<p>Inky: /* Human Alliance */ Added some advice on trolls, updated the part about veterans arriving on turn 9</p>
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<div>This is a walkthrough of '''Legend of Wesmere''', a campaign that tells the story of ''Kalenz'', the famous elf hero that plays an important role in [[HeirToTheThrone|Heir to the Throne]].<br />
<br />
This is a long campaign, organized in 5 chapters, where you play elves. Therefore, it is recommended to take a moment to review their top level units; there are two units capable of flight! One of them is a curing healer +8, the other one is level 4. Both of them can do magic, and both of them can slow their enemies! If you can team up two shydes and two sylphs, you get a magically hard hitting, regenerating, slowing air force that can ZoC-lock an enemy. As if that wasn't enough, late in the campaign you'll lose access to most of your veteran troops, but not your sylphs and shydes. Hence, it really pays to level shamans. The only catch, however, is that they are not available during the first chapter of the story (the first three scenarios); you will still have enough opportunity to level them up, but it requires some determined effort.<br />
<br />
As a general rule of thumb throughout this campaign, if your elves need to make a stand and you have a choice of options, choose the one that will put most of them in the woods. Not only will this give you the best chance of survival, it will ensure that the AI playing your allies will do useful things. This matters a lot, because many of the scenarios in this campaign involve allies you cannot control whose death results in your defeat.<br />
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Loyal troops are even more valuable in this campaign than in most others, partially because they get three traits, but mainly because you'll get to keep them when your other troops are unavailable. With that in mind, you should strongly consider leveling Arkildur (a loyal fighter that starts with you) into a marshal. The leadership skill will prove invaluable when you depend on level 1 units.<br />
<br />
<br />
== The Uprooting ==<br />
* Objectives: Kill any of the orc leaders<br />
* Lose if: Kalenz or Landar dies or turns run out<br />
* Turns: 20/17/14 (easy/medium/hard)<br />
* Starting units: Kalenz, Landar, Anduilas and Arkildur<br />
<br />
Like the first scenario in Heir to the Throne, this scenario begins with the hero in a forest with enemies preparing to close in on all sides. You might want to simply run away (and previously you could), but you have to kill one enemy leader.<br />
<br />
The keep directly to the east is one option. If you keep most of his stronghold hexes plugged up with your units or your enemy's, then he will not be able to spend all his gold before you kill the leader, possibly when he dives in the water.<br />
<br />
A good alternative is going southwest, as this puts the maximum distance between you and the troops of the other orcish leaders, and only level 1 orcs will come from that corner. It also allows you to use the units of Velon more efficiently; they come under your control after they are first attacked by an orc. The villages will also become yours at that point, so you don't need to worry too much about them (except for healing, of course). (This no longer seems to be the case, you will not get any of his units or villages, on normal with 1.12.4).<br />
<br />
You can only recruit fighters and archers. Use fighters to shield yourself and archers to kill the grunts (and warriors on hard.) Keep loyals and leaders safe - if only one unit shields them, remember that it can be killed by a single lucky L2 orc. If you manage to level up units choose captain for fighters and marksman for archers.<br />
<br />
== Hostile Mountains ==<br />
* Objectives: Move Kalenz to the signpost or defeat the troll leader<br />
* Lose if: Kalenz, Landar or Olurf dies or turns run out<br />
* Turns: 32/28/24 (easy/medium/hard)<br />
* Starting units: Kalenz, Landar and any surviving loyal units<br />
<br />
The most important thing to do is get the dwarves to fight the trolls. The trolls will go to the east bank without any bait, just take care you don't lure them away or worse anger the dwarves yourself. Even after they fight with the trolls, do not go to the east bank.<br />
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Recruit fighters to die, archers to do damage. The trolls will tend to go for the fighters when given the option. If you don't have a captain yet, level up a fighter as soon as possible, and use his leadership on your archers. You will need marksmen to kill trolls on mountains, so keep your archers safe (well, at least on reasonable terrain). <br />
<br />
Do not, under any circumstances, cross the river. If you do, Olurf will attack you, and the trolls will cut both you and the dwarves to pieces. You can have units stand in the river if necessary to reach a particular unit, but since your enemies are more powerful than your units avoid doing so if you are likely to be counterattacked. Instead, send out an archer or two (preferably ''quick'' ones) to grab the villages in the far northern reaches of the board while you move your troops onto the wooded island in the middle of the river, directly south of your keep. From here, you can help the dwarves whittle down the trolls while you slowly wend your way southwest toward the troll keep. The scenario will end if you succeed in killing the troll leader. Note: Olurf's death counts as a defeat.<br />
<br />
There is a reason the middle island has so much forest. The western bank of the river has a narrow swath of forest surrounded by mountains and hills. This is not ideal terrain for fighting trolls. Trolls move faster than elves on hills and mountains and have comparable defense. A much better idea is to try to occupy the middle island, forcing the trolls to attack from water. Chances are you'll only be able to claim the northern tip of the island at first, so half your army will spill over to the forest on the west bank. The dwarves help by putting units in water and doing other things to distract the trolls and draw fire away from you.<br />
<br />
It is preferable to aim to kill the troll leader rather than get to the signpost as the experience is most important.<br />
<br />
== Ka'lian Under Attack ==<br />
* Objectives: Survive the initial attack with Galtrid, then defeat the enemy leaders<br />
* Lose if: Kalenz, Landar or Galtrid dies or turns run out<br />
* Turns: 5/7/9 initially, then 35/30/25 extra (easy/medium/hard)<br />
* Starting units: Kalenz, Landar and any surviving loyal units<br />
<br />
Take careful note of this map; you'll be fighting on it again later.<br />
<br />
For the first turns (original turn limit) you play the defenders of the Ka'lian. See all those Orcish Assassins in the water? Make sure they receive as much retaliation as possible when they poison your units (archers). As you can heal only 2 units per turn, make sure they can't poison your fresh recruits as well. Also, you can kill Assassins with some of your poisoned units, as long as they have still enough hitpoints. Distribute XP carefully; units heal upon level up; rarely is this more useful than in this scenario.<br />
<br />
Don't just hit Ctrl-R to recruit; you have a massive keep so put your new units in the right place. Don't let the orcs in good defense terrain and you should be fine. Use Galtrids leadership carefully by moving him multiple times per turn to support different areas of the castle.<br />
<br />
When Kalenz arrives, the orcs just pile up in the northwestern corner ''if'' you defended the Ka'lian well. Control the map, by trapping and killing the village stealing wolf riders, heal your poisoned Ka'lian defenders and let them do some work. Close in carefully - it will be very hard avoiding casualties, but when the time comes, let them be L1 fighters and not your L2. You can level a number of units, but don't wait too long, because you will need gold for the next scenario. (250+ carryover)<br />
<br />
The behaviour of the orcs will depend directly on your ability to hold out the invasion of your fortress. If you manage to repel somewhat successfully their initial attack, the orcs will assume a defensive stance for the second part of the battle (usually triggered when Kalenz arrives). If, on the other hand, the orcs have a more successful start, they then become more aggressive and the battle becomes much more lively on the second part.<br />
<br />
A special feature of this particular scenario—something not very common in a campaign—is that you will control two armies simultaneously after Kalenz' arrival. You start by assuming the role of Galtrid, and later Kalenz joins the party, at which time you will switch between your two roles. Note that, although Galtrid's army should not be your main concern, you will get a chance to recall Ka'lian's veterans in the future (see ''Elves' Last Stand''), so it's useful to protect any level 2 or 3 levels you get from Galtrid's team.<br />
<br />
''Note for versions older than 1.12:'' Galtrid's army does not show up again, so those units are truly expendable in that case.<br />
<br />
== The Elvish Treasury ==<br />
* Objectives: Defeat the enemy leaders<br />
* Lose if: Kalenz, Landar or Cleodil dies or turns run out<br />
* Turns: 35/30/25 (easy/medium/hard)<br />
* Starting units: Kalenz, Landar and any surviving loyal units<br />
<br />
There are two main ways to play this scenario. The most straightforward solution is to send your army en masse to the keep in the northwest first; that's where Cleodil (an Elvish Shyde) is. Then turn east to take out the other saurian. Recruit plenty of Fighters, use leadership to full extent and try to heal by leveling up.<br />
<br />
Alternatively, it is possible to kill the eastern leader with Rangers/Avengers. The AI will completely ignore them once they are in the woods again. This allows you to play more defensively in the west.<br />
<br />
When fighting the saurians, there are three things to remember: 1) Don't send out isolated units, because they'll be swarmed and killed; 2) Try to keep the saurians on bad terrain 3) watch the day/night cycle (it doesn't affect your elves, but the saurians are significantly weaker by day and you can turn that fact to great advantage). Kill the Augurs as soon as possible with your fighter line. The skirmishers have a lot of movement points; make sure that wounded units are safe or meant to be sacrificed. In general, take your time to experiment and figure out what works best on your strategy against saurians, as you'll be seeing many more of them in the future.<br />
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Along with Cleodil, two other units will be freed from the prison. All of them become loyal to your cause, so by the end of this scenario you'll have a small loyal army on your hands. Protect them well.<br />
<br />
There's a couple of things worth noting regarding Cleodil. One is that she has a couple of interesting abilities: ''elates Kalenz'' which works basically like leadership but only works on Kalenz, and ''heals Kalenz'' which boosts her healing powers, but only on Kalenz. As you may guess, this means that from now on it's a good idea to keep those two close to each other in the battle field. The other important detail is that she can recruit Shamans and Woses. You may try it out in this scenario, in the small keep to the north. This works out nicely if your strategy for this scenario is to concentrate on the northwestern enemy first. With a little effort, you can free Cleodil relatively quickly, and then her recruits can be very helpful for the rest of the battle.<br />
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== The Saurian Treasury ==<br />
* Objectives: Defeat the enemy leaders<br />
* Lose if: Kalenz, Landar or Cleodil dies or turns run out<br />
* Turns: 24/20/18 (easy/medium/hard)<br />
* Starting units: Kalenz, Landar, Cleodil and any surviving loyal units<br />
<br />
This scenario is much trickier than the last one because here you have to fight the saurians on terrain that's hostile to your elves (desert and swamp). Try to confront them on favorable terrain and form a defensive line (against Skirmishers) each turn. Woses are very effective against saurians, so if you have trouble with this scenario, try recruiting at least 6 Woses. Also, the ''slows'' attribute of Shamans' ranged attacks limits the damage potential and mobility of Skirmishers. Kill the southern leader first. <br />
<br />
When you've dealt with the southern leader and the treasury (the single saurian sitting on a village and not moving) you can either take an Elvish Scout to the treasury to pick up the gold and return it to the sign post (but traveling more slowly than usual) or just go kill the northern leader. Killing the leader is preferable. You'll get XP and any loss in gold from early finish is dwarfed by the 1800 gold you get for beating the level.<br />
<br />
Keep an eye on the turn limit. The enemy leaders are easily lured out with an Elvish Scout.<br />
<br />
== Acquaintance in Need ==<br />
* Objectives: Defeat the enemy leaders<br />
* Lose if: Kalenz, Landar, Cleodil or Olurf dies or turns run out<br />
* Turns: 35/30/25 (easy/medium/hard)<br />
* Starting units: Kalenz, Landar, Cleodil and any surviving loyal units<br />
<br />
There is another troll leader to kill, so it is an XP opportunity, like for your shamans. For recruiting, you need to make sure that you neither overrecruit nor underrecruit. With too few units, you will take too long to finish your enemies (as always), while too many units won't help you in the fight, and you will need the money!<br />
<br />
Start with the green enemy, who is the closest one to you. The dwarves, who are your allies for this scenario, should provide substantial help in doing so. While you finish off the first orc, you should start sending a fair amount of relatively unexperienced archers/shamans west to take on the troll. Then move north over the mountains in a broad line to take out the orcs. A broad front line will help you to quickly overrun the orcs and allow you to finish in good time. Of course, you need sufficient numbers to do this without overstretching yourself.<br />
<br />
The dwarves will get a lot of kills/occupy the enemy quite a bit. Their high mountain defense and mobility ensure this. You may need to resign yourself to softening the orcs up and letting the dwarves get the kills.<br />
<br />
On this scenario you'll be able to ask Olurf to move to a specific location inside the map (using right-click), which may be useful in case you want his help in some particularly tight spot. This is one of the ways in which you can control the behaviour of your allies (you'll see another in the next scenario). Notice, however, that this command only applies to Olurf himself, and his troops will continue to move freely as they please, often taking experience away from you.<br />
<br />
By the end of the scenario, you will end up "hiring" Olurf—paying him 400 gold—but if you've been careful with your finances, you probably won't miss that amount.<br />
<br />
== Elves' Last Stand ==<br />
* Objectives:<br />
** Defeat all of the enemy leaders ''or''<br />
** "Own the field," which means having more than 25 units while the enemy has under 15.<br />
* Lose if: Kalenz, Landar, Cleodil or Galtrid dies or turns run out<br />
* Turns: 30/25/20 (easy/medium/hard)<br />
* Starting units: Kalenz, Landar, Cleodil and any surviving loyal units<br />
<br />
This is the same map as in Kal'ian Under Attack, but with many more enemies. You'll be facing vast numbers of trolls, orcs, and naga. On the upside, you get one more chance to fight with the Ka'lian's army, and can use your veterans from the scenario ''Ka'lian Under Attack''.<br />
<br />
For recruitment, spamming Fighters and Archers is essential. Supplement them with Elder Woses or just plain Woses. You'll be facing the poison of Assassins, Slayers, and Water Serpents as well the damage of L2 and L3 Trolls, so recall as many healers as you have, plus a lot of Shamans. Mix some in with your ally's forces, since he has no Shaman line units. Finish your recruitment by recalling whatever L3 units you have.<br />
<br />
Now that you have control of your allies, it makes most sense to let him have all the villages. Have your ally recruit a couple of Elf Scouts to keep reflagging villages after you use them for healing or the enemy captures them. It's impossible for you or your ally to have gold carryover from this scenario, so make sure to spend it all here. Recruit as much as you can and be aggressive.<br />
<br />
To save Eradion (your elf ally to the west), you likely either need to evacuate him to the Ka'lian or send reinforcements from the Ka'lian to him. Note that Eradion can also recall Galtrid's veterans. Therefore if you can manage it, having Eradion stay in the keep to the west is recommended, so that he can recruit and recall right into the middle of the battlefield.<br />
<br />
If you wish to keep control of the Ka'lian, you'll need to maintain considerable forces there. However, this island fortress is not much of a defense against the droves of Water Serpents and L1, L2 and maybe L3 Naga headed its way. They get 60% defense in water, so your moat is like a fortress for them. Therefore, abandoning the Ka'lian after your initial recruiting is an option to consider. Fortunately, there is good terrain (forest) to the west and north/northeast of the Ka'lian. Note that if you avoid waterfront hexes, the Water Serpents will crawl onto land, where they are much easier to kill.<br />
<br />
Good tactics are essential. Don't get sloppy about formation and protecting the wounded. Maintain mostly straight lines early on. Don't get flanked. Try to keep loyals and criticals ''off'' the front line, especially at night versus trolls. If you're careful, you can use the heavy fighting to level units. <br />
<br />
700 starting gold is sufficient, barely. Try abandoning the Ka'lian, sending your allied troops west to Eradion's keep area, while your main army digs in within the forest northeast of the Ka'lian. Good luck!<br />
<br />
Olurf does not show up until the battle is won.<br />
<br />
''Note for versions older than 1.12:'' This scenario formerly had AI-controlled allies that you could "instruct" in various ways, not very effectively as it turns out. You don't fight nagas, and Olurf did participate in the battle after showing up around turn 12. The turn limit for the older versions was 35/30/25 (easy/medium/hard).<br />
<br />
== Council of Hard Choices ==<br />
<br />
Story only.<br />
<br />
== Bounty Hunters ==<br />
* Objectives: Move Kalenz across the river<br />
* Lose if: Kalenz, Landar, Cleodil or Olurf dies or turns run out<br />
* Turns: 32/28/24 (easy/medium/hard)<br />
* Starting units: Kalenz, Landar, Cleodil and any surviving loyal units<br />
<br />
The only thing you gain from defeating the saurians is experience. If you are having trouble beating this level, just recruit one round, and run north as fast as you can with your criticals. To slow down the saurians, you can divide your recruits and send half left and half right. When you reach the river, sea monsters (Water Serpents and Cuttle Fish) will attack. You may try distracting the monsters by tossing threm some tasty Elvish Scouts. The saurians will catch up as you're crossing the river, but at least a few of the saurians will focus on killing any remaining sea monsters before worrying about your leaders. Make use of the island to get Kalenz across as quickly as possible.<br />
<br />
By getting Kalenz quickly across the river, you'll get a hefty early finish bonus, rebuilding your gold reserve. Gold will become very important by the time you reach the ''Human Alliance'' scenario.<br />
<br />
If you want to claim some experience as well, a small cadre of Elder Woses and Rangers can lure units one or two at a time to their deaths in the southern woods. They can hide in forest terrain if too many enemy units are in the area. Meanwhile, three Dwarf Guardsmen can serve as a disposable rear guard for your leaders fleeing to the north.<br />
<br />
== Cliffs of Thoria ==<br />
* Objectives: Move Kalenz to the signpost or defeat the enemy leaders<br />
* Lose if: Kalenz, Landar, Cleodil or Olurf dies or turns run out<br />
* Turns: 32/28/24 (easy/medium/hard)<br />
* Starting units: Kalenz, Landar, Cleodil, Olurf and any surviving loyal units<br />
<br />
There are three tricky elements about this one.<br />
<br />
First, if you want Kalenz to get to the signpost, he'll have to climb there over high mountains, so the going will be very slow; watch the turn clock carefully.<br />
<br />
Second, the "fog of war" applies so you won't know much about your enemies until you actually bump into them.<br />
<br />
Third, among your enemies you will find level 4 Yetis (which pack quite a punch) and Gryphons (which move very quickly through any terrain). Keep your Shamans ready to slow Yetis before you attack them with other units.<br />
<br />
For recruitment, you can probably get by with one round of raw recruits. However, note that dwarves do well in the mountains, so you may want more than three dwarf recruits. Avoid Ulfserkers and Berzerkers, though, as they are too vulnerable in this scenario, where things tend to jump out of the fog at you.<br />
<br />
Heed the dialog; proceed with caution. After the initial battle, you can split your forces, sending a group to each enemy stronghold (northwest and east), while optionally sending a third group with Kalenz directly to the signpost.<br />
<br />
== Battle of the Book ==<br />
* Objectives: Defeat Aquagar the drake wizard<br />
* Lose if: Kalenz, Landar, Cleodil, Crelanu or Olurf dies or turns run out<br />
* Turns: 30/34/38 (easy/medium/hard)<br />
* Starting units: Kalenz, Landar, Cleodil, Olurf and any surviving loyal units<br />
<br />
The drakes, commanded by Aquagar (the foe you must defeat), are at the northwest corner, while a keep of trolls is located at the northeast. Crelanu, the wise mage for whom you came, is by the lake. You can send a quick unit (e.g. an Outrider or Cleodil) towards that keep in the middle of the map to trigger the dialogue with Crelanu.<br />
<br />
For recalling, especially useful units include Steelclads, Pathfinders, Marksmen, Rangers, Sorceresses, Thungerguards, and Stalwarts. A good mix of impact and ranged fighters is essential, because a lot of drakes breathe fire. One round of recruiting/recalling should be more than sufficient.<br />
<br />
You may try splitting your forces, sending half of your troops east along the road first to Crelanu's keep to save him and kill the troll leader (whose keep is close by). Take the remaining troops west to kill the drake leader.<br />
<br />
However, it will take some time for the trolls to reach Crelanu, so it's probably better to focus all your power towards Aquagar to finish him as quickly as possible, and then Crelanu won't need any assistance. A quick finish means a big win bonus. You'll need it for the next scenario.<br />
<br />
== Revelations ==<br />
<br />
Story only.<br />
<br />
== News from the Front ==<br />
<br />
Story only.<br />
<br />
== Human Alliance ==<br />
* Objectives: Survive until the end of turns<br />
* Lose if: Kalenz, Landar, Cleodil, Olurf or Aldar (the human leader) dies or turns run out<br />
* Turns: 18/20/22 (easy/medium/hard)<br />
* Starting units: Kalenz, Landar, Cleodil, Olurf and any surviving loyal units<br />
<br />
Historically, this scenario has been considered the unofficial finale and it used to be very challenging in versions previous to 1.12. In those older versions, the following scenarios are kind of a sequel, and easier too.<br />
<br />
The enemy is in three places: the northwest, the northeast (trolls) and the southwest. The most challenging aspect of this scenario is that your army has to do three things practically simultaneously: contain the northwest orcs (this is not that hard due to favorable terrain), aid your human allies to the south, and hold off the trolls. Fortunately, you have a lot of support from your allies, and this time you control 3 different armies.<br />
<br />
You should spend all your gold upfront—there is no much point in saving it for later. The human leader gets a steady stream of income plus can recruit some 2nd and 3rd level units, so is a formidable force. However, the trolls are no push over and may be the toughest of your three fronts. It may be no problem holding off the NW front given the water and favorable terrain, and the forces from the SW come in a slow enough stream that by the time they reach you, they are not much more than an annoyance given the tree line. However, the trolls, with a constant stream of recruits, are a challenge. Strive to use the human army well to either help with trolls or tie up the SW enemy so you can focus on the trolls. Woses backed by leadership are very good against the trolls. (And BTW, for the ''Breaking the Siege'' scenario coming up, you definitely want to focus on getting at least a couple each of Sylphs and Shydes here if you don't already have them.)<br />
<br />
On turn 9, the veterans you left at the Ka'lian appear in the western forest near the keeps of the allied elves.<br />
<br />
''Notes for versions older than 1.12:'' This used to be a significantly harder challenge. Each enemy line received reinforcements every few turns, and their numbers were much larger. You didn't control your allies, which meant keeping the human general alive was quite difficult.<br />
<br />
== The Treaty ==<br />
<br />
Story only.<br />
<br />
== The Chief Must Die ==<br />
* Objectives: Kill the orc chief then return to the signpost<br />
* Lose if: Kalenz or Landar dies or turns run out<br />
* Turns: 32/32/32 (easy/medium/hard)<br />
* Starting units: Kalenz and Landar<br />
<br />
You get no keep, and no chance to recruit, in this one. The only units you have are Kalenz and Landar, and their only task is to assassinate the Orc Sovereign (in the middle) and then return to the signpost at the southwestern corner of the map. Your units will have special attributes (invisible, 80% dodge) for this scenario only that will make this easy.<br />
<br />
When Kalenz takes the potion he changes into a level 2 Elvish Lord (as you might remember him if you have played [[HeirToTheThrone|HttT]]). He will now possess an arcane-magical attack, which proves very useful against many enemies. You should easily be able to get him to level up during this scenario.<br />
<br />
You should have plenty of turns. The only units that will bother you are the Wolf Rider line. They don't pose much threat thanks to Landar's bow and your 80% dodge. Go to the orc leader, kill him and return to the signpost. There is no point in grabbing villages as you get no income from them. There is also no point in finishing early so go ahead and level Kalenz.<br />
<br />
== Breaking the Siege ==<br />
* Objectives: Defeat all enemy leaders<br />
* Lose if: Kalenz, Landar, Cleodil, Olurf or Uradredia (the elf leader) dies or turns run out<br />
* Turns: 40/36/32 (easy/medium/hard)<br />
* Starting units: Kalenz, Landar, Cleodil, Olurf and any surviving loyal units<br />
<br />
Stick to recruiting units with lots of mobility, since the map is large and mostly snow-covered, hampering most of your unit types (don't even bother to recruit dwarves—they won't get to the scene of the action in time to strike any blows). Sylphs and Shydes are best, of course. <br />
<br />
It is essential that you reach your ally quickly. Otherwise he might be dead before you even see him. Despite the fact that fog of war is turned on for this scenario, it's pretty simple to figure out from the geography which keep belongs to your ally (the one in the middle of the forest). You will want to finish this level quickly or/and to grab as soon as possible all the villages to have lots of gold for the next scenario (on medium you'll probably want at least 500 gold). Send some fast units north to keep your ally alive and send the rest straight west. The western units can sweep up after taking out the southern orc boss. A few of Direwolf Riders come as reinforcements when you get to close to the southern orc, so be careful. Alternatively just send everyone north and fan out from there.<br />
<br />
With good units this level shouldn't be tough to beat. Just make sure you beat it in good standing for the next scenario. At this point, this campaign becomes a very good example of why keeping your loyal units alive is very much worth it.<br />
<br />
== Hour of Glory ==<br />
<br />
Story only.<br />
<br />
== Costly Revenge ==<br />
* Objectives: Defeat all enemy units and destroy all enemy villages<br />
* Lose if: Kalenz, Landar dies or turns run out<br />
* Turns: 40/35/30 (easy/medium/hard)<br />
* Starting units: Kalenz, Landar and any surviving loyal units<br />
<br />
This is the same map as The Saurian Treasury, but with most of the terrain snow-covered. Since you're fighting the saurians again, most of the advice from that scenario still applies. Mobility is not a great issue, even though one of the enemy keeps is near the top northeastern corner of the map, because by the time you can dispose of your southern enemy he will have already sent most of his troops south after you. Numbers are an issue, however. In any case, there is no gold carryover for the next scenario, so you might as well spend all your gold here recruiting.<br />
<br />
The best place to make a stand is probably near the patch of forest in the middle (high casualty approach) or the forest with the big ice plain in front of it (low casualty approach). <br />
<br />
The only poor-defense terrain for the saurians is the ice, so keep them on it. The Oracles/Soothsayers will use their ranged attack on your melee units and the Skirmishers/Flankers will use their melee attack on your archers. You will take heavy losses but this is actually good (more on that in a second).<br />
<br />
I like to send Kalenz and a couple of fast units (Scouts/Riders) along the northern forest and then have them cut across the top of the map. This accomplishes three things: one, you torch some out of the way villages; two, you can distract the northern saurians long enough to keep your main force (in the middle of the map) in control; three, you can move them over to kill the northern leader at the end.<br />
<br />
There is a weird twist to this level. After this the elvish civil war breaks out. All your units except loyal ones and scouts defect and serve Landar. So, see that Elvish Champion racking up the kills? Next time he's in battle he will be killing ''your'' units. After the tide of the battle has turned try and get the non-loyal high level units killed (attack those last two Oracles with ranged attack, etc).<br />
<br />
If you have enough gold your main worries will be getting to the villages in time (scouts come in handy), getting to the northern leader in time and leaving as few good units for the civil war as possible.<br />
<br />
1.10.1 (hard): It is not necessary to get your units killed consciously and this scenario is possible with fairly low gold (220 gold for me) by recruiting mainly veterans and exploiting the horrible saurian movement / defence on ice (low casualty approach). As the turn limit isn't very long, it is useful to send some rangers/avengers behind the saurian lines to start burning villages, as soon as they hide in a forest they are invisible to the AI. Constantly check the turn clock, and be as aggresive as possible during the day.<br />
<br />
== Council Ruling == <br />
<br />
Story only.<br />
<br />
== Elvish Assassins ==<br />
* Objectives: Move Kalenz to the signpost<br />
* Lose if: Kalenz or Cleodil dies or turns run out<br />
* Turns: 20/16/12 (easy/medium/hard)<br />
* Starting units: Kalenz, Cleodil and Anduilas<br />
<br />
There's no need to recruit - Kalenz can make it to the signpost with just the units you're given.<br />
<br />
You might feel tempted to take this scenario as an opportunity to level up some new recruits from scratch, but this may not be a good idea. After a few turns, one of your elf allies (chosen at random) will turn against you, making the battle unpredictable and risky, for not a lot of gain.<br />
<br />
There's just a couple of extra scenarios left in this campaign, and if you feel like leveling up units for the final battle, it's better to do it in the next scenario, where you can recall Cleodil's troops again.<br />
<br />
== Northern Battle ==<br />
* Objectives: Defeat all enemy leaders or survive for six days<br />
* Lose if: Kalenz, Cleodil or Uradredia dies or turns run out<br />
* Turns: 40/36/32 (easy/medium/hard)<br />
* Starting units: Kalenz, Cleodil and Anduilas<br />
<br />
This is the same map as Breaking the Siege, but since it's not winter, most of the board is grassland and woods, and much easier for your elves to fight on.<br />
<br />
Landar, now one of your enemies, will be in the far southwest, while another enemy elf has a keep a little to the north from yours. Approximately two thirds of your non-loyal veterans, chosen at random, will go with Landar, while the remaining third will go with Uradredia.<br />
<br />
If you have been building a formidable "air force" (shaman line) you can beat this level very easily. Moreover, the objective description is not very faithful, since you don't really have to kill all enemy leaders. It suffices to move any of your units adjacent to Landar. This makes this scenario quite easy to beat. If you still have Huraldur (your loyal quick elvish rider) on your side and you have leveled him up, you can take him straight to Landar's keep, and—thanks to the vulnerable design of Landar's keep—place him next to Landar by turn 3, finishing the scenario with a huge gold reward. Alternatively, you may try a similar strategy with a group of new scout recruits or other quick units.<br />
<br />
However, you can take the opportunity to level up a few recruits. Particularly, now could be a good time to level up any shamans/woses from Cleodil's old recall list to their maximum. Keep in mind that you need to put Cleodil in the ''Encampment Keep'' tile so you can recall those units.<br />
<br />
Because of Landar's betrayal and the loss of most of your veterans, you will be working mostly with first level units. Consequently, don't try to take on either enemy on the naked grasslands where their keeps lie; recruit as much as you can, then head for your ally's keep in the north central region of the board, taking as many villages during the process as possible. If you need to, make a stand in and about your ally's keep, though depending upon how well you delay Crintil's army you may be able to pick off your enemy a few at a time in the forest long enough to survive until the end of the scenario.<br />
<br />
Playing this scenario patiently has a nice side-effect: by killing Landar's strong veterans here, they won't be available to him in the final battle. As a consequence, if you completely wipe up his army now, he'll be stuck with just fresh level-1 and level-2 elves to recruit by then (unless you're playing on ''hard'' difficulty). Also, all of Uradredia's units will become yours, so if you have the chance to save some of his veterans in this scenario, it's worth doing it.<br />
<br />
If you have some experienced woses (highly resistant against pierce damage!), you can as well crush all the traitors frontally - as long as you engage them outside the forest - for an early finish and large bonus.<br />
<br />
== End of War ==<br />
* Objectives: Defeat Landar<br />
* Lose if: Kalenz or Cleodil dies or turns run out<br />
* Turns: 24/21/18 (easy/medium/hard)<br />
* Starting units: Kalenz, Cleodil and any surviving loyal units<br />
<br />
A relatively short and simple battle, considering this is the final scenario. Recall/recruit all worthy veterans, and don't worry about gold or grabbing villages. If you've made it this far, surely you have the necessary strategic/tactical skills necessary to deal with Landar's army. Now is the time to try risky ideas; this is the last stop for you and your army, so give them the chance to act heroically on the battle field.<br />
<br />
A straightforward strategy involves recalling any remaining veteran troops, then recruiting an army of level 1 elves. Form up your line of battle at the edge of the forest to maximize the difference in defense (70% vs. 40%, while trying to hold the shore is only 40% vs. 20%). The forest defense bonus also means that your level 1 troops stand a good chace of surviving at least one round of two level 2 attacks (which they are unlikely to survive on open ground). If any enemy elves make it into the forest the best approach is to use magic attacks to smoke them out (a slyph works wonders). Once Landar's army has been dealt with, sweep your troops down to the enemy keep to deliver the coup de grace.<br />
<br />
Again experienced woses dominate your enemies outside of forests.<br />
<br />
== Epilogue ==<br />
<br />
Story only.<br />
<br />
[[Category: Campaigns - Walkthroughs]]</div>Inkyhttps://wiki.wesnoth.org/index.php?title=LegendofWesmere&diff=56778LegendofWesmere2015-09-20T03:20:56Z<p>Inky: Corrected turn limit, changed "and" to "or" for the two objectives, added advice about Eradion for v. 1.12</p>
<hr />
<div>This is a walkthrough of '''Legend of Wesmere''', a campaign that tells the story of ''Kalenz'', the famous elf hero that plays an important role in [[HeirToTheThrone|Heir to the Throne]].<br />
<br />
This is a long campaign, organized in 5 chapters, where you play elves. Therefore, it is recommended to take a moment to review their top level units; there are two units capable of flight! One of them is a curing healer +8, the other one is level 4. Both of them can do magic, and both of them can slow their enemies! If you can team up two shydes and two sylphs, you get a magically hard hitting, regenerating, slowing air force that can ZoC-lock an enemy. As if that wasn't enough, late in the campaign you'll lose access to most of your veteran troops, but not your sylphs and shydes. Hence, it really pays to level shamans. The only catch, however, is that they are not available during the first chapter of the story (the first three scenarios); you will still have enough opportunity to level them up, but it requires some determined effort.<br />
<br />
As a general rule of thumb throughout this campaign, if your elves need to make a stand and you have a choice of options, choose the one that will put most of them in the woods. Not only will this give you the best chance of survival, it will ensure that the AI playing your allies will do useful things. This matters a lot, because many of the scenarios in this campaign involve allies you cannot control whose death results in your defeat.<br />
<br />
Loyal troops are even more valuable in this campaign than in most others, partially because they get three traits, but mainly because you'll get to keep them when your other troops are unavailable. With that in mind, you should strongly consider leveling Arkildur (a loyal fighter that starts with you) into a marshal. The leadership skill will prove invaluable when you depend on level 1 units.<br />
<br />
<br />
== The Uprooting ==<br />
* Objectives: Kill any of the orc leaders<br />
* Lose if: Kalenz or Landar dies or turns run out<br />
* Turns: 20/17/14 (easy/medium/hard)<br />
* Starting units: Kalenz, Landar, Anduilas and Arkildur<br />
<br />
Like the first scenario in Heir to the Throne, this scenario begins with the hero in a forest with enemies preparing to close in on all sides. You might want to simply run away (and previously you could), but you have to kill one enemy leader.<br />
<br />
The keep directly to the east is one option. If you keep most of his stronghold hexes plugged up with your units or your enemy's, then he will not be able to spend all his gold before you kill the leader, possibly when he dives in the water.<br />
<br />
A good alternative is going southwest, as this puts the maximum distance between you and the troops of the other orcish leaders, and only level 1 orcs will come from that corner. It also allows you to use the units of Velon more efficiently; they come under your control after they are first attacked by an orc. The villages will also become yours at that point, so you don't need to worry too much about them (except for healing, of course). (This no longer seems to be the case, you will not get any of his units or villages, on normal with 1.12.4).<br />
<br />
You can only recruit fighters and archers. Use fighters to shield yourself and archers to kill the grunts (and warriors on hard.) Keep loyals and leaders safe - if only one unit shields them, remember that it can be killed by a single lucky L2 orc. If you manage to level up units choose captain for fighters and marksman for archers.<br />
<br />
== Hostile Mountains ==<br />
* Objectives: Move Kalenz to the signpost or defeat the troll leader<br />
* Lose if: Kalenz, Landar or Olurf dies or turns run out<br />
* Turns: 32/28/24 (easy/medium/hard)<br />
* Starting units: Kalenz, Landar and any surviving loyal units<br />
<br />
The most important thing to do is get the dwarves to fight the trolls. The trolls will go to the east bank without any bait, just take care you don't lure them away or worse anger the dwarves yourself. Even after they fight with the trolls, do not go to the east bank.<br />
<br />
Recruit fighters to die, archers to do damage. The trolls will tend to go for the fighters when given the option. If you don't have a captain yet, level up a fighter as soon as possible, and use his leadership on your archers. You will need marksmen to kill trolls on mountains, so keep your archers safe (well, at least on reasonable terrain). <br />
<br />
Do not, under any circumstances, cross the river. If you do, Olurf will attack you, and the trolls will cut both you and the dwarves to pieces. You can have units stand in the river if necessary to reach a particular unit, but since your enemies are more powerful than your units avoid doing so if you are likely to be counterattacked. Instead, send out an archer or two (preferably ''quick'' ones) to grab the villages in the far northern reaches of the board while you move your troops onto the wooded island in the middle of the river, directly south of your keep. From here, you can help the dwarves whittle down the trolls while you slowly wend your way southwest toward the troll keep. The scenario will end if you succeed in killing the troll leader. Note: Olurf's death counts as a defeat.<br />
<br />
There is a reason the middle island has so much forest. The western bank of the river has a narrow swath of forest surrounded by mountains and hills. This is not ideal terrain for fighting trolls. Trolls move faster than elves on hills and mountains and have comparable defense. A much better idea is to try to occupy the middle island, forcing the trolls to attack from water. Chances are you'll only be able to claim the northern tip of the island at first, so half your army will spill over to the forest on the west bank. The dwarves help by putting units in water and doing other things to distract the trolls and draw fire away from you.<br />
<br />
It is preferable to aim to kill the troll leader rather than get to the signpost as the experience is most important.<br />
<br />
== Ka'lian Under Attack ==<br />
* Objectives: Survive the initial attack with Galtrid, then defeat the enemy leaders<br />
* Lose if: Kalenz, Landar or Galtrid dies or turns run out<br />
* Turns: 5/7/9 initially, then 35/30/25 extra (easy/medium/hard)<br />
* Starting units: Kalenz, Landar and any surviving loyal units<br />
<br />
Take careful note of this map; you'll be fighting on it again later.<br />
<br />
For the first turns (original turn limit) you play the defenders of the Ka'lian. See all those Orcish Assassins in the water? Make sure they receive as much retaliation as possible when they poison your units (archers). As you can heal only 2 units per turn, make sure they can't poison your fresh recruits as well. Also, you can kill Assassins with some of your poisoned units, as long as they have still enough hitpoints. Distribute XP carefully; units heal upon level up; rarely is this more useful than in this scenario.<br />
<br />
Don't just hit Ctrl-R to recruit; you have a massive keep so put your new units in the right place. Don't let the orcs in good defense terrain and you should be fine. Use Galtrids leadership carefully by moving him multiple times per turn to support different areas of the castle.<br />
<br />
When Kalenz arrives, the orcs just pile up in the northwestern corner ''if'' you defended the Ka'lian well. Control the map, by trapping and killing the village stealing wolf riders, heal your poisoned Ka'lian defenders and let them do some work. Close in carefully - it will be very hard avoiding casualties, but when the time comes, let them be L1 fighters and not your L2. You can level a number of units, but don't wait too long, because you will need gold for the next scenario. (250+ carryover)<br />
<br />
The behaviour of the orcs will depend directly on your ability to hold out the invasion of your fortress. If you manage to repel somewhat successfully their initial attack, the orcs will assume a defensive stance for the second part of the battle (usually triggered when Kalenz arrives). If, on the other hand, the orcs have a more successful start, they then become more aggressive and the battle becomes much more lively on the second part.<br />
<br />
A special feature of this particular scenario—something not very common in a campaign—is that you will control two armies simultaneously after Kalenz' arrival. You start by assuming the role of Galtrid, and later Kalenz joins the party, at which time you will switch between your two roles. Note that, although Galtrid's army should not be your main concern, you will get a chance to recall Ka'lian's veterans in the future (see ''Elves' Last Stand''), so it's useful to protect any level 2 or 3 levels you get from Galtrid's team.<br />
<br />
''Note for versions older than 1.12:'' Galtrid's army does not show up again, so those units are truly expendable in that case.<br />
<br />
== The Elvish Treasury ==<br />
* Objectives: Defeat the enemy leaders<br />
* Lose if: Kalenz, Landar or Cleodil dies or turns run out<br />
* Turns: 35/30/25 (easy/medium/hard)<br />
* Starting units: Kalenz, Landar and any surviving loyal units<br />
<br />
There are two main ways to play this scenario. The most straightforward solution is to send your army en masse to the keep in the northwest first; that's where Cleodil (an Elvish Shyde) is. Then turn east to take out the other saurian. Recruit plenty of Fighters, use leadership to full extent and try to heal by leveling up.<br />
<br />
Alternatively, it is possible to kill the eastern leader with Rangers/Avengers. The AI will completely ignore them once they are in the woods again. This allows you to play more defensively in the west.<br />
<br />
When fighting the saurians, there are three things to remember: 1) Don't send out isolated units, because they'll be swarmed and killed; 2) Try to keep the saurians on bad terrain 3) watch the day/night cycle (it doesn't affect your elves, but the saurians are significantly weaker by day and you can turn that fact to great advantage). Kill the Augurs as soon as possible with your fighter line. The skirmishers have a lot of movement points; make sure that wounded units are safe or meant to be sacrificed. In general, take your time to experiment and figure out what works best on your strategy against saurians, as you'll be seeing many more of them in the future.<br />
<br />
Along with Cleodil, two other units will be freed from the prison. All of them become loyal to your cause, so by the end of this scenario you'll have a small loyal army on your hands. Protect them well.<br />
<br />
There's a couple of things worth noting regarding Cleodil. One is that she has a couple of interesting abilities: ''elates Kalenz'' which works basically like leadership but only works on Kalenz, and ''heals Kalenz'' which boosts her healing powers, but only on Kalenz. As you may guess, this means that from now on it's a good idea to keep those two close to each other in the battle field. The other important detail is that she can recruit Shamans and Woses. You may try it out in this scenario, in the small keep to the north. This works out nicely if your strategy for this scenario is to concentrate on the northwestern enemy first. With a little effort, you can free Cleodil relatively quickly, and then her recruits can be very helpful for the rest of the battle.<br />
<br />
== The Saurian Treasury ==<br />
* Objectives: Defeat the enemy leaders<br />
* Lose if: Kalenz, Landar or Cleodil dies or turns run out<br />
* Turns: 24/20/18 (easy/medium/hard)<br />
* Starting units: Kalenz, Landar, Cleodil and any surviving loyal units<br />
<br />
This scenario is much trickier than the last one because here you have to fight the saurians on terrain that's hostile to your elves (desert and swamp). Try to confront them on favorable terrain and form a defensive line (against Skirmishers) each turn. Woses are very effective against saurians, so if you have trouble with this scenario, try recruiting at least 6 Woses. Also, the ''slows'' attribute of Shamans' ranged attacks limits the damage potential and mobility of Skirmishers. Kill the southern leader first. <br />
<br />
When you've dealt with the southern leader and the treasury (the single saurian sitting on a village and not moving) you can either take an Elvish Scout to the treasury to pick up the gold and return it to the sign post (but traveling more slowly than usual) or just go kill the northern leader. Killing the leader is preferable. You'll get XP and any loss in gold from early finish is dwarfed by the 1800 gold you get for beating the level.<br />
<br />
Keep an eye on the turn limit. The enemy leaders are easily lured out with an Elvish Scout.<br />
<br />
== Acquaintance in Need ==<br />
* Objectives: Defeat the enemy leaders<br />
* Lose if: Kalenz, Landar, Cleodil or Olurf dies or turns run out<br />
* Turns: 35/30/25 (easy/medium/hard)<br />
* Starting units: Kalenz, Landar, Cleodil and any surviving loyal units<br />
<br />
There is another troll leader to kill, so it is an XP opportunity, like for your shamans. For recruiting, you need to make sure that you neither overrecruit nor underrecruit. With too few units, you will take too long to finish your enemies (as always), while too many units won't help you in the fight, and you will need the money!<br />
<br />
Start with the green enemy, who is the closest one to you. The dwarves, who are your allies for this scenario, should provide substantial help in doing so. While you finish off the first orc, you should start sending a fair amount of relatively unexperienced archers/shamans west to take on the troll. Then move north over the mountains in a broad line to take out the orcs. A broad front line will help you to quickly overrun the orcs and allow you to finish in good time. Of course, you need sufficient numbers to do this without overstretching yourself.<br />
<br />
The dwarves will get a lot of kills/occupy the enemy quite a bit. Their high mountain defense and mobility ensure this. You may need to resign yourself to softening the orcs up and letting the dwarves get the kills.<br />
<br />
On this scenario you'll be able to ask Olurf to move to a specific location inside the map (using right-click), which may be useful in case you want his help in some particularly tight spot. This is one of the ways in which you can control the behaviour of your allies (you'll see another in the next scenario). Notice, however, that this command only applies to Olurf himself, and his troops will continue to move freely as they please, often taking experience away from you.<br />
<br />
By the end of the scenario, you will end up "hiring" Olurf—paying him 400 gold—but if you've been careful with your finances, you probably won't miss that amount.<br />
<br />
== Elves' Last Stand ==<br />
* Objectives:<br />
** Defeat all of the enemy leaders ''or''<br />
** "Own the field," which means having more than 25 units while the enemy has under 15.<br />
* Lose if: Kalenz, Landar, Cleodil or Galtrid dies or turns run out<br />
* Turns: 30/25/20 (easy/medium/hard)<br />
* Starting units: Kalenz, Landar, Cleodil and any surviving loyal units<br />
<br />
This is the same map as in Kal'ian Under Attack, but with many more enemies. You'll be facing vast numbers of trolls, orcs, and naga. On the upside, you get one more chance to fight with the Ka'lian's army, and can use your veterans from the scenario ''Ka'lian Under Attack''.<br />
<br />
For recruitment, spamming Fighters and Archers is essential. Supplement them with Elder Woses or just plain Woses. You'll be facing the poison of Assassins, Slayers, and Water Serpents as well the damage of L2 and L3 Trolls, so recall as many healers as you have, plus a lot of Shamans. Mix some in with your ally's forces, since he has no Shaman line units. Finish your recruitment by recalling whatever L3 units you have.<br />
<br />
Now that you have control of your allies, it makes most sense to let him have all the villages. Have your ally recruit a couple of Elf Scouts to keep reflagging villages after you use them for healing or the enemy captures them. It's impossible for you or your ally to have gold carryover from this scenario, so make sure to spend it all here. Recruit as much as you can and be aggressive.<br />
<br />
To save Eradion (your elf ally to the west), you likely either need to evacuate him to the Ka'lian or send reinforcements from the Ka'lian to him. Note that Eradion can also recall Galtrid's veterans. Therefore if you can manage it, having Eradion stay in the keep to the west is recommended, so that he can recruit and recall right into the middle of the battlefield.<br />
<br />
If you wish to keep control of the Ka'lian, you'll need to maintain considerable forces there. However, this island fortress is not much of a defense against the droves of Water Serpents and L1, L2 and maybe L3 Naga headed its way. They get 60% defense in water, so your moat is like a fortress for them. Therefore, abandoning the Ka'lian after your initial recruiting is an option to consider. Fortunately, there is good terrain (forest) to the west and north/northeast of the Ka'lian. Note that if you avoid waterfront hexes, the Water Serpents will crawl onto land, where they are much easier to kill.<br />
<br />
Good tactics are essential. Don't get sloppy about formation and protecting the wounded. Maintain mostly straight lines early on. Don't get flanked. Try to keep loyals and criticals ''off'' the front line, especially at night versus trolls. If you're careful, you can use the heavy fighting to level units. <br />
<br />
700 starting gold is sufficient, barely. Try abandoning the Ka'lian, sending your allied troops west to Eradion's keep area, while your main army digs in within the forest northeast of the Ka'lian. Good luck!<br />
<br />
Olurf does not show up until the battle is won.<br />
<br />
''Note for versions older than 1.12:'' This scenario formerly had AI-controlled allies that you could "instruct" in various ways, not very effectively as it turns out. You don't fight nagas, and Olurf did participate in the battle after showing up around turn 12. The turn limit for the older versions was 35/30/25 (easy/medium/hard).<br />
<br />
== Council of Hard Choices ==<br />
<br />
Story only.<br />
<br />
== Bounty Hunters ==<br />
* Objectives: Move Kalenz across the river<br />
* Lose if: Kalenz, Landar, Cleodil or Olurf dies or turns run out<br />
* Turns: 32/28/24 (easy/medium/hard)<br />
* Starting units: Kalenz, Landar, Cleodil and any surviving loyal units<br />
<br />
The only thing you gain from defeating the saurians is experience. If you are having trouble beating this level, just recruit one round, and run north as fast as you can with your criticals. To slow down the saurians, you can divide your recruits and send half left and half right. When you reach the river, sea monsters (Water Serpents and Cuttle Fish) will attack. You may try distracting the monsters by tossing threm some tasty Elvish Scouts. The saurians will catch up as you're crossing the river, but at least a few of the saurians will focus on killing any remaining sea monsters before worrying about your leaders. Make use of the island to get Kalenz across as quickly as possible.<br />
<br />
By getting Kalenz quickly across the river, you'll get a hefty early finish bonus, rebuilding your gold reserve. Gold will become very important by the time you reach the ''Human Alliance'' scenario.<br />
<br />
If you want to claim some experience as well, a small cadre of Elder Woses and Rangers can lure units one or two at a time to their deaths in the southern woods. They can hide in forest terrain if too many enemy units are in the area. Meanwhile, three Dwarf Guardsmen can serve as a disposable rear guard for your leaders fleeing to the north.<br />
<br />
== Cliffs of Thoria ==<br />
* Objectives: Move Kalenz to the signpost or defeat the enemy leaders<br />
* Lose if: Kalenz, Landar, Cleodil or Olurf dies or turns run out<br />
* Turns: 32/28/24 (easy/medium/hard)<br />
* Starting units: Kalenz, Landar, Cleodil, Olurf and any surviving loyal units<br />
<br />
There are three tricky elements about this one.<br />
<br />
First, if you want Kalenz to get to the signpost, he'll have to climb there over high mountains, so the going will be very slow; watch the turn clock carefully.<br />
<br />
Second, the "fog of war" applies so you won't know much about your enemies until you actually bump into them.<br />
<br />
Third, among your enemies you will find level 4 Yetis (which pack quite a punch) and Gryphons (which move very quickly through any terrain). Keep your Shamans ready to slow Yetis before you attack them with other units.<br />
<br />
For recruitment, you can probably get by with one round of raw recruits. However, note that dwarves do well in the mountains, so you may want more than three dwarf recruits. Avoid Ulfserkers and Berzerkers, though, as they are too vulnerable in this scenario, where things tend to jump out of the fog at you.<br />
<br />
Heed the dialog; proceed with caution. After the initial battle, you can split your forces, sending a group to each enemy stronghold (northwest and east), while optionally sending a third group with Kalenz directly to the signpost.<br />
<br />
== Battle of the Book ==<br />
* Objectives: Defeat Aquagar the drake wizard<br />
* Lose if: Kalenz, Landar, Cleodil, Crelanu or Olurf dies or turns run out<br />
* Turns: 30/34/38 (easy/medium/hard)<br />
* Starting units: Kalenz, Landar, Cleodil, Olurf and any surviving loyal units<br />
<br />
The drakes, commanded by Aquagar (the foe you must defeat), are at the northwest corner, while a keep of trolls is located at the northeast. Crelanu, the wise mage for whom you came, is by the lake. You can send a quick unit (e.g. an Outrider or Cleodil) towards that keep in the middle of the map to trigger the dialogue with Crelanu.<br />
<br />
For recalling, especially useful units include Steelclads, Pathfinders, Marksmen, Rangers, Sorceresses, Thungerguards, and Stalwarts. A good mix of impact and ranged fighters is essential, because a lot of drakes breathe fire. One round of recruiting/recalling should be more than sufficient.<br />
<br />
You may try splitting your forces, sending half of your troops east along the road first to Crelanu's keep to save him and kill the troll leader (whose keep is close by). Take the remaining troops west to kill the drake leader.<br />
<br />
However, it will take some time for the trolls to reach Crelanu, so it's probably better to focus all your power towards Aquagar to finish him as quickly as possible, and then Crelanu won't need any assistance. A quick finish means a big win bonus. You'll need it for the next scenario.<br />
<br />
== Revelations ==<br />
<br />
Story only.<br />
<br />
== News from the Front ==<br />
<br />
Story only.<br />
<br />
== Human Alliance ==<br />
* Objectives: Survive until the end of turns<br />
* Lose if: Kalenz, Landar, Cleodil, Olurf or Aldar (the human leader) dies or turns run out<br />
* Turns: 18/20/22 (easy/medium/hard)<br />
* Starting units: Kalenz, Landar, Cleodil, Olurf and any surviving loyal units<br />
<br />
Historically, this scenario has been considered the unofficial finale and it used to be very challenging in versions previous to 1.12. In those older versions, the following scenarios are kind of a sequel, and easier too.<br />
<br />
The enemy is in three places: the northwest, the northeast (trolls) and the southwest. The most challenging aspect of this scenario is that your army has to do three things practically simultaneously: contain the northwest orcs (this is not that hard due to favorable terrain), aid your human allies to the south, and eliminate the trolls. Fortunately, you have a lot of support from your allies, and this time you control 3 different armies.<br />
<br />
You should spend all your gold upfront—there is no much point in saving it for later. The human leader gets a steady stream of income plus can recruit some 2nd and 3rd level units, so is a formidable force. However, the trolls are no push over and may be the toughest of your three fronts. It may be no problem holding off the NW front given the water and favorable terrain, and the forces from the SW come is a slow enough stream by the time they reach you, are not much more than an annoyance given the tree line. However, the trolls, with a constant stream of recruits, are a challenge. Strive to use the human army well to either help with trolls or tie up the SW enemy so you can focus on the trolls. (And BTW, for the ''Breaking the Siege'' scenario coming up, you definitely want to focus on getting at least a couple each of Sylphs and Shydes here if you don't already have them.)<br />
<br />
''Notes for versions older than 1.12:'' This used to be a significantly harder challenge. Each enemy line received reinforcements every few turns, and their numbers were much larger. You didn't control your allies, which meant keeping the human general alive was quite difficult.<br />
<br />
On turn 9, some of the elves from Ka'lian appear. However, they show up a little to the west of the keep where you start this scenario. It is a strange location for them to show up, and by that point of the battle it will probably be surrounded by enemies.<br />
<br />
<br />
== The Treaty ==<br />
<br />
Story only.<br />
<br />
== The Chief Must Die ==<br />
* Objectives: Kill the orc chief then return to the signpost<br />
* Lose if: Kalenz or Landar dies or turns run out<br />
* Turns: 32/32/32 (easy/medium/hard)<br />
* Starting units: Kalenz and Landar<br />
<br />
You get no keep, and no chance to recruit, in this one. The only units you have are Kalenz and Landar, and their only task is to assassinate the Orc Sovereign (in the middle) and then return to the signpost at the southwestern corner of the map. Your units will have special attributes (invisible, 80% dodge) for this scenario only that will make this easy.<br />
<br />
When Kalenz takes the potion he changes into a level 2 Elvish Lord (as you might remember him if you have played [[HeirToTheThrone|HttT]]). He will now possess an arcane-magical attack, which proves very useful against many enemies. You should easily be able to get him to level up during this scenario.<br />
<br />
You should have plenty of turns. The only units that will bother you are the Wolf Rider line. They don't pose much threat thanks to Landar's bow and your 80% dodge. Go to the orc leader, kill him and return to the signpost. There is no point in grabbing villages as you get no income from them. There is also no point in finishing early so go ahead and level Kalenz.<br />
<br />
== Breaking the Siege ==<br />
* Objectives: Defeat all enemy leaders<br />
* Lose if: Kalenz, Landar, Cleodil, Olurf or Uradredia (the elf leader) dies or turns run out<br />
* Turns: 40/36/32 (easy/medium/hard)<br />
* Starting units: Kalenz, Landar, Cleodil, Olurf and any surviving loyal units<br />
<br />
Stick to recruiting units with lots of mobility, since the map is large and mostly snow-covered, hampering most of your unit types (don't even bother to recruit dwarves—they won't get to the scene of the action in time to strike any blows). Sylphs and Shydes are best, of course. <br />
<br />
It is essential that you reach your ally quickly. Otherwise he might be dead before you even see him. Despite the fact that fog of war is turned on for this scenario, it's pretty simple to figure out from the geography which keep belongs to your ally (the one in the middle of the forest). You will want to finish this level quickly or/and to grab as soon as possible all the villages to have lots of gold for the next scenario (on medium you'll probably want at least 500 gold). Send some fast units north to keep your ally alive and send the rest straight west. The western units can sweep up after taking out the southern orc boss. A few of Direwolf Riders come as reinforcements when you get to close to the southern orc, so be careful. Alternatively just send everyone north and fan out from there.<br />
<br />
With good units this level shouldn't be tough to beat. Just make sure you beat it in good standing for the next scenario. At this point, this campaign becomes a very good example of why keeping your loyal units alive is very much worth it.<br />
<br />
== Hour of Glory ==<br />
<br />
Story only.<br />
<br />
== Costly Revenge ==<br />
* Objectives: Defeat all enemy units and destroy all enemy villages<br />
* Lose if: Kalenz, Landar dies or turns run out<br />
* Turns: 40/35/30 (easy/medium/hard)<br />
* Starting units: Kalenz, Landar and any surviving loyal units<br />
<br />
This is the same map as The Saurian Treasury, but with most of the terrain snow-covered. Since you're fighting the saurians again, most of the advice from that scenario still applies. Mobility is not a great issue, even though one of the enemy keeps is near the top northeastern corner of the map, because by the time you can dispose of your southern enemy he will have already sent most of his troops south after you. Numbers are an issue, however. In any case, there is no gold carryover for the next scenario, so you might as well spend all your gold here recruiting.<br />
<br />
The best place to make a stand is probably near the patch of forest in the middle (high casualty approach) or the forest with the big ice plain in front of it (low casualty approach). <br />
<br />
The only poor-defense terrain for the saurians is the ice, so keep them on it. The Oracles/Soothsayers will use their ranged attack on your melee units and the Skirmishers/Flankers will use their melee attack on your archers. You will take heavy losses but this is actually good (more on that in a second).<br />
<br />
I like to send Kalenz and a couple of fast units (Scouts/Riders) along the northern forest and then have them cut across the top of the map. This accomplishes three things: one, you torch some out of the way villages; two, you can distract the northern saurians long enough to keep your main force (in the middle of the map) in control; three, you can move them over to kill the northern leader at the end.<br />
<br />
There is a weird twist to this level. After this the elvish civil war breaks out. All your units except loyal ones and scouts defect and serve Landar. So, see that Elvish Champion racking up the kills? Next time he's in battle he will be killing ''your'' units. After the tide of the battle has turned try and get the non-loyal high level units killed (attack those last two Oracles with ranged attack, etc).<br />
<br />
If you have enough gold your main worries will be getting to the villages in time (scouts come in handy), getting to the northern leader in time and leaving as few good units for the civil war as possible.<br />
<br />
1.10.1 (hard): It is not necessary to get your units killed consciously and this scenario is possible with fairly low gold (220 gold for me) by recruiting mainly veterans and exploiting the horrible saurian movement / defence on ice (low casualty approach). As the turn limit isn't very long, it is useful to send some rangers/avengers behind the saurian lines to start burning villages, as soon as they hide in a forest they are invisible to the AI. Constantly check the turn clock, and be as aggresive as possible during the day.<br />
<br />
== Council Ruling == <br />
<br />
Story only.<br />
<br />
== Elvish Assassins ==<br />
* Objectives: Move Kalenz to the signpost<br />
* Lose if: Kalenz or Cleodil dies or turns run out<br />
* Turns: 20/16/12 (easy/medium/hard)<br />
* Starting units: Kalenz, Cleodil and Anduilas<br />
<br />
There's no need to recruit - Kalenz can make it to the signpost with just the units you're given.<br />
<br />
You might feel tempted to take this scenario as an opportunity to level up some new recruits from scratch, but this may not be a good idea. After a few turns, one of your elf allies (chosen at random) will turn against you, making the battle unpredictable and risky, for not a lot of gain.<br />
<br />
There's just a couple of extra scenarios left in this campaign, and if you feel like leveling up units for the final battle, it's better to do it in the next scenario, where you can recall Cleodil's troops again.<br />
<br />
== Northern Battle ==<br />
* Objectives: Defeat all enemy leaders or survive for six days<br />
* Lose if: Kalenz, Cleodil or Uradredia dies or turns run out<br />
* Turns: 40/36/32 (easy/medium/hard)<br />
* Starting units: Kalenz, Cleodil and Anduilas<br />
<br />
This is the same map as Breaking the Siege, but since it's not winter, most of the board is grassland and woods, and much easier for your elves to fight on.<br />
<br />
Landar, now one of your enemies, will be in the far southwest, while another enemy elf has a keep a little to the north from yours. Approximately two thirds of your non-loyal veterans, chosen at random, will go with Landar, while the remaining third will go with Uradredia.<br />
<br />
If you have been building a formidable "air force" (shaman line) you can beat this level very easily. Moreover, the objective description is not very faithful, since you don't really have to kill all enemy leaders. It suffices to move any of your units adjacent to Landar. This makes this scenario quite easy to beat. If you still have Huraldur (your loyal quick elvish rider) on your side and you have leveled him up, you can take him straight to Landar's keep, and—thanks to the vulnerable design of Landar's keep—place him next to Landar by turn 3, finishing the scenario with a huge gold reward. Alternatively, you may try a similar strategy with a group of new scout recruits or other quick units.<br />
<br />
However, you can take the opportunity to level up a few recruits. Particularly, now could be a good time to level up any shamans/woses from Cleodil's old recall list to their maximum. Keep in mind that you need to put Cleodil in the ''Encampment Keep'' tile so you can recall those units.<br />
<br />
Because of Landar's betrayal and the loss of most of your veterans, you will be working mostly with first level units. Consequently, don't try to take on either enemy on the naked grasslands where their keeps lie; recruit as much as you can, then head for your ally's keep in the north central region of the board, taking as many villages during the process as possible. If you need to, make a stand in and about your ally's keep, though depending upon how well you delay Crintil's army you may be able to pick off your enemy a few at a time in the forest long enough to survive until the end of the scenario.<br />
<br />
Playing this scenario patiently has a nice side-effect: by killing Landar's strong veterans here, they won't be available to him in the final battle. As a consequence, if you completely wipe up his army now, he'll be stuck with just fresh level-1 and level-2 elves to recruit by then (unless you're playing on ''hard'' difficulty). Also, all of Uradredia's units will become yours, so if you have the chance to save some of his veterans in this scenario, it's worth doing it.<br />
<br />
If you have some experienced woses (highly resistant against pierce damage!), you can as well crush all the traitors frontally - as long as you engage them outside the forest - for an early finish and large bonus.<br />
<br />
== End of War ==<br />
* Objectives: Defeat Landar<br />
* Lose if: Kalenz or Cleodil dies or turns run out<br />
* Turns: 24/21/18 (easy/medium/hard)<br />
* Starting units: Kalenz, Cleodil and any surviving loyal units<br />
<br />
A relatively short and simple battle, considering this is the final scenario. Recall/recruit all worthy veterans, and don't worry about gold or grabbing villages. If you've made it this far, surely you have the necessary strategic/tactical skills necessary to deal with Landar's army. Now is the time to try risky ideas; this is the last stop for you and your army, so give them the chance to act heroically on the battle field.<br />
<br />
A straightforward strategy involves recalling any remaining veteran troops, then recruiting an army of level 1 elves. Form up your line of battle at the edge of the forest to maximize the difference in defense (70% vs. 40%, while trying to hold the shore is only 40% vs. 20%). The forest defense bonus also means that your level 1 troops stand a good chace of surviving at least one round of two level 2 attacks (which they are unlikely to survive on open ground). If any enemy elves make it into the forest the best approach is to use magic attacks to smoke them out (a slyph works wonders). Once Landar's army has been dealt with, sweep your troops down to the enemy keep to deliver the coup de grace.<br />
<br />
Again experienced woses dominate your enemies outside of forests.<br />
<br />
== Epilogue ==<br />
<br />
Story only.<br />
<br />
[[Category: Campaigns - Walkthroughs]]</div>Inky